At 11:03 AM -0600 1/31/06, Dixon, Tom wrote:

Apparently my erroneous presumption in interpreting what Mark wished was
to detect KeyDown events by the ASCII code since KeyDown returns the Key
As a String, (If Key = Chr(###) Then //do something).

Ah, well maybe you were right -- I do have a tendency to answer what was asked, instead of digging deeper to figure out what was really meant, especially when I'm in a hurry.

I have never had any luck on Windows using the hex codes displayed on
the Mac Keyboard illustration in the Language Reference in the KeyDown
event using Keyboard.AysyncKeyDown().

No?  I've used them in my games, and they seem to work fine for me.

Perhaps you could provide some useful insight as to how this works because the Language Reference is dismal regarding how this subject.

There isn't much to how it works; it's supposed to Just Work, except of course for things that simply don't map (e.g., I think the Command/Windows key and the Alt/Option key are typically reversed on keyboards made for the Mac vs. those made for Windows).

For example: The Mac Keyboard illustration shows the left arrow as &h7B but the example code shows the use of Keyboard.AysyncKeyDown(123) which works on Windows not Keyboard.AysyncKeyDown(&h7B) which doesn't work on Windows.

I find that hard to believe, since &h7B and 123 are exactly the same number, just written in hexadecimal or decimal form.

Best,
- Joe

--

Joseph J. Strout
[EMAIL PROTECTED]
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