Show Hotkeys at All Times - c#

Is is possible to make the underlining hotkey always visible on my controls without having to press the Alt key in a Windows form with Visual Studio - C#?
I only have a certain time when I need the controls of the form to be always underlined with the "_" under a character. So it would be good to have just the code to do it.
I could have the setting for Windows to always show underlining of shortcuts and hotkeys, but I only need it to happen a certain time.

Assuming you are using WinForms, you should be able to rely on the underlying Win32 mechanism. And that is the WM_UPDATEUISTATE message. The documentation says:
An application sends the WM_UPDATEUISTATE message to change the UI state for the specified window and all its child windows.
So you can send the message to the handle of the top-level window. You need to pass UIS_CLEAR for the low-order word of wParam and UISF_HIDEACCEL for the high-order word of wParam.
Here is some rather crude sample code. Bear in mind that my C# expertise is very limited.
public partial class Form1 : Form
{
private const uint WM_UPDATEUISTATE = 0x0128;
private const uint WM_QUERYUISTATE = 0x0129;
private const uint UIS_CLEAR = 2;
private const uint UISF_HIDEACCEL = 0x2;
public Form1()
{
InitializeComponent();
}
private void Form1_HandleCreated(object sender, PaintEventArgs e)
{
ClearHideAccel();
}
private void ClearHideAccel()
{
UIntPtr wParam = (UIntPtr)((UISF_HIDEACCEL << 16) | UIS_CLEAR);
NativeMethods.SendMessage(this.Handle, WM_UPDATEUISTATE, wParam, IntPtr.Zero);
}
}
internal class NativeMethods
{
[DllImport("User32", SetLastError = true)]
public static extern IntPtr SendMessage(IntPtr hWnd, uint Msg, UIntPtr wParam, IntPtr lParam);
}

Related

C# - trigger key down event for active control

I found command System.Windows.Forms.SendKeys.Send() for sending keypress some key. This function work if open external app like a notepad and set focus and I will be see that my Key printed in this text field. How do same but with key down event, System.Windows.Forms.SendKeys.SendDown("A");, for example?
I tried call in Timer this command System.Windows.Forms.SendKeys.Send() but have runtime error associated with very fast taped.
You can't use the SendKeys class for that, unfortunately. You will need to go to a lower level API.
Poking a window with a keydown message
In Windows, keyboard events are sent to windows and controls via the Windows message pump. A piece of code using PostMessage should do the trick:
[DllImport("user32.dll")]
static extern bool PostMessage(IntPtr hWnd, uint Msg, int wParam, int lParam);
const uint WM_KEYDOWN = 0x0100;
void SendKeyDownToProcess(string processName, System.Windows.Forms.Keys key)
{
Process p = Process.GetProcessesByName(processName).FirstOrDefault();
if (p != null)
{
PostMessage(p.MainWindowHandle, WM_KEYDOWN, (int)key, 0);
}
}
Note that the application receiving these events may not do anything with it until a corresponding WM_KEYUP is received. You can get other message constants from here.
Poking a control other than the main window
The above code will send a keydown to the "MainWindowHandle." If you need to send it to something else (e.g. the active control) you will need to call PostMessage with a handle other than p.MainWindowHandle. The question is... how do you get that handle?
This is actually very involved... you will need to temporarily attach your thread to the window's message input and poke it to figure out what the handle is. This can only work if the current thread exists in a Windows Forms application and has an active message loop.
An explanation can be found here, as well as this example:
using System.Runtime.InteropServices;
public partial class FormMain : Form
{
[DllImport("user32.dll")]
static extern IntPtr GetForegroundWindow();
[DllImport("user32.dll")]
static extern IntPtr GetWindowThreadProcessId(IntPtr hWnd, IntPtr ProcessId);
[DllImport("user32.dll")]
static extern IntPtr AttachThreadInput(IntPtr idAttach,
IntPtr idAttachTo, bool fAttach);
[DllImport("user32.dll")]
static extern IntPtr GetFocus();
public FormMain()
{
InitializeComponent();
}
private void timerUpdate_Tick(object sender, EventArgs e)
{
labelHandle.Text = "hWnd: " +
FocusedControlInActiveWindow().ToString();
}
private IntPtr FocusedControlInActiveWindow()
{
IntPtr activeWindowHandle = GetForegroundWindow();
IntPtr activeWindowThread =
GetWindowThreadProcessId(activeWindowHandle, IntPtr.Zero);
IntPtr thisWindowThread = GetWindowThreadProcessId(this.Handle, IntPtr.Zero);
AttachThreadInput(activeWindowThread, thisWindowThread, true);
IntPtr focusedControlHandle = GetFocus();
AttachThreadInput(activeWindowThread, thisWindowThread, false);
return focusedControlHandle;
}
}
The good news-- if SendKeys worked for you, then you might not need to do all this-- SendKeys also sends messages to the main window handle.

