AutohotKey control + comma opening tab in new window within browser - autohotkey

The below is the autokey script which works perfect. However when i click using ctrl + comma a new tab gets opened. How do I avoid this and get the default behaviour
here is the script
;The Offset variable controls pointer speed
;Ctrl + Arrow keys = move mouse
;Ctrl + comma = left click
;Ctrl + period = right click
#SingleInstance force
Offset = 20
^Up::MouseMove, 0, (Offset * -1), 0, R
^Down::MouseMove, 0, Offset, 0, R
^Left::MouseMove, (Offset * -1), 0, 0, R
^Right::MouseMove, Offset, 0, 0, R
^.::click right
;This allows to press and hold the left mouse button instead of just clicking it once. Needed for drag and drop operations.
;snippet by x79animal at https://autohotkey.com/board/topic/59665-key-press-and-hold-emulates-mouse-click-and-hold-win7/
^,::
If (A_PriorHotKey = A_ThisHotKey)
return
click down
return
^, up::click up

On which program window ?
^Up::MouseMove, 0, -Offset, 0, R
^Down::MouseMove, 0, Offset, 0, R
^Left::MouseMove, -Offset, 0, 0, R
^Right::MouseMove, Offset, 0, 0, R
is a simple way to do it

Related

Im trying to make an animation trigger on roblox studio, can someone tell me how?

So when I try touch the trigger, the thing I'm trying to animate doesn't so the animation, I tried the animation id, anything else, can someone send me a model that has this, it will be nice if you can.
I made this with the gui elements already done u fill in what u need.
local library = {}
local function onClicked(frame, gui)
gui:SetVisible(false)
gui:ClearAllChildren()
end
function library:Create(parent)
local frame = Instance.new("Frame")
frame.Size = UDim2.new(1, 0, 1, 0)
frame.BackgroundColor3 = Color3.new(1, 1, 1)
frame.BorderSizePixel = 0
local gui = Instance.new("TextLabel")
gui.Size = UDim2.new(0, 200, 0, 50)
gui.BackgroundColor3 = Color3.new(0.5, 0.5, 0.5)
gui.Position = UDim2.new(0.5, -100, 0.5, -25)
gui.Text = "Click the Button"
gui.TextColor3 = Color3.new(1, 1, 1)
gui.TextXAlignment = Enum.TextXAlignment.Center
gui.TextYAlignment = Enum.TextYAlignment.Center
gui.Font = Enum.Font.SourceSans
gui.TextSize = 24
gui.Parent = frame
local button = Instance.new("TextButton")
button.Size = UDim2.new(0, 50, 0, 25)
button.BackgroundColor3 = Color3.new(1, 0, 0)
button.Position = UDim2.new(0.5, -25, 0.85, 0)
button.Text = "X"
button.TextColor3 = Color3.new(1, 1, 1)
button.Parent = frame
button.MouseButton1Click:Connect(function()
onClicked(frame, gui)
end)
frame.Parent = parent
return frame
end

How can I capture and send raw mouse input in Autohotkey?

