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DirectX Information for someone trying to understand why sendinput() or why keyboard bindings do not work in video games or during DirectX events.

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DISCLAIMER

This readme is strictly for educational purposes. Using this information to break guidelines and codes for licensed online video games is unethical and often prohibited.

Directx-keyboard-scan-codes

DirectX Information for someone trying to understand why sendinput() or why keyboard bindings do not work in video games or during DirectX events.

Why is this important?

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. DirectInput is a legacy Microsoft API for collecting input from a computer user, via input devices such as the mouse, keyboard, or a gamepad. It also provides a system for action mapping, which allows the user to assign specific actions within a game to the buttons and axes of the input devices.

Why do I need to know this?

If you are trying to automate keyboard actions lets say, using pynput or by setting macros, most of the time they will not work properly inside of directX. In this instance you will have to create your own driver.

List of scan codes taken from dinput.h

#ifndef H_DIK

#define H_DIK

// Listed are keyboard scan code constants, taken from dinput.h

#define DIK_ESCAPE 0x01

#define DIK_1 0x02

#define DIK_2 0x03

#define DIK_3 0x04

#define DIK_4 0x05

#define DIK_5 0x06

#define DIK_6 0x07

#define DIK_7 0x08

#define DIK_8 0x09

#define DIK_9 0x0A

#define DIK_0 0x0B

#define DIK_MINUS 0x0C /* - on main keyboard */

#define DIK_EQUALS 0x0D

#define DIK_BACK 0x0E /* backspace */

#define DIK_TAB 0x0F

#define DIK_Q 0x10

#define DIK_W 0x11

#define DIK_E 0x12

#define DIK_R 0x13

#define DIK_T 0x14

#define DIK_Y 0x15

#define DIK_U 0x16

#define DIK_I 0x17

#define DIK_O 0x18

#define DIK_P 0x19

#define DIK_LBRACKET 0x1A

#define DIK_RBRACKET 0x1B

#define DIK_RETURN 0x1C /* Enter on main keyboard */

#define DIK_LCONTROL 0x1D

#define DIK_A 0x1E

#define DIK_S 0x1F

#define DIK_D 0x20

#define DIK_F 0x21

#define DIK_G 0x22

#define DIK_H 0x23

#define DIK_J 0x24

#define DIK_K 0x25

#define DIK_L 0x26

#define DIK_SEMICOLON 0x27

#define DIK_APOSTROPHE 0x28

#define DIK_GRAVE 0x29 /* accent grave */

#define DIK_LSHIFT 0x2A

#define DIK_BACKSLASH 0x2B

#define DIK_Z 0x2C

#define DIK_X 0x2D

#define DIK_C 0x2E

#define DIK_V 0x2F

#define DIK_B 0x30

#define DIK_N 0x31

#define DIK_M 0x32

#define DIK_COMMA 0x33

#define DIK_PERIOD 0x34 /* . on main keyboard */

#define DIK_SLASH 0x35 /* / on main keyboard */

#define DIK_RSHIFT 0x36

#define DIK_MULTIPLY 0x37 /* * on numeric keypad */

#define DIK_LMENU 0x38 /* left Alt */

#define DIK_SPACE 0x39

#define DIK_CAPITAL 0x3A

#define DIK_F1 0x3B

#define DIK_F2 0x3C

#define DIK_F3 0x3D

#define DIK_F4 0x3E

#define DIK_F5 0x3F

#define DIK_F6 0x40

#define DIK_F7 0x41

#define DIK_F8 0x42

#define DIK_F9 0x43

#define DIK_F10 0x44

#define DIK_NUMLOCK 0x45

#define DIK_SCROLL 0x46 /* Scroll Lock */

#define DIK_NUMPAD7 0x47

#define DIK_NUMPAD8 0x48

#define DIK_NUMPAD9 0x49

#define DIK_SUBTRACT 0x4A /* - on numeric keypad */

