#ifndef __KEYBOARD_H__ #define __KEYBOARD_H__ #pragma once #define VK_NOTHING 0x00 /*NULL*/ #define VK_KEY_0 0x30 //('0') 0 #define VK_KEY_1 0x31 //('1') 1 #define VK_KEY_2 0x32 //('2') 2 #define VK_KEY_3 0x33 //('3') 3 #define VK_KEY_4 0x34 //('4') 4 #define VK_KEY_5 0x35 //('5') 5 #define VK_KEY_6 0x36 //('6') 6 #define VK_KEY_7 0x37 //('7') 7 #define VK_KEY_8 0x38 //('8') 8 #define VK_KEY_9 0x39 //('9') 9 #define VK_KEY_A 0x41 //('A') A #define VK_KEY_B 0x42 //('B') B #define VK_KEY_C 0x43 //('C') C #define VK_KEY_D 0x44 //('D') D #define VK_KEY_E 0x45 //('E') E #define VK_KEY_F 0x46 //('F') F #define VK_KEY_G 0x47 //('G') G #define VK_KEY_H 0x48 //('H') H #define VK_KEY_I 0x49 //('I') I #define VK_KEY_J 0x4A //('J') J #define VK_KEY_K 0x4B //('K') K #define VK_KEY_L 0x4C //('L') L #define VK_KEY_M 0x4D //('M') M #define VK_KEY_N 0x4E //('N') N #define VK_KEY_O 0x4F //('O') O #define VK_KEY_P 0x50 //('P') P #define VK_KEY_Q 0x51 //('Q') Q #define VK_KEY_R 0x52 //('R') R #define VK_KEY_S 0x53 //('S') S #define VK_KEY_T 0x54 //('T') T #define VK_KEY_U 0x55 //('U') U #define VK_KEY_V 0x56 //('V') V #define VK_KEY_W 0x57 //('W') W #define VK_KEY_X 0x58 //('X') X #define VK_KEY_Y 0x59 //('Y') Y #define VK_KEY_Z 0x5A //('Z') Z #define IsKeyPressedHook(key) GetAsyncKeyState(key) & 0x8000 // parameters are the same as with aru's ScriptHook for IV void OnKeyboardMessage(DWORD key, WORD repeats, BYTE scanCode, BOOL isExtended, BOOL isWithAlt, BOOL wasDownBefore, BOOL isUpNow); bool KeyDown(DWORD key); bool KeyJustUp(DWORD key, bool exclusive = true); bool KeyPressedOnce(bool& bIsPressed, DWORD vk); void ResetKeyState(DWORD key); enum navsound { NAV_OPEN, NAV_CLOSED, NAV_SELECT, NAV_CANCEL, NAV_UP_DOWN, NAV_LEFT_RIGHT, }; void menu_beep(int snd); void get_button_state(bool *a, bool *b, bool *up, bool *down, bool *l, bool *r); bool trainer_switch_pressed(); bool demo_switch_pressed(); void reset_trainer_switch(); void setGameInputToEnabled(bool enabled, bool force = false); #endif // __KEYBOARD_H__