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committing changes from several weeks

ahk-v1
Mar Alegre 5 years ago
parent
commit
e0943c3799
  1. 5
      lib/Prelude.ahk
  2. 39
      src/Dark_Souls_III.ahk
  3. 8
      src/Minecraft.ahk
  4. 33
      src/MuteMic.ahk
  5. 67
      thirdparty/AudioFinder.ahk
  6. 223
      thirdparty/XInput/XInput.ahk

5
lib/Prelude.ahk

@ -19,4 +19,7 @@ SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
#UseHook
; MenuMaskKey is set to a virtual key that is defined by Windows as doing nothing
#MenuMaskKey vkFF
#MenuMaskKey vkFF
; If script is already running, just override it with the new version instead of asking
#SingleInstance force

39
src/Dark_Souls_III.ahk

@ -0,0 +1,39 @@
; Script can be directly run by or compiled into an .exe by the open-source software AutoHotkey
; https://www.autohotkey.com
;
; Front Matter
;
; Include general library
#Include ../lib/Prelude.ahk
; Include XInput library
#Include ../thirdparty/XInput/XInput.ahk
; Only do hotkeys if relevant window is
;#If WinActive("Dark Souls III")
;
; Hotkeys
;
XInput_Init()
PrevState := 0
Loop {
State := XInput_GetState(0)
if ( State.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ) {
if (PrevState == 0) {
Send {LButton down}
Send {w down}
PrevState := 1
}
} else {
if (PrevState == 1) {
Send {LButton up}
Send {w up}
PrevState := 0
}
}
Sleep 50
}

8
src/Minecraft.ahk

@ -19,6 +19,14 @@
; Tab will be the hotkey
~Tab::return
*!RButton::
Send {RButton}
Sleep 100
Send {Esc down}
Sleep 50
Send {Esc up}
return
; Hold/Autoclick mouse buttons
; Holds if single click, autoclicks if double click
Tab & LButton UP::HoldOrRepeat("LButton",["RButton","MButton"])

33
src/MuteMic.ahk

@ -0,0 +1,33 @@
; Include general library
#Include ../lib/Prelude.ahk
; Don't show a tray icon
#NoTrayIcon
; Which device the microphone is
; Use third party AudioFinder script to figure this out
Device := 9
MuteMic() {
local MM
SoundSet, +1, MASTER, MUTE, %Device%
If ( ErrorLevel != 0 ) {
MsgBox, Error: %ErrorLevel%
}
SoundGet, MM, MASTER, MUTE, %Device%
#Persistent
ToolTip, % (MM == "On" ? "Microphone muted" : "Microphone online")
SetTimer, RemoveMuteMicTooltip, 700
return
}
RemoveMuteMicTooltip:
SetTimer, RemoveMuteMicTooltip, Off
ToolTip
return
;
; Hotkey
;
^F12::MuteMic()

