IsKeyPressed

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Revision as of 18:35, 26 November 2007 by imported>Haama (→‎Notes: Tapped and isabled keys)
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A command for Oblivion Script Extender

Syntax:

IsKeyPressed key

Returns true if key is currently pressed down. Key values are stored in Windows header files, as opposed to IsKeyPressed2's DirectX scancodes.

As of v0013, this function is obsolete. IsKeyPressed3 will also pick up disabled keys but will take DX scan codes.

Sample Key IDs

1   Left Mouse Button
2   Right Mouse Button
4   Middle Mouse Button
---
13  Enter
---
20  Caps Lock
---
32  spacebar
---
33  PgUp
34  PgDn
35  End
36  Home
37  Left
38  Up
39  Right
40  Down
44  PrtScr
45  Ins
46  Del
---
48  0
49  1
50  2
...
55  7
56  8
57  9
---
65  A
66  B
67  C
...
88  X
89  Y
90  Z
---
96  NUM0
97  NUM1
98  NUM2
...
103 NUM7
104 NUM8
105 NUM9
106 NUM*
107 NUM+
109 NUM-
111 NUM/
---
112 F1
113 F2
114 F3
...
123 F12
...
127 F16 
---
160 left shift
161 right shift
162 left control
163 right control

A longer list can be found here

These can be converted to DirectX keycodes using DX2VK.

Notes

  • This function doesn't return a value while a MessageBox is being displayed, presumably because input is switched over to the MessageBox.
  • To convert DX scan codes to values usable by this function, use DX2VK.
  • Bear in mind that this function returns 1 for as long as the key is held down, so it's generally a good idea to trap the key and then wait until it is released, i.e.:
if ( curKey && isKeyPressed curkey ) ; key still being held down
  return ; wait until it's released
else
  set curkey to 0
endif

if ( isKeyPressed <keyCode> )
  ; do stuff
  set curKey to <keyCode>
endif
  • This function won't work correctly under Windows 2000 unless the .ini setting bBackgrounKeyboard is set to 1. You can use con_SetINISetting to do this (make sure to set it whenever the game is loaded).
  • Will not detect keys force-pressed with TapKey or TapControl but will detect disabled keys.

See Also