I know how to capture mouse movement in general, relative to the screen, but what about in games where mouse movement is being used independently from the mouse's position on the screen?
For example, in a game your cursor is hidden but you can keep moving your mouse to the left infinitely and turn in circles, far further than there's room for your mouse to move on your screen. The game might lock your invisible mouse into the center, or let it move until it hits the edge of the window, but at that point any attempt to record the mouse's movement relative to the screen is useless.
So how can I capture / send raw mouse input. For example if I want to tell the player to turn 1000 degrees to the left via mouse input and record the mouse input from a player turning 1000 degrees to the left, how can I do both of those things?
My goal is ultimately to record a player's various control including mouse input to create one of those systems which record and play back user input. I've searched all over the ahk docs and Google and found nothing about capturing and sending raw mouse input.
This has been taken care of for you by a fantastic user on the AHK forums named evilC.
It's called mouse delta and tracks changes in raw mouse input.
I've posted one of the few different variants of his mouse delta script. Make sure you follow the link above to see all the different ones he has done.
Again, this is not my work.
; Instantiate this class and pass it a func name or a Function Object
; The specified function will be called with the delta move for the X and Y axes
; Normally, there is no windows message "mouse stopped", so one is simulated.
; After 10ms of no mouse movement, the callback is called with 0 for X and Y
Class MouseDelta {
State := 0
__New(callback){
;~ this.TimeoutFn := this.TimeoutFunc.Bind(this)
this.MouseMovedFn := this.MouseMoved.Bind(this)
this.Callback := callback
}
Start(){
static DevSize := 8 + A_PtrSize, RIDEV_INPUTSINK := 0x00000100
; Register mouse for WM_INPUT messages.
VarSetCapacity(RAWINPUTDEVICE, DevSize)
NumPut(1, RAWINPUTDEVICE, 0, "UShort")
NumPut(2, RAWINPUTDEVICE, 2, "UShort")
NumPut(RIDEV_INPUTSINK, RAWINPUTDEVICE, 4, "Uint")
; WM_INPUT needs a hwnd to route to, so get the hwnd of the AHK Gui.
; It doesn't matter if the GUI is showing, it still exists
Gui +hwndhwnd
NumPut(hwnd, RAWINPUTDEVICE, 8, "Uint")
this.RAWINPUTDEVICE := RAWINPUTDEVICE
DllCall("RegisterRawInputDevices", "Ptr", &RAWINPUTDEVICE, "UInt", 1, "UInt", DevSize )
OnMessage(0x00FF, this.MouseMovedFn)
this.State := 1
return this ; allow chaining
}
Stop(){
static RIDEV_REMOVE := 0x00000001
static DevSize := 8 + A_PtrSize
OnMessage(0x00FF, this.MouseMovedFn, 0)
RAWINPUTDEVICE := this.RAWINPUTDEVICE
NumPut(RIDEV_REMOVE, RAWINPUTDEVICE, 4, "Uint")
DllCall("RegisterRawInputDevices", "Ptr", &RAWINPUTDEVICE, "UInt", 1, "UInt", DevSize )
this.State := 0
return this ; allow chaining
}
SetState(state){
if (state && !this.State)
this.Start()
else if (!state && this.State)
this.Stop()
return this ; allow chaining
}
Delete(){
this.Stop()
;~ this.TimeoutFn := ""
this.MouseMovedFn := ""
}
; Called when the mouse moved.
; Messages tend to contain small (+/- 1) movements, and happen frequently (~20ms)
MouseMoved(wParam, lParam){
Critical
; RawInput statics
static DeviceSize := 2 * A_PtrSize, iSize := 0, sz := 0, pcbSize:=8+2*A_PtrSize, offsets := {x: (20+A_PtrSize*2), y: (24+A_PtrSize*2)}, uRawInput
static axes := {x: 1, y: 2}
; Get hDevice from RAWINPUTHEADER to identify which mouse this data came from
VarSetCapacity(header, pcbSize, 0)
If (!DllCall("GetRawInputData", "UPtr", lParam, "uint", 0x10000005, "UPtr", &header, "Uint*", pcbSize, "Uint", pcbSize) or ErrorLevel)
Return 0
ThisMouse := NumGet(header, 8, "UPtr")
; Find size of rawinput data - only needs to be run the first time.
if (!iSize){
r := DllCall("GetRawInputData", "UInt", lParam, "UInt", 0x10000003, "Ptr", 0, "UInt*", iSize, "UInt", 8 + (A_PtrSize * 2))
VarSetCapacity(uRawInput, iSize)
}
sz := iSize ; param gets overwritten with # of bytes output, so preserve iSize
; Get RawInput data
r := DllCall("GetRawInputData", "UInt", lParam, "UInt", 0x10000003, "Ptr", &uRawInput, "UInt*", sz, "UInt", 8 + (A_PtrSize * 2))
x := 0, y := 0 ; Ensure we always report a number for an axis. Needed?
x := NumGet(&uRawInput, offsets.x, "Int")
y := NumGet(&uRawInput, offsets.y, "Int")
this.Callback.(ThisMouse, x, y)
;~ ; There is no message for "Stopped", so simulate one
;~ fn := this.TimeoutFn
;~ SetTimer, % fn, -50
}
;~ TimeoutFunc(){
;~ this.Callback.("", 0, 0)
;~ }
}