#define DIK_NUMPAD4 0x4B

#define DIK_NUMPAD5 0x4C

#define DIK_NUMPAD6 0x4D

#define DIK_ADD 0x4E /* + on numeric keypad */

#define DIK_NUMPAD1 0x4F

#define DIK_NUMPAD2 0x50

#define DIK_NUMPAD3 0x51

#define DIK_NUMPAD0 0x52

#define DIK_DECIMAL 0x53 /* . on numeric keypad */

#define DIK_F11 0x57

#define DIK_F12 0x58

#define DIK_F13 0x64 /* (NEC PC98) */

#define DIK_F14 0x65 /* (NEC PC98) */

#define DIK_F15 0x66 /* (NEC PC98) */

#define DIK_KANA 0x70 /* (Japanese keyboard) */

#define DIK_CONVERT 0x79 /* (Japanese keyboard) */

#define DIK_NOCONVERT 0x7B /* (Japanese keyboard) */

#define DIK_YEN 0x7D /* (Japanese keyboard) */

#define DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */

#define DIK_CIRCUMFLEX 0x90 /* (Japanese keyboard) */

#define DIK_AT 0x91 /* (NEC PC98) */

#define DIK_COLON 0x92 /* (NEC PC98) */

#define DIK_UNDERLINE 0x93 /* (NEC PC98) */

#define DIK_KANJI 0x94 /* (Japanese keyboard) */

#define DIK_STOP 0x95 /* (NEC PC98) */

#define DIK_AX 0x96 /* (Japan AX) */

#define DIK_UNLABELED 0x97 /* (J3100) */

#define DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */

#define DIK_RCONTROL 0x9D

#define DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */

#define DIK_DIVIDE 0xB5 /* / on numeric keypad */

#define DIK_SYSRQ 0xB7

#define DIK_RMENU 0xB8 /* right Alt */

#define DIK_HOME 0xC7 /* Home on arrow keypad */

#define DIK_UP 0xC8 /* UpArrow on arrow keypad */

#define DIK_PRIOR 0xC9 /* PgUp on arrow keypad */

#define DIK_LEFT 0xCB /* LeftArrow on arrow keypad */

#define DIK_RIGHT 0xCD /* RightArrow on arrow keypad */

#define DIK_END 0xCF /* End on arrow keypad */

#define DIK_DOWN 0xD0 /* DownArrow on arrow keypad */

#define DIK_NEXT 0xD1 /* PgDn on arrow keypad */

#define DIK_INSERT 0xD2 /* Insert on arrow keypad */

#define DIK_DELETE 0xD3 /* Delete on arrow keypad */

#define DIK_LWIN 0xDB /* Left Windows key */

#define DIK_RWIN 0xDC /* Right Windows key */

#define DIK_APPS 0xDD /* AppMenu key */

/*

  • Alternate names for keys, to facilitate transition from DOS. */

#define DIK_BACKSPACE DIK_BACK /* backspace */

#define DIK_NUMPADSTAR DIK_MULTIPLY /* * on numeric keypad */

#define DIK_LALT DIK_LMENU /* left Alt */

#define DIK_CAPSLOCK DIK_CAPITAL /* CapsLock */

#define DIK_NUMPADMINUS DIK_SUBTRACT /* - on numeric keypad */

#define DIK_NUMPADPLUS DIK_ADD /* + on numeric keypad */

#define DIK_NUMPADPERIOD DIK_DECIMAL /* . on numeric keypad */

#define DIK_NUMPADSLASH DIK_DIVIDE /* / on numeric keypad */

#define DIK_RALT DIK_RMENU /* right Alt */

#define DIK_UPARROW DIK_UP /* UpArrow on arrow keypad */

#define DIK_PGUP DIK_PRIOR /* PgUp on arrow keypad */

#define DIK_LEFTARROW DIK_LEFT /* LeftArrow on arrow keypad */

#define DIK_RIGHTARROW DIK_RIGHT /* RightArrow on arrow keypad */

#define DIK_DOWNARROW DIK_DOWN /* DownArrow on arrow keypad */

#define DIK_PGDN DIK_NEXT /* PgDn on arrow keypad */

#endif // H_DIK

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DirectX Information for someone trying to understand why sendinput() or why keyboard bindings do not work in video games or during DirectX events.

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