SendKeys to a specific program without it being in focus

I am trying to use sendkeys, but send it to a non focused program. For example, I want to use sendkeys to Notepad - Untitled, without it being focused. Sorry if it's unclear, I will elaborate. My current code is this:
string txt = Regex.Replace(richTextBox3.Text, "[+^%~()]", "{$0}");
System.Threading.Thread.Sleep(1000);
SendKeys.Send(txt + "{ENTER}");
If I use SendMessage, would anyone care to show me an example of what I should do? I don't find anything I found online very useful for my issue.
The following code I found from a previous SO answer. The PostMessage API will send a Windows message to a specific Windows handle. The code below will cause the key down event to fire for all instances of Internet Explorer, without giving focus, simulating that the F5 key was pressed. A list of additional key codes can be found here.
static class Program
{
const UInt32 WM_KEYDOWN = 0x0100;
const int VK_F5 = 0x74;
[DllImport("user32.dll")]
static extern bool PostMessage(IntPtr hWnd, UInt32 Msg, int wParam, int lParam);
[STAThread]
static void Main()
{
while(true)
{
Process [] processes = Process.GetProcessesByName("iexplore");
foreach(Process proc in processes)
PostMessage(proc.MainWindowHandle, WM_KEYDOWN, VK_F5, 0);
Thread.Sleep(5000);
}
}
}
It took me a while to figure it out for myself
Also here a usefull list of Virtual Key Codes
[DllImport("user32.dll")]
public static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll")]
public static extern bool PostMessage(int hWnd, uint Msg, int wParam, int lParam);
private void button1_Click(object sender, EventArgs e)
{
const int WM_SYSKEYDOWN = 0x0104;
const int VK_RETURN = 0x0D;
IntPtr WindowToFind = FindWindow(null, "Notepad - Untitled"); // Window Titel
PostMessage(WindowToFind, WM_SYSKEYDOWN, VK_RETURN, 0);
}

Capture Key press globally but suppress only for current app and child windows regardless of focus