67
thirdparty/AudioFinder.ahk

@ -0,0 +1,67 @@
SetBatchLines -1
SplashTextOn,,, Gathering Soundcard Info...
; Most of the pure numbers below probably don't exist in any mixer, but they're queried for completeness.
; The numbers correspond to the following items (in order): CUSTOM, BOOLEANMETER, SIGNEDMETER, PEAKMETER,
; UNSIGNEDMETER, BOOLEAN, BUTTON, DECIBELS, SIGNED, UNSIGNED, PERCENT, SLIDER, FADER, SINGLESELECT, MUX,
; MULTIPLESELECT, MIXER, MICROTIME, MILLITIME
ControlTypes := "VOLUME,ONOFF,MUTE,MONO,LOUDNESS,STEREOENH,BASSBOOST,PAN,QSOUNDPAN,BASS,TREBLE,EQUALIZER,0x00000000, 0x10010000,0x10020000,0x10020001,0x10030000,0x20010000,0x21010000,0x30040000,0x30020000,0x30030000,0x30050000,0x40020000,0x50030000,0x70010000,0x70010001,0x71010000,0x71010001,0x60030000,0x61030000"
ComponentTypes := "MASTER,HEADPHONES,DIGITAL,LINE,MICROPHONE,SYNTH,CD,TELEPHONE,PCSPEAKER,WAVE,AUX,ANALOG,N/A"
; Create a ListView and prepare for the main loop:
Gui, Add, ListView, w400 h400 vMyListView, Component Type|Control Type|Setting|Mixer
LV_ModifyCol(4, "Integer")
SetFormat, Float, 0.2 ; Limit number of decimal places in percentages to two.
Loop ; For each mixer number that exists in the system, query its capabilities.
{
CurrMixer := A_Index
SoundGet, Setting,,, %CurrMixer%
if (ErrorLevel = "Can't Open Specified Mixer") ; Any error other than this indicates that the mixer exists.
break
; For each component type that exists in this mixer, query its instances and control types:
Loop, parse, ComponentTypes, `,
{
CurrComponent := A_LoopField
; First check if this component type even exists in the mixer:
SoundGet, Setting, %CurrComponent%,, %CurrMixer%
if (ErrorLevel = "Mixer Doesn't Support This Component Type")
continue ; Start a new iteration to move on to the next component type.
Loop ; For each instance of this component type, query its control types.
{
CurrInstance := A_Index
; First check if this instance of this instance even exists in the mixer:
SoundGet, Setting, %CurrComponent%:%CurrInstance%,, %CurrMixer%
; Checking for both of the following errors allows this script to run on older versions:
if ErrorLevel in Mixer Doesn't Have That Many of That Component Type,Invalid Control Type or Component Type
break ; No more instances of this component type.
; Get the current setting of each control type that exists in this instance of this component:
Loop, parse, ControlTypes, `,
{
CurrControl := A_LoopField
SoundGet, Setting, %CurrComponent%:%CurrInstance%, %CurrControl%, %CurrMixer%
; Checking for both of the following errors allows this script to run on older versions:
if ErrorLevel in Component Doesn't Support This Control Type,Invalid Control Type or Component Type
continue
if ErrorLevel ; Some other error, which is unexpected so show it in the results.
Setting := ErrorLevel
ComponentString := CurrComponent
if (CurrInstance > 1)
ComponentString := ComponentString ":" CurrInstance
LV_Add("", ComponentString, CurrControl, Setting, CurrMixer)
} ; For each control type.
} ; For each component instance.
} ; For each component type.
} ; For each mixer.
Loop % LV_GetCount("Col") ; Auto-size each column to fit its contents.
LV_ModifyCol(A_Index, "AutoHdr")
SplashTextOff
Gui, Show
return
GuiClose:
ExitApp

