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On 04/02/2012 at 12:20, xxxxxxxx wrote:
Cinema 4D Version: 13
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I'm trying to detect arrow keys like this:
Bool SceneHook::KeyboardInput(BaseSceneHook *node, BaseDocument *doc, BaseDraw *bd, EditorWindow *win, const BaseContainer &msg;)
LONG key = msg.GetData(BFM_INPUT_CHANNEL).GetLong();
GePrint("key: " + LongToString(key));
An arrow key ID is only returned when it is used with Control, Option/Alt or Command.
Is it possible to use a SceneHook to detect arrow keys without qualifiers? Also, is it possible to detect Shift + arrow key combinations?
On 05/02/2012 at 00:19, xxxxxxxx wrote:
Haven't tried it, yet, but for combinations of qualifiers it looks as if BFM_INPUT_QUALIFIER delivers a mask, containing the bits of all simultaneously pressed qualifiers.
On 05/02/2012 at 03:39, xxxxxxxx wrote:
Thanks for the suggestion.
I'm getting the qualifiers, the problem is that no arrow key IDs are returned when they're used on their own or with the Shift key.
On 08/02/2012 at 16:33, xxxxxxxx wrote:
Can support please tell me whether this is possible before I pursue my own platform-specific implementations?
On 09/02/2012 at 02:02, xxxxxxxx wrote:
The problem is that the arrow and shift-arrow keys are already taken for viewport nudging, most likely by another scene hook. I don't think this is possible to override.
On 09/02/2012 at 03:49, xxxxxxxx wrote:
Okay, thanks for the clarification.