Difference between revisions of "DXtoToken"

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     set sToken to sToken + 32 ;lowercase char += 32 == uppercase
     set sToken to sToken + 32 ;lowercase char += 32 == uppercase
   endif
   endif
  set dxKey to 0
  set shift to 0
end
end
</pre>
</pre>
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==Notes==
==Notes==
*Essentially all characters on the main keyboard are supported - letters, numbers and symbols.
*Essentially all characters on the main keyboard are supported - letters, numbers and symbols.
*Tilde(~) and accent(`) are not supported, since it's not possible to use them anyway due to the [[console]].
*Tilde(~) and accent(`) are not supported, since it's not possible to use them anyway due to the [[Glossary#C|console]].
*The following keys on the main keyboard are ignored: Esc, Tab, Caps Lock, L/R Shift, L/R Ctrl, L/R Alt, Enter, Backspace, F1-F12.
*The following keys on the main keyboard are ignored: Esc, Tab, Caps Lock, L/R Shift, L/R Ctrl, L/R Alt, Enter, Backspace, F1-F12.
*All keys off of the main keyboard are ignored: the number pad, arrow keys, Insert, Home, and etc.
*All keys off of the main keyboard are ignored: the number pad, arrow keys, Insert, Home, and etc.
*Any time that an unsupported or unrecognized keycode is processed, '''sToken''' will be -1, which is an empty string.
*Any time that an unsupported or unrecognized keycode is processed, '''sToken''' will be -1, which is an empty string.
*If you want to convert DX keycodes to ASCII values, simply check that '''sToken''' is not -1, and the multiply it by -1.
*If you want to convert DX keycodes to ASCII values, simply check that '''sToken''' is not -1, and the multiply it by -1.
==See Also==
*[[Text Input With Pluggy]]


[[Category: Pluggy]]
[[Category: Pluggy]]

Latest revision as of 23:24, 5 June 2008

This code is a resource intended to allow easy text input using Pluggy. It will convert the DirectX scancodes returned by OBSE functions such as GetKeyPress into Pluggy's StringTokens, which can be used with the Pluggy function StringCat to capture input.

Requirements[edit | edit source]

Technically only the CS is need to use this script in itself, however it is useless without the above two items.

Setup[edit | edit source]

  1. Copy the script, and save it in the CS as an object script.
  2. Create a new activator and assign the script to it. It is not necessary to give the activator a model; it needs only the script and an Editor ID.
    • Recommended: DXtoTokenBase
  3. If you don't already have a "storage cell" to hold activators, create a new cell and add the activator to the cell.
  4. Edit the properties of the item in the cell:
    1. Be sure that it is set as a Persistant Reference.
    2. Give it a unique Reference Editor ID.
      • Recommended: DXtoToken

Usage[edit | edit source]

The script requires that two variables be set:

  • dxKey:long - The DirectX keycode that should be converted.
  • shift:bool - Whether the shift key(s) are pressed or not.

After activating the activator, the resulting StringToken can be retrieved from the variable sToken:long.

Assuming that you used the recommended naming from the setup section, normal usage will look like the following:

; obtain key pressed and shift's state
set DXtoToken.dxKey to keyPressed
set DXtoToken.shift to shiftState
DXtoToken.activate player 1
set token to DXtoToken.sToken
; use the token

The Code[edit | edit source]