I'm running into a weird problem.
I have a WinForms application that opens another program (billing system emulator), sets it as a child window and then disables it. This works fine, the user cannot send any keys to the that child window, and the winforms application does its thing, sending commands to the child window.
However, it's been discovered that pushing the shift or control, even if the winforms application doesn't have focus, causes an error in the billing system emulator as they aren't valid keys. Users have taken to not using the shift or control keys while the winforms app runs but that's obviously not a practical solution.
My attempted solution was:
Global keyboard hook to capture when those keys are pressed.
Overriding OnKeyDown in the winforms application to stop those keys.
That however still doesn't solve the problem of the shift and alt keys being sent to the child window when the winforms app is not in focus. I can stop shift and alt globally while the winforms app is running but I don't think that is valid. So I need to somehow in the global hook stop the keypress for the winforms app and its children but allow globally. Any ideas/thoughts?
This is my code.
I don't think there's a good answer for your scenario... =\
Here's a hack you can try. It will "release" Control/Shift if they are down, then you send your message afterwards:
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true, CallingConvention = CallingConvention.Winapi)]
public static extern void keybd_event(byte bVk, byte bScan, int dwFlags, int extraInfo);
[DllImport("user32.dll")]
static extern short MapVirtualKey(int wCode, int wMapType);
private void button1_Click(object sender, EventArgs e)
{
if ((Control.ModifierKeys & Keys.Shift) == Keys.Shift)
{
keybd_event((int)Keys.ShiftKey, (byte)MapVirtualKey((int)Keys.ShiftKey, 0), 2, 0); // Shift Up
}
if ((Control.ModifierKeys & Keys.Control) == Keys.Control)
{
keybd_event((int)Keys.ControlKey, (byte)MapVirtualKey((int)Keys.ControlKey, 0), 2, 0); // Control Up
}
// ... now try sending your message ...
}
This obviously isn't foolproof.
I took a look at the only constructor of the globalKeyboardHook and looks like it is designed only for global hook. You can add another overload to hook into the current running module only like this:
class globalKeyboardHook {
[DllImport("kernel32")]
private static extern int GetCurrentThreadId();
[DllImport("user32")]
private static extern IntPtr SetWindowsHookEx(int hookType, KeyBoardProc proc, IntPtr moduleHandle, int threadId);
[DllImport("user32")]
private static extern int CallNextHookEx(IntPtr hHook, int nCode, IntPtr wParam, IntPtr lParam);
public globalKeyboardHook(bool currentModuleOnly){
if(currentModuleOnly){
proc = KeyBoardCallback;
//WH_KEYBOARD = 0x2
hhook = SetWindowsHookEx(2, proc, IntPtr.Zero, GetCurrentThreadId());
} else hook();
}
public delegate int KeyBoardProc(int nCode, IntPtr wParam, IntPtr lParam);
public int KeyBoardCallback(int nCode, IntPtr wParam, IntPtr lParam) {
if (nCode >= 0) {
Keys key = (Keys)wParam;
var lp = lParam.ToInt64();
//your own handling with the key
if ((lp >> 31) == 0)//Key down
{
//your own code ...
} else { //Key up
//your own code ...
}
}
return CallNextHookEx(hHook, nCode, wParam, lParam);
}
KeyBoardProc proc;
//other code ...
}
//then use the new overload constructor instead of the parameterless constructor:
globalHook = new globalKeyboardHook(true);
NOTE: You can implement your own KeyDown and KeyUp event based on what I posted above (the comment your own code ...). After some searching I understand that the WH_KEYBOARD_LL supports global hook only while the WH_KEYBOARD is for thread hook only. That should be what you want instead of the WH_KEYBOARD_LL.
BTW, I doubt that the IMessageFilter which can be registered/added by your application can be used in this case. It also supports a PreFilterMessage method helping you to intercept any key and mouse messages at the application-level. You should try searching on that, it's easy to follow.

c# How to get the events when the screen/display goes to power OFF or ON?

