For whatever it's worth, this is my field, or one of them anyway -- I've been doing keyboard programming since at least 1987 when I applied for a patent for a type of keyboard driver -- and I don't think you need a driver or a second set of virtual key codes. If you check out the link I posted above to Windows's Raw Input API, I think you'll agree with me that Windows keeps track of which keyboard generated a particular keystroke, and applications can obtain that info from Windows at the API level.Originally Posted by Ken',index.php?page=Thread&postID=70131#post70131]I agree, but what is quicker:
- moving your little finger to shift or another modifier (alt with thumb of course)
- moving your whole hand to another keyboard[/quote]
Like Drizzit said, it depends. I agree with you that it's not good to move your hand frequently but there are lots of ways to use multiple keyboards that don't involve that. For example, infrequently-performed actions that are bound to cumbersome key combo's can be assigned to single keys on a separate keyboard. Or the two keyboards can be used in different situations.
[quote='Maz
That's a great table. But you and I are interpreting it very differently. I look at it and see 616 different key combinations. That's 616 "signals" that the game can respond to. It would take more than six keyboards to assign all those signals to single keys.Originally Posted by Maz
Edit: added Maz's name to quotes
Connect With Us