Thread: Displee's interface editor

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  2. #152  
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    Version 3.6

    Updates
    - add support for key code editing (I think this was added somewhere around 475)
    - add option to ignore missing parent components (via edit menu)

    Bug fixes
    - bug fix when exceeding the sprite palette in a group

    About keycodes:
    Somewhere around 500 Jagex started to use keycodes (the keys on your keyboard) to trigger the "context menu option click" or "op" event. This is used in, for example, the game tabs. When you click on the equipment tab, it shows up. This is done via the "context menu option click" event. From ~500 this event can also be triggered via key codes like 'F2' or 'M'.

    Magic spellbook tab key codes in 667:
    Attached image

    Magic spellbook tab key codes in 530:
    Attached image

    Am not sure why in 530 tabs have a lot of key codes.

    Am also not sure what exactly the "repeat" and "modifier" properties mean (they're almost always set to 0). Those properties were added around 562.
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  4. #153  
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    Quote Originally Posted by Displee View Post
    Version 3.6

    Updates
    - add support for key code editing (I think this was added somewhere around 475)
    - add option to ignore missing parent components (via edit menu)

    Bug fixes
    - bug fix when exceeding the sprite palette in a group

    About keycodes:
    Somewhere around 500 Jagex started to use keycodes (the keys on your keyboard) to trigger the "context menu option click" or "op" event. This is used in, for example, the game tabs. When you click on the equipment tab, it shows up. This is done via the "context menu option click" event. From ~500 this event can also be triggered via key codes like 'F2' or 'M'.

    Magic spellbook tab key codes in 667:
    Attached image

    Magic spellbook tab key codes in 530:
    Attached image

    Am not sure why in 530 tabs have a lot of key codes.

    Am also not sure what exactly the "repeat" and "modifier" properties mean (they're almost always set to 0). Those properties were added around 562.
    If I’m following this right, key codes can’t be changed dynamically with the native client & cache?
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

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  5. #154  
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    Quote Originally Posted by Tyluur View Post
    If I’m following this right, key codes can’t be changed dynamically with the native client & cache?
    Well, jagex has its own key codes table:
    Code:
    private final void onKeyEvent(KeyEvent keyevent, int i, int keyReleased) {
    		anInt6538++;
    		int keyCode = keyevent.getKeyCode();
    		if (keyCode == 0) {
    			keyCode = 0;
    		} else {
    			if (keyCode >= 0 && Class285_Sub2.keyCodeTable.length > keyCode) {
    				keyCode = Class285_Sub2.keyCodeTable[keyCode];
    				if (keyReleased == 0 && (keyCode & 0x80) != 0) {
    					keyCode = 0;
    				} else {
    					keyCode &= ~0x80;
    				}
    			} else {
    				keyCode = 0;
    			}
    		}
    		if (i != keyCode) {
    			queueKeyboardEvent(keyCode, '\0', keyReleased);
    			keyevent.consume();
    		}
    	}
    Since RuneScape is a multi language game, I thought that the reason they have their own key codes table was that not all keyboards share the same key codes. But I'm not sure.
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