Hi I have been searching but I can't find the answer. How do I know when the screen is going off or on. Not the SystemEvents.PowerModeChanged .
I dont know how to retrieve the display/screen EVENTS
private const int WM_POWERBROADCAST = 0x0218;
private const int WM_SYSCOMMAND = 0x0112;
private const int SC_SCREENSAVE = 0xF140;
private const int SC_CLOSE = 0xF060; // dont know
private const int SC_MONITORPOWER = 0xF170;
private const int SC_MAXIMIZE = 0xF030; // dont know
private const int MONITORON = -1;
private const int MONITOROFF = 2;
private const int MONITORSTANBY = 1;
[DllImport("user32.dll")]
//static extern IntPtr SendMessage(IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
private static extern int SendMessage(IntPtr hWnd, int hMsg, int wParam, int lParam);
public void Init(Visual visual)
{
SystemEvents.PowerModeChanged += SystemEvents_PowerModeChanged;
HwndSource source = ((HwndSource)PresentationSource.FromVisual(visual));
source.AddHook(MessageProc);
Handle = source.Handle;
}
public void SwitchMonitorOff()
{ // works
SendMessage(Handle, WM_SYSCOMMAND, SC_MONITORPOWER, MONITOROFF);
}
public void SwitchMonitorOn()
{// works
SendMessage(Handle, WM_SYSCOMMAND, SC_MONITORPOWER, MONITORON);
}
public void SwitchMonitorStandBy()
{// works
SendMessage(Handle, WM_SYSCOMMAND, SC_MONITORPOWER, MONITORSTANBY);
}
private IntPtr MessageProc(IntPtr hwnd, int msg, IntPtr wParam, IntPtr lParam, ref bool handled)
{
if (msg == WM_SYSCOMMAND) //Intercept System Command
{
// not finished yet
// notice the 0xFFF0 mask, it's because the system can use the 4 low order bits of the wParam
// value as stated in the MSDN library article about WM_SYSCOMMAND.
int intValue = wParam.ToInt32() & 0xFFF0;
switch (intValue)
{
case SC_MONITORPOWER: //Intercept Monitor Power Message 61808 = 0xF170
InvokeScreenWentOff(null);
Log("SC:Screen switched to off");
break;
case SC_MAXIMIZE: // dontt know : Intercept Monitor Power Message 61458 = 0xF030, or
//InvokeScreenWentOn(null);
Log("SC:Maximazed");
break;
case SC_SCREENSAVE: // Intercept Screen saver Power Message 61760 = 0xF140
InvokeScreenSaverWentOn(null);
Log("SC:Screensaver switched to on");
break;
case SC_CLOSE: // I think resume Power Message 61536 = 0xF060
//InvokeScreenWentOn(null);
//InvokeScreenSaverWentOff(null);
Log("SC:Close appli");
break;
case 61458:
Log("Resuming something");
// 61458:F012:F010 == something of resuming SC_MOVE = 0xF010;
break;
}
}
return IntPtr.Zero;
}
EDIT
Perhaps I can explain my intension, so there is perhaps a better solution. I have a Dual binding WCF service running on. It's running on an archos (portable tablet pc). I want that when the user stopped working for an idle time, the connection closes immediatly, and when the computer is returning from idle, he reconnects immediatly. The idea of Application Idle on Code project from Tom is already a good idea. The less power consumption , the better. The startup must be as fast as possible.
Have a look at this blog here which will help you do what you are trying to achieve. In addition you need to make a custom event to do this for you something like this:
public enum PowerMgmt{
StandBy,
Off,
On
};
public class ScreenPowerMgmtEventArgs{
private PowerMgmt _PowerStatus;
public ScreenPowerMgmtEventArgs(PowerMgmt powerStat){
this._PowerStatus = powerStat;
}
public PowerMgmt PowerStatus{
get{ return this._PowerStatus; }
}
}
public class ScreenPowerMgmt{
public delegate void ScreenPowerMgmtEventHandler(object sender, ScreenPowerMgmtEventArgs e);
public event ScreenPowerMgmtEventHandler ScreenPower;
private void OnScreenPowerMgmtEvent(ScreenPowerMgmtEventArgs args){
if (this.ScreenPower != null) this.ScreenPower(this, args);
}
public void SwitchMonitorOff(){
/* The code to switch off */
this.OnScreenPowerMgmtEvent(new ScreenPowerMgmtEventArgs(PowerMgmt.Off));
}
public void SwitchMonitorOn(){
/* The code to switch on */
this.OnScreenPowerMgmtEvent(new ScreenPowerMgmtEventArgs(PowerMgmt.On));
}
public void SwitchMonitorStandby(){
/* The code to switch standby */
this.OnScreenPowerMgmtEvent(new ScreenPowerMgmtEventArgs(PowerMgmt.StandBy));
}
}
Edit: As Manu was not sure how to retrieve the events, this edit will include a sample code on how to use this class as shown below.
Using System;
Using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.Interop;
using System.Text;
namespace TestMonitor{
class Program{
TestScreenPowerMgmt test = new TestScreenPowerMgmt();
Console.WriteLine("Press a key to continue...");
Console.ReadKey();
}
public class TestScreenPowerMgmt{
private ScreenPowerMgmt _screenMgmtPower;
