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=Introduction= Each key on any keyboard has a unique Direct Input Keyboard (DIK) code. They are '''not''' character symbols. The '''prime''' purpose of DIK is to recognise key strokes that cannot be represented in character equivalents. Function Keys eg. There is no character set code for F12. *Any other purpose is unreliable. *Function Key positions aren't necessarily accross the top. Their DIK Codes however, remain the same, *Unique DIK codes exist for numeric pad '9' versus standard key '9'. These are key-codes, not, characters. Using DIK to detect the 'S' key depends on keyboard layout. Qwerty versus [http://en.wikipedia.org/wiki/Dvorak_Simplified_Keyboard Dvorak] eg. Or French versus Arabic. As defined below, the assumption is a US QWERTY Layout. Game designers operate within the constraints of *ergonomic needs: navigation buttons need garanteed finger positions (W,A,S,D eg) *controls: (Alt Ctl, Shift, Fx) which can be anywhere. To garantee ergonomic needs, a QWERTY keyboard is assumed with Western European key variances avoided / not used. Dik codes are '''always''' accompanied by the state of the shift, alt, and ctrl keys. Any script can differentiate between 'Q' and Alt-Q (should it wish to). OnkeyDown passes _this array as: _DisplayOrDialogOrControl = _this select 0; // [[Display]], [[Dialog Control|Dialog]] , or [[Control]] _DikCode= _this select 1; // integer _shiftState = _this select 2; // boolean _ctrlState = _this select 3; // boolean _altState = _this select 4; // boolean
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