Autohotkey Most of numpad keys don't work

Here is my script. When I try it, only the NumpadClear (Num5) key works. I use Windows 7 64bit.
#SingleInstance force
#UseHook
#InstallKeybdHook
*~NumpadIns::MouseMove, 0, 1, 0, R
*~NumpadClear::MouseMove, 0, -1, 0, R
*~NumpadEnd::MouseMove, -1, 0, 0, R
*~NumpadPgDn::MouseMove, 1, 0, 0, R
*~NumpadDown::Click
*~NumpadEnter::Click Right
This AutoHotkey script should achieve what you're looking for.
It will work whether NumLock is turned off or on.
#SingleInstance force
#UseHook
#InstallKeybdHook
NumpadIns::MouseMove, 0, 1, 0, R
NumpadClear::MouseMove, 0, -1, 0, R
NumpadEnd::MouseMove, -1, 0, 0, R
NumpadPgDn::MouseMove, 1, 0, 0, R
NumpadDown::Click
NumpadEnter::Click Right
Numpad0::MouseMove, 0, 1, 0, R
Numpad5::MouseMove, 0, -1, 0, R
Numpad1::MouseMove, -1, 0, 0, R
Numpad3::MouseMove, 1, 0, 0, R
Numpad2::Click
;NumpadEnter::Click Right

Align label widget to left of EventBox

I have been trying to align an entire label along with text to the left of an GtkEventBox where I placed it. However, I cannot do so. I tried to align the text on the label, because I do not know of any functions that would align the label itself to the left of my event box. The event box is placed in the table in this code:
label1 = gtk_label_new(res);
gtk_label_set_justify(GTK_LABEL(label1), GTK_JUSTIFY_LEFT);
gtk_label_set_line_wrap (GTK_LABEL (label1), TRUE);
gtk_label_set_single_line_mode(GTK_LABEL(label1),TRUE);
//align = gtk_alignment_new(0.0, 0.5, 0.0, 0.0);
//gtk_container_add(GTK_CONTAINER(align), label1);
//gtk_table_attach(GTK_TABLE(table), align, 0, 10, 2, 3, GTK_FILL | GTK_SHRINK, GTK_FILL | GTK_SHRINK, 20, 10);
embedLabel= gtk_event_box_new();
gtk_container_add( GTK_CONTAINER(embedLabel), label1 );
gtk_container_set_resize_mode(GTK_CONTAINER(embedLabel), FALSE);
gtk_table_attach(GTK_TABLE(table), embedLabel, 0, 10, 2, 3, GTK_FILL | GTK_SHRINK, GTK_FILL | GTK_SHRINK, 20, 20);
Maybe try to set the alignment within the available space?
gtk_misc_set_alignment(GTK_MISC(label1), 0, .5);

How to animate (moving by default) and inanimate (make stationary on tap) colliding objects