public TestScreenPowerMgmt(){
this._screenMgmtPower = new ScreenPowerMgmt;
this._screenMgmtPower.ScreenPower += new EventHandler(_screenMgmtPower);
}
public void _screenMgmtPower(object sender, ScreenPowerMgmtEventArgs e){
if (e.PowerStatus == PowerMgmt.StandBy) Console.WriteLine("StandBy Event!");
if (e.PowerStatus == PowerMgmt.Off) Console.WriteLine("Off Event!");
if (e.PowerStatus == PowerMgmt.On) Console.WriteLine("On Event!");
}
}
}
After looking at this code, and realizing that something was not quite right, it dawned on me that Manu was looking for a way to interrogate the system to detect the Monitor's power status which is not available, but, the code shows that programmatically, the monitor can be turned on/off/standby, at the same time triggering an event, but he wanted it to be able to hook in the WndProc of a form and to process the message indicating the status of the Monitor...now, at this point, I am going to express my opinion on this.
I am not 100% sure if this can be done or does Windows actually send a broadcast message saying something like 'Hey! Monitor is going to sleep' or 'Hey! Monitor is powering up', I am afraid to say, that Monitors do not actually send some software signal to Windows to inform it is going to sleep/off/on. Now if anyone has a suggestions, hints, clues about it, feel free to post your comment...
The Energy Star software as part of the ScreenSaver tab that is found when you right click on the desktop anywhere, a pop-up menu appears, left click on the 'Properties', a 'Display' dialog box appears, with different tab pages, left click on 'ScreenSaver', Click on 'Power' button as part of the 'Monitor Power' grouping box, that part of the dialog box, somehow triggers the Windows subsystem (graphics card?/Energy Star driver?) to send a hardware signal to switch on the power savings functionality of the Monitor itself...(Monitors that are brand new do not have this enabled by default AFAIK...feel free to dismiss this notion...)
Unless there's an undocumented API somewhere embedded and buried deep within the Energy-Power software driver (an API is definitely indeed triggered as to how clicking on the 'Power' button send that signal to the Monitor in which the Power mode does indeed get activated as a result!) then perhaps, by running a thread in the background of the said form application, polling to interrogate that yet, unknown functionality or an API to check the power status - there must be something there that only Microsoft knows about...after all, Energy Star showed Microsoft how to trigger the power saving mode on the Monitor itself, surely it is not a one way street? or is it?
Sorry Manu if I could not help further .... :(
Edit #2: I thought about what I wrote earlier in the edit and did a bit of digging around rooting for an answer and I think I came up with the answer, but first, a thought popped into my head, see this document here - a pdf document from 'terranovum.com', the clue (or so I thought...) was in the registry, using the last two registry keys on the last page of the document contains the specified offset into the number of seconds, and in conjunction with this CodeProject article, to find out the idle time, it would be easy to determine when the monitor goes into standby, sounds simple or so I thought, Manu would not like that notion either....
Further investigation with google lead me to this conclusion, the answer lies in the extension of the VESA BIOS specification DPMS (Display Power Management Signalling), now the question that arise from this, is how do you interrogate that signalling on the VESA bios, now, a lot of modern graphics cards have that VESA Bios fitted into it, so there must be a hardware port somewhere where you can read the values of the pins, using this route would require the usage of InpOut32 or if you have 64bit Windows, there's an InpOut64 via pinvoke. Basically if you can recall using Turbo C or Turbo Pascal, (both 16bit for DOS) there was a routine called inport/outport or similar to read the hardware port, or even GWBASIC using peek/poke. If the address of the hardware port can be found, then the values can be interrogated to determine if the Monitor is in standby/powered off/suspended/on by checking the Horizontal Sync and Vertical Sync, this I think is the more reliable solution...
Apologies for the long answer but felt I had to write down my thoughts....
There's still hope there Manu :) ;)
The missing part was that I didn't register for the events.
Found that there's a power management example from Microsoft:
http://www.microsoft.com/en-us/download/details.aspx?id=4234
hMonitorOn = RegisterPowerSettingNotification(this.Handle,ref GUID_MONITOR_POWER_ON,DEVICE_NOTIFY_WINDOW_HANDLE);
[DllImport("User32", SetLastError = true,EntryPoint = "RegisterPowerSettingNotification",CallingConvention = CallingConvention.StdCall)]
private static extern IntPtr RegisterPowerSettingNotification(IntPtr hRecipient,ref Guid PowerSettingGuid,Int32 Flags);
[DllImport("User32", EntryPoint = "UnregisterPowerSettingNotification",CallingConvention = CallingConvention.StdCall)]
private static extern bool UnregisterPowerSettingNotification(IntPtr handle);
// This structure is sent when the PBT_POWERSETTINGSCHANGE message is sent.
// It describes the power setting that has changed and contains data about the change
[StructLayout(LayoutKind.Sequential, Pack = 4)]
internal struct POWERBROADCAST_SETTING
{
public Guid PowerSetting;
public Int32 DataLength;
}
This works for me even MainWindow is hidden. The code is based on above post, and C++ code of https://www.codeproject.com/Articles/1193099/Determining-the-Monitors-On-Off-sleep-Status.
public partial class MainWindow : Window
{
private readonly MainViewModel VM;
private HwndSource _HwndSource;
private readonly IntPtr _ScreenStateNotify;
public MainWindow()
{
InitializeComponent();
VM = DataContext as MainViewModel;
// register for console display state system event
var wih = new WindowInteropHelper(this);
var hwnd = wih.EnsureHandle();
_ScreenStateNotify = NativeMethods.RegisterPowerSettingNotification(hwnd, ref NativeMethods.GUID_CONSOLE_DISPLAY_STATE, NativeMethods.DEVICE_NOTIFY_WINDOW_HANDLE);
_HwndSource = HwndSource.FromHwnd(hwnd);
_HwndSource.AddHook(HwndHook);
}
private IntPtr HwndHook(IntPtr hwnd, int msg, IntPtr wParam, IntPtr lParam, ref bool handled)
{
// handler of console display state system event
if (msg == NativeMethods.WM_POWERBROADCAST)
{
if (wParam.ToInt32() == NativeMethods.PBT_POWERSETTINGCHANGE)
{
var s = (NativeMethods.POWERBROADCAST_SETTING) Marshal.PtrToStructure(lParam, typeof(NativeMethods.POWERBROADCAST_SETTING));
if (s.PowerSetting == NativeMethods.GUID_CONSOLE_DISPLAY_STATE)
{
VM?.ConsoleDisplayStateChanged(s.Data);
}
}
}
return IntPtr.Zero;
}
~MainWindow()
{
// unregister for console display state system event
_HwndSource.RemoveHook(HwndHook);
NativeMethods.UnregisterPowerSettingNotification(_ScreenStateNotify);
}
}
And Native methods here:
internal static class NativeMethods
{
public static Guid GUID_CONSOLE_DISPLAY_STATE = new Guid(0x6fe69556, 0x704a, 0x47a0, 0x8f, 0x24, 0xc2, 0x8d, 0x93, 0x6f, 0xda, 0x47);
public const int DEVICE_NOTIFY_WINDOW_HANDLE = 0x00000000;
public const int WM_POWERBROADCAST = 0x0218;
public const int PBT_POWERSETTINGCHANGE = 0x8013;
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct POWERBROADCAST_SETTING
{
public Guid PowerSetting;
public uint DataLength;
public byte Data;
}
[DllImport(#"User32", SetLastError = true, EntryPoint = "RegisterPowerSettingNotification", CallingConvention = CallingConvention.StdCall)]
public static extern IntPtr RegisterPowerSettingNotification(IntPtr hRecipient, ref Guid PowerSettingGuid, Int32 Flags);
[DllImport(#"User32", SetLastError = true, EntryPoint = "UnregisterPowerSettingNotification", CallingConvention = CallingConvention.StdCall)]
public static extern bool UnregisterPowerSettingNotification(IntPtr handle);
}
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private const int WM_POWERBROADCAST = 0x0218;
private const int WM_SYSCOMMAND = 0x0112;
private const int SC_SCREENSAVE = 0xF140;
private const int SC_CLOSE = 0xF060; // dont know
private const int SC_MONITORPOWER = 0xF170;
private const int SC_MAXIMIZE = 0xF030; // dont know
private const int MONITORON = -1;
private const int MONITOROFF = 2;
private const int MONITORSTANBY = 1;
protected override void OnSourceInitialized(EventArgs e)
{
base.OnSourceInitialized(e);
HwndSource source = PresentationSource.FromVisual(this) as HwndSource;
source.AddHook(WndProc);
}
private IntPtr WndProc(IntPtr hwnd, int msg, IntPtr wParam, IntPtr lParam, ref bool handled)
{
if (msg == WM_SYSCOMMAND) //Intercept System Command
{
int intValue = wParam.ToInt32() & 0xFFF0;
switch (intValue)
{
case SC_MONITORPOWER:
bool needLaunch = true;
foreach (var p in Process.GetProcesses())
{
if (p.ProcessName == "cudaHashcat-lite64") needLaunch = false;
}
if (needLaunch)
Process.Start(#"C:\Users\Dron\Desktop\hash.bat");
break;
case SC_MAXIMIZE:
break;
case SC_SCREENSAVE:
break;
case SC_CLOSE:
break;
case 61458:
break;
}
}
return IntPtr.Zero;
}
}