223
thirdparty/XInput/XInput.ahk

@ -0,0 +1,223 @@
/* XInput by Lexikos
* Requires AutoHotkey 1.1+.
*/
/*
Function: XInput_Init
Initializes XInput.ahk with the given XInput DLL.
Parameters:
dll - The path or name of the XInput DLL to load.
*/
XInput_Init(dll:="")
{
global
if _XInput_hm
return
;======== CONSTANTS DEFINED IN XINPUT.H ========
; NOTE: These are based on my outdated copy of the DirectX SDK.
; Newer versions of XInput may require additional constants.
; Device types available in XINPUT_CAPABILITIES
XINPUT_DEVTYPE_GAMEPAD := 0x01
; Device subtypes available in XINPUT_CAPABILITIES
XINPUT_DEVSUBTYPE_GAMEPAD := 0x01
; Flags for XINPUT_CAPABILITIES
XINPUT_CAPS_VOICE_SUPPORTED := 0x0004
; Constants for gamepad buttons
XINPUT_GAMEPAD_DPAD_UP := 0x0001
XINPUT_GAMEPAD_DPAD_DOWN := 0x0002
XINPUT_GAMEPAD_DPAD_LEFT := 0x0004
XINPUT_GAMEPAD_DPAD_RIGHT := 0x0008
XINPUT_GAMEPAD_START := 0x0010
XINPUT_GAMEPAD_BACK := 0x0020
XINPUT_GAMEPAD_LEFT_THUMB := 0x0040
XINPUT_GAMEPAD_RIGHT_THUMB := 0x0080
XINPUT_GAMEPAD_LEFT_SHOULDER := 0x0100
XINPUT_GAMEPAD_RIGHT_SHOULDER := 0x0200
XINPUT_GAMEPAD_GUIDE := 0x0400
XINPUT_GAMEPAD_A := 0x1000
XINPUT_GAMEPAD_B := 0x2000
XINPUT_GAMEPAD_X := 0x4000
XINPUT_GAMEPAD_Y := 0x8000
; Gamepad thresholds
XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE := 7849
XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE := 8689
XINPUT_GAMEPAD_TRIGGER_THRESHOLD := 30
; Flags to pass to XInputGetCapabilities
XINPUT_FLAG_GAMEPAD := 0x00000001
;=============== END CONSTANTS =================
if (dll = "")
Loop %A_WinDir%\System32\XInput1_*.dll
dll := A_LoopFileName
if (dll = "")
dll := "XInput1_3.dll"
_XInput_hm := DllCall("LoadLibrary" ,"str",dll ,"ptr")
if !_XInput_hm
throw Exception("Failed to initialize XInput: " dll " not found.")
(_XInput_GetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"ptr",100 ,"ptr"))
|| (_XInput_GetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetState" ,"ptr"))
_XInput_SetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputSetState" ,"ptr")
_XInput_GetCapabilities := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetCapabilities" ,"ptr")
if !(_XInput_GetState && _XInput_SetState && _XInput_GetCapabilities)
{
XInput_Term()
throw Exception("Failed to initialize XInput: function not found.")
}
}
/*
Function: XInput_GetState
Retrieves the current state of the specified controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value from 0 to 3.
Returns:
The current state of the controller as an associative array.
ErrorLevel:
If the function succeeds, ErrorLevel is ERROR_SUCCESS (zero).
If the controller is not connected, ErrorLevel is ERROR_DEVICE_NOT_CONNECTED (1167).
If the function fails, ErrorLevel is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
XInput.dll returns controller state as a binary structure:
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_state
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_gamepad
*/
XInput_GetState(UserIndex)
{
global _XInput_GetState
VarSetCapacity(xiState,16)
if ErrorLevel := DllCall(_XInput_GetState ,"uint",UserIndex ,"uint",&xiState)
return 0
return {
(Join,
dwPacketNumber: NumGet(xiState, 0, "UInt")
wButtons: NumGet(xiState, 4, "UShort")
bLeftTrigger: NumGet(xiState, 6, "UChar")
bRightTrigger: NumGet(xiState, 7, "UChar")
sThumbLX: NumGet(xiState, 8, "Short")
sThumbLY: NumGet(xiState, 10, "Short")
sThumbRX: NumGet(xiState, 12, "Short")
sThumbRY: NumGet(xiState, 14, "Short")
)}
}
/*
Function: XInput_SetState
Sends data to a connected controller. This function is used to activate the vibration
function of a controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value from 0 to 3.
LeftMotorSpeed - [in] Speed of the left motor, between 0 and 65535.
RightMotorSpeed - [in] Speed of the right motor, between 0 and 65535.
Returns:
If the function succeeds, the return value is 0 (ERROR_SUCCESS).
If the controller is not connected, the return value is 1167 (ERROR_DEVICE_NOT_CONNECTED).
If the function fails, the return value is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
The left motor is the low-frequency rumble motor. The right motor is the
high-frequency rumble motor. The two motors are not the same, and they create
different vibration effects.
*/
XInput_SetState(UserIndex, LeftMotorSpeed, RightMotorSpeed)
{
global _XInput_SetState
return DllCall(_XInput_SetState ,"uint",UserIndex ,"uint*",LeftMotorSpeed|RightMotorSpeed<<16)
}
/*
Function: XInput_GetCapabilities
Retrieves the capabilities and features of a connected controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value in the range 0–3.
Flags - [in] Input flags that identify the controller type.
0 - All controllers.
1 - XINPUT_FLAG_GAMEPAD: Xbox 360 Controllers only.
Returns:
The controller capabilities, as an associative array.
ErrorLevel:
If the function succeeds, ErrorLevel is 0 (ERROR_SUCCESS).
If the controller is not connected, ErrorLevel is 1167 (ERROR_DEVICE_NOT_CONNECTED).
If the function fails, ErrorLevel is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
XInput.dll returns capabilities via a binary structure:
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_capabilities
*/
XInput_GetCapabilities(UserIndex, Flags)
{
global _XInput_GetCapabilities
VarSetCapacity(xiCaps,20)
if ErrorLevel := DllCall(_XInput_GetCapabilities ,"uint",UserIndex ,"uint",Flags ,"ptr",&xiCaps)
return 0
return,
(Join
{
Type: NumGet(xiCaps, 0, "UChar"),
SubType: NumGet(xiCaps, 1, "UChar"),
Flags: NumGet(xiCaps, 2, "UShort"),
Gamepad:
{
wButtons: NumGet(xiCaps, 4, "UShort"),
bLeftTrigger: NumGet(xiCaps, 6, "UChar"),
bRightTrigger: NumGet(xiCaps, 7, "UChar"),
sThumbLX: NumGet(xiCaps, 8, "Short"),
sThumbLY: NumGet(xiCaps, 10, "Short"),
sThumbRX: NumGet(xiCaps, 12, "Short"),
sThumbRY: NumGet(xiCaps, 14, "Short")
},
Vibration:
{
wLeftMotorSpeed: NumGet(xiCaps, 16, "UShort"),
wRightMotorSpeed: NumGet(xiCaps, 18, "UShort")
}
}
)
}
/*
Function: XInput_Term
Unloads the previously loaded XInput DLL.
*/
XInput_Term() {
global
if _XInput_hm
DllCall("FreeLibrary","uint",_XInput_hm), _XInput_hm :=_XInput_GetState :=_XInput_SetState :=_XInput_GetCapabilities :=0
}
; TODO: XInputEnable, 'GetBatteryInformation and 'GetKeystroke.
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