Hey Guys I am making a game using corona sdk and so needed help with the lus code. In this program there are bubbles floating across the screen and colliding with each either as well as with the walls of the screen.
I am using 'Collision Filter' for the collisions and the masking operation and it is working well. But in this game I want a bubble to continuously move unless and until it is tapped upon. I thought of using the frame animation to animate each bubble and then add a separate function that will make it stationary when tapped.
But the problem is that at a time only 1 program seems to wrok fine. So,
1) either the bubbles collide, fall down, bounce against wall and eventually rest down.
2) The bubbles continuously keep moving across the screen, without colliding against each other, and instead pass through the other bubbles
What should I do to animate and inanimate(on tapping that bubble) a colliding bubble.
My code is below,
borderCollisionFilter = { categoryBits = 1, maskBits = 2 } -- collides with (4 & 2) only
local borderBodyElement = { bounce=1.0, filter=borderCollisionFilter }
local borderTop = display.newRect( 0, 0, 480, 1 )
borderTop:setFillColor( 0, 0, 0, 0) -- make invisible
physics.addBody( borderTop, "static", borderBodyElement )
local borderBottom = display.newRect( 0, 318, 480, 1 )
borderBottom:setFillColor( 0, 0, 0, 0) -- make invisible
physics.addBody( borderBottom, "static", borderBodyElement )
local borderLeft = display.newRect( 0, 0, 1, 320 )
borderLeft:setFillColor( 0, 0, 0, 0) -- make invisible
physics.addBody( borderLeft, "static", borderBodyElement )
local borderRight = display.newRect( 480, 1, 1, 320 )
borderRight:setFillColor( 0, 0, 0, 0) -- make invisible
physics.addBody( borderRight, "static", borderBodyElement )
--BUBBLES
local bubbleCollisionFilter = { categoryBits = 2, maskBits = 7 }
bubble = {bounce=0.94, radius=18,filter = bubbleCollisionFilter }
local bubble1 = display.newImage( "bubble.png", 50, 50 )
physics.addBody( bubble1, bubble )
local bubble2 = display.newImage( "bubble.png", 100, 230 )
physics.addBody( bubble2, bubble )
local bubble3 = display.newImage( "bubble.png", 180, 200 )
physics.addBody( bubble3, bubble )
local bubble4 = display.newImage( "bubble.png", 90, 30 )
physics.addBody( bubble4, bubble )
--MINIONS
minionCollisionFilter = { categoryBits = 4, maskBits = 2 }
minionBodyElement = { bounce=0.8, filter=minionCollisionFilter }
local c1 = display.newImage("str-minion-small.png")
c1.isVisible=false
physics.addBody( c1, "static", minionBodyElement )
local c2 = display.newImage("str-minion-mid.png")
c2.isVisible=false
physics.addBody( c2, "static", minionBodyElement )
local c3 = display.newImage("str-minion-big.png")
c3.isVisible=false
physics.addBody( c3, "static", minionBodyElement )
--SPAWNING
local function spawnDisk( event )
local phase = event.phase
local volumeBar = display.newLine( 0, 0, 1, 0 )
volumeBar.y = 400
volumeBar.x = 20
local v = 20*math.log(r:getTunerVolume())
local MINTHRESH = 30
local LEFTMARGIN = 20
local v2 = MINTHRESH + math.max (v, -MINTHRESH)
v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH
volumeBar.xScale = math.max ( 20, v2 )
local l = volumeBar.xScale
local cnt1 = 0
local cnt2 = 0
local cnt3 = 0
local ONE =1
local val = event.numTaps
if "ended" == phase then
if l > 50 and l <=150 then
c1.x=math.random( 10, 450 )
c1.y=math.random( 10, 300 )
physics.addBody( c1, { density=1, radius=10.0 } )
c1.isVisible=true
cnt1= cnt1+ ONE
return c1
elseif l > 100 and l <=250 then
c2.x=math.random( 10, 450 )
c2.y=math.random( 10, 300 )
physics.addBody( c2, { density=2, radius=30.0 } )
c2.isVisible=true
cnt2= cnt2+ ONE
return c2
elseif l >=250 then
c3.x=math.random( 40, 450 )
c3.y=math.random( 40, 300 )
physics.addBody( c3, { density=2, radius=50.0 , bounce=0.0 } )
c3.isVisible=true
cnt3= cnt3+ ONE
return c3
end
end
end
buzzR:addEventListener( "touch", spawnDisk ) --
touch the Button to create minions
Listen for tap events and set objects to static:
http://developer.anscamobile.com/reference/index/bodybodytype
ADDITION: I hadn't bothered to run your code because you claimed the collision masking worked. Now that I actually have tried to run it, I got an error immediately.
First off, you need to require "physics" at the top of your code:
local physics = require("physics")
Then there is a timeout error just a few lines down because you didn't start the physics simulation. The second line of your code should be:
physics.start()
Now I'm going to assume those two lines are actually at the top of your code but you simply didn't paste them here, because I can't imagine you would write a hundred lines of code without ever running it.
However that still leaves more errors. Like, at the bottom of your code it references buzzR but there's no object buzzR defined anywhere.
Please either post code that works or say that you don't have code that works. Sorting through this mess is frustrating.
I have done one application to help with collision masking in Corona SDK, for free of course.
http://developer.anscamobile.com/forum/2011/09/12/coolmasking-take-total-control-over-collision-masking