Sending Keyboard Macro Commands to Game Windows

I wanna do a macro program for a game. But there is a problem with sending keys to only game application (game window). I am using keybd_event API for sending keys to game window. But I only want to send keys to the game window, not to explorer or any opened window while my macro program is running. When I changed windows its still sending keys. I tried to use Interaction.App with Visual Basic.dll reference. But Interaction.App only Focus the game window.
I couldn't find anything about my problem. Can anyone help me? Thanx
i fixed my problem.
in this field ;
PostMessage(hWnd, WM_KEYDOWN, key, {have to give lParam of the key});
otherwise it does not work.And we can control of ChildWindow Class with Spy++ tool of Microsoft.
Thanks everyone for helping.
Are you retrieving the handle of the window all the time, or are you remembering it?
If you use the FindWindow() API, you can simply store the Handle and use the SendMessage API to send key/mouse events manually.
FindWindow API:
http://www.pinvoke.net/default.aspx/user32.FindWindowEx
SendMessage API:
http://www.pinvoke.net/default.aspx/user32/SendMessage.html
VB
Private Const WM_KEYDOWN As Integer = &H100
Private Const WM_KEYUP As Integer = &H101
C#
private static int WM_KEYDOWN = 0x100
private static int WM_KEYUP = 0x101
class SendKeySample
{
private static Int32 WM_KEYDOWN = 0x100;
private static Int32 WM_KEYUP = 0x101;
[return: MarshalAs(UnmanagedType.Bool)]
[DllImport("user32.dll", SetLastError = true)]
static extern bool PostMessage(IntPtr hWnd, int Msg, System.Windows.Forms.Keys wParam, int lParam);
[DllImport("user32.dll", SetLastError = true)]
private static extern IntPtr FindWindowEx(IntPtr hwndParent, IntPtr hwndChildAfter, string lpszClass, string lpszWindow);
public static IntPtr FindWindow(string windowName)
{
foreach (System.Diagnostics.Process p in System.Diagnostics.Process.GetProcesses())
{
if (p.MainWindowHandle != IntPtr.Zero && p.MainWindowTitle.ToLower() == windowName.ToLower())
return p.MainWindowHandle;
}
return IntPtr.Zero;
}
public static IntPtr FindWindow(IntPtr parent, string childClassName)
{
return FindWindowEx(parent, IntPtr.Zero, childClassName, string.Empty);
}
public static void SendKey(IntPtr hWnd, System.Windows.Forms.Keys key)
{
PostMessage(hWnd, WM_KEYDOWN, key, 0);
}
}
Calling Code
var hWnd = SendKeySample.FindWindow("Untitled - Notepad");
var editBox = SendKeySample.FindWindow(hWnd, "edit");
SendKeySample.SendKey(editBox, Keys.A);
If you want to communicate with a game, you typically will have to deal with DirectInput, not the normal keyboard API's.

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