In that case, then you should pass the unwanted event to the superclass, which will handle the event in that case.
Ah, you mean like this, I suppose?
[super keyDown: theEvent];
That seems to work like a charm. Thanks a million!
(For the record, I thought that user code is not supposed to call
keyDown and the likes,
that's why I tried this: CGEventRef ourEvent = CGEventCreate(NULL);CGPoint point = CGEventGetLocation(ourEvent); // get current mouse location
point.x += 1.0;ourEvent = CGEventCreateMouseEvent( NULL, kCGEventMouseMoved, point, kCGMouseButtonCenter );
CGEventSetType(ourEvent, kCGEventMouseMoved);CGEventPost( kCGSessionEventTap, ourEvent ); // post mouse moved event
CFRelease( ourEvent ); But that sometimes worked, sometimes not.) Best regards, Gabriel.
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