scn DXtoTokenScript

long dxKey
long shift

long sToken

begin onActivate
  ;dxKey 1 == Escape
  if (dxKey == 2)
    if (shift)
      set sToken to -33 ;!
    else
      set sToken to -49 ;1
    endif
  elseif (dxKey == 3)
    if (shift)
      set sToken to -64 ;@
    else
      set sToken to -50 ;2
    endif
  elseif (dxKey == 4)
    if (shift)
      set sToken to -35 ;#
    else
      set sToken to -51 ;3
    endif
  elseif (dxKey == 5)
    if (shift)
      set sToken to -36 ;$
    else
      set sToken to -52 ;4
    endif
  elseif (dxKey == 6)
    if (shift)
      set sToken to -37 ;%
    else
      set sToken to -53 ;5
    endif
  elseif (dxKey == 7)
    if (shift)
      set sToken to -94 ;^
    else
      set sToken to -54 ;6
    endif
  elseif (dxKey == 8)
    if (shift)
      set sToken to -38 ;&
    else
      set sToken to -55 ;7
    endif
  elseif (dxKey == 9)
    if (shift)
      set sToken to -42 ;*
    else
      set sToken to -56 ;8
    endif
  elseif (dxKey == 10)
    if (shift)
      set sToken to -40 ;(
    else
      set sToken to -57 ;9
    endif
  elseif (dxKey == 11)
    if (shift)
      set sToken to -41 ;)
    else
      set sToken to -48 ;0
    endif
  elseif (dxKey == 12)
    if (shift)
      set sToken to -95 ;_
    else
      set sToken to -45 ;-
    endif
  elseif (dxKey == 13)
    if (shift)
      set sToken to -43 ;+
    else
      set sToken to -61 ;=
    endif
  ;dxKey 14 == Backspace
  ;dxKey 15 == Tab
  elseif (dxKey == 16)
    set sToken to -113 ;q
  elseif (dxKey == 17)
    set sToken to -119 ;w
  elseif (dxKey == 18)
    set sToken to -101 ;e
  elseif (dxKey == 19)
    set sToken to -114 ;r
  elseif (dxKey == 20)
    set sToken to -116 ;t
  elseif (dxKey == 21)
    set sToken to -121 ;y
  elseif (dxKey == 22)
    set sToken to -117 ;u
  elseif (dxKey == 23)
    set sToken to -105 ;i
  elseif (dxKey == 24)
    set sToken to -111 ;o
  elseif (dxKey == 25)
    set sToken to -112 ;p
  elseif (dxKey == 26)
    if (shift)
      set sToken to -123 ;{
    else
      set sToken to -91 ;[
    endif
  elseif (dxKey == 27)
    if (shift)
      set sToken to -125 ;}
    else
      set sToken to -93 ;]
    endif
  ;dxKey 28 == Enter
  ;dxKey 29 == LControl
  elseif (dxKey == 30)
    set sToken to -97 ;a
  elseif (dxKey == 31)
    set sToken to -115 ;s
  elseif (dxKey == 32)
    set sToken to -100 ;d
  elseif (dxKey == 33)
    set sToken to -102 ;f
  elseif (dxKey == 34)
    set sToken to -103 ;g
  elseif (dxKey == 35)
    set sToken to -104 ;h
  elseif (dxKey == 36)
    set sToken to -106 ;j
  elseif (dxKey == 37)
    set sToken to -107 ;k
  elseif (dxKey == 38)
    set sToken to -108 ;l
  elseif (dxKey == 39)
    if (shift)
      set sToken to -58 ;:
    else
      set sToken to -59 ;;
    endif
  elseif (dxKey == 40)
    if (shift)
      set sToken to -34 ;"
    else
      set sToken to -39 ;'
    endif
  ;dxKey 41 == `/~
  ;dxKey 42 == LShift
  elseif (dxKey == 43)
    if (shift)
      set sToken to -124 ;|
    else
      set sToken to -92 ;\
    endif
  elseif (dxKey == 44)
    set sToken to -122 ;z
  elseif (dxKey == 45)
    set sToken to -120 ;x
  elseif (dxKey == 46)
    set sToken to -99 ;c
  elseif (dxKey == 47)
    set sToken to -118 ;v
  elseif (dxKey == 48)
    set sToken to -98 ;b
  elseif (dxKey == 49)
    set sToken to -110 ;n
  elseif (dxKey == 50)
    set sToken to -109 ;m
  elseif (dxKey == 51)
    if (shift)
      set sToken to -60 ;<
    else
      set sToken to -44 ;,
    endif
  elseif (dxKey == 52)
    if (shift)
      set sToken to -62 ;>
    else
      set sToken to -46 ;.
    endif
  elseif (dxKey == 53)
    if (shift)
      set sToken to -63 ;?
    else
      set sToken to -47
    endif
  elseif (dxKey == 57)
    set sToken to -32 ;Space
  else
    set sToken to -1 ;empty string
  endif
  
  if (((sToken <= -97) && (sToken >= -122)) && shift)
    set sToken to sToken + 32 ;lowercase char += 32 == uppercase
  endif

  set dxKey to 0
  set shift to 0
end

Notes[edit | edit source]

  • Essentially all characters on the main keyboard are supported - letters, numbers and symbols.
  • Tilde(~) and accent(`) are not supported, since it's not possible to use them anyway due to the console.
  • The following keys on the main keyboard are ignored: Esc, Tab, Caps Lock, L/R Shift, L/R Ctrl, L/R Alt, Enter, Backspace, F1-F12.
  • All keys off of the main keyboard are ignored: the number pad, arrow keys, Insert, Home, and etc.
  • Any time that an unsupported or unrecognized keycode is processed, sToken will be -1, which is an empty string.
  • If you want to convert DX keycodes to ASCII values, simply check that sToken is not -1, and the multiply it by -1.

See Also[edit | edit source]