Can't simulate action properly. SendMessage in c# (spy++) - c#

I've got a problem with simulating in game's process this action:
- mouse_down
- mouse_move
- mouse_up
When I do it manually, that's the spy++ output:
mouse_down:
mouse_move:
mouse_up:
So I've tried to simulate that with below code start x,y: (618,392) final x,y: (618,432) but It's not working.
uint Iparm = makeDWord((ushort)x, (ushort)y);
IntPtr xd = new IntPtr(Iparm);
uint Iparm2 = makeDWord((ushort)x2, (ushort)y2);
IntPtr xd2 = new IntPtr(Iparm2);
SendMessage(UltraBot.p, (uint)0x201, (IntPtr)0x1, xd); // down button (start x,y)
SendMessage(UltraBot.p, (uint)0x200, (IntPtr)0x1, xd2); // move (final x,y)
SendMessage(UltraBot.p, (uint)0x202, (IntPtr)0x0, xd2); // up button (final x,y)
Here's the spy++ output after using the code:
I don't really know why it's not working. I've been using this way to simulate keys for some time, actions like: ctrl+q, mouse clicks and so werent any problem. What's more, IT WORKED FOR ME ONCE, but just once. I've stuck in here. Thanks for any help :)

You cannot simulate mouse input by sending mouse messages (such as WM_LBUTTONDOWN and WM_MOUSEMOVE) using the SendMessage function.
Yes, that's what it looks like is happening when you monitor the messages with Spy++, but there's a lot more going on behind the scenes.
To simulate mouse or keyboard input properly, you need to use the SendInput function. The P/Invoke declaration to call it from C# looks like this:
[DllImport("user32.dll", SetLastError = true)]
static extern uint SendInput(uint nInputs, INPUT[] pInputs, int cbSize);

Related

C# Detect Keystrokes and Send to Background Windows

I've looked around for six hours today in search of a method to complete the task I'm looking to accomplish. However with little luck every method I've tried has come out not working.
So the program I'm working on is a multiboxing application for video games. Essentially I want to have my created application running in the background. The user will check on checkbox's to state which keys they want to be captured, so not every key is being captured. Then while they are playing the main game, the application will send the keys that are checked to the games running in the background.
I've tried global hotkeys however never could get more than one key working. I've also tried to hook keys but for some reason, couldn't get that functional. I also dabbled into sendmessage with little luck there either.
Was just curious if anyone else had some ideas for going about doing this. To give an example of another program that does this same thing would be HotKeyNet, KeyClone, and ISboxer. I know there are more out there but that gives you an idea of what I'm trying to do with my application.
Alright, after quite a bit of research into different methods for sending keystrokes and reading keystrokes. I finally was able to splice to different types of coding together to provide the results I was looking for.
I'm posting up the answer, so anyone that is looking for the answer to this question later down the road has it available to them.
My two references for splicing this code together are the following:
http://www.codeproject.com/Articles/19004/A-Simple-C-Global-Low-Level-Keyboard-Hook
Send combination of keystrokes to background window
I used the global low level hook and postmessage for sending keystrokes to the background application.
So first you will need to follow the instructions from the first
link, to get the starting code working.
Download the working source code from link one, and use the
globalKeyboardHook.cs in your application.
Then in references place the following:
using System.Runtime.InteropServices; //Grabs for your DLLs
using Utilities; //Grabs from the file you added to your application.
Now you will want to place the following code in your class:
globalKeyboardHook gkh = new globalKeyboardHook();
[DllImport("user32.dll")] //Used for sending keystrokes to new window.
public static extern IntPtr PostMessage(IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", EntryPoint = "FindWindow", CharSet = CharSet.Ansi)] //Used to find the window to send keystrokes to.
public static extern IntPtr FindWindow(string className, string windowName);
Now go ahead place your keystrokes you want to be grabbed this I
found is best in Form1_Loaded:
gkh.HookedKeys.Add(Keys.A);//This collects the A Key.
gkh.HookedKeys.Add(Keys.B);//This collects the B Key.
gkh.HookedKeys.Add(Keys.C);//This collects the C Key.
gkh.KeyDown += new KeyEventHandler(gkh_KeyDown); //Event for pressing the key down.
gkh.KeyUp += new KeyEventHandler(gkh_KeyUp); //Event for the release of key.
After that you will want to go ahead and place in the following in
your code as well:
void gkh_KeyUp(object sender, KeyEventArgs e) //What happens on key release.
{
lstLog.Items.Add("Up\t" + e.KeyCode.ToString());
e.Handled = false; //Setting this to true will cause the global hotkeys to block all outgoing keystrokes.
}
void gkh_KeyDown(object sender, KeyEventArgs e) //What happens on key press.
{
lstLog.Items.Add("Down\t" + e.KeyCode.ToString());
e.Handled = false;
}
Once that is in place just put this little bit in the gkh_KeyDown to
get your keystrokes to send to another window of your choosing:
const uint WM_KEYDOWN = 0x100;
IntPtr hWnd = FindWindow(null, "Example1"); //Find window Example1 for application.
switch (e.KeyCode)
{
case Keys.A: //Makes it so it only sends that key when it's pressed and no other keys.
if(chkA.Checked == true)
{
PostMessage(hWnd, WM_KEYDOWN, (IntPtr)(Keys.A), IntPtr.Zero); //Sends to key A to new window assigned hWnd which equals Example1.
}
break;
}
}
The code that I have provided is setup so people can use checkbox's to tell the program which keys they want to send over to the second application.
If you have any questions regarding to this post just let me know, and I will do my best to walk you through the process. Hope this helps someone out later down the road.
My suggestion is to go with "mapped memory" (in operating system concepts: shared memory)
First process creates (may be your check state program) creates a mapped memory and writes values to it.
All other game process reads the value from memory map created by first process.
Here is a very nice example regarding how to do it.
https://msdn.microsoft.com/en-us/library/dd267552(v=vs.110).aspx

Moving the mouse in other application on C#

I'm trying to make a program that basically executes a mouse macro on other windows/apps in a given interval of time.
I've already managed create the timer, mapping and saving the 3 positions on screen that I need (using [DllImport("User32.Dll")] and GetCursorPos/SetCursorPos/mouse_event to do the left click) and even manage to do the mouse move on screen using LinearSmoothMove.
The problem is when I execute the function the mouse moves until it reaches the side of the window of this other app and then it "stops" (actually it looks like it's moving under the window). However, it works with other things like opening Notepad and going between the lines.
Please, see answer to similar question here. But before using ClickOnPointTool.ClickOnPoint() you should write the next code:
To find the certain process like this:
private IntPtr GetProcessMainWindowHandle(string mainWindowTitle)
{
var processes = Process.GetProcesses();
var foundProcess = processes.Single(p => mainWindowTitle.Equals(p.MainWindowTitle, StringComparison.CurrentCulture));
// Also you can use method Process.GetProcessesByName(), it depends on your business logic
return foundProcess.MainWindowHandle;
}
And to activate the found window using P/Invoke call of method SetForegroundWindow() with value of variable mainWindowHandle, recieved from GetProcessMainWindowHandle():
[DllImport("user32.dll")]
private static extern bool SetForegroundWindow(IntPtr hWnd);

C# Using PostMessage

I'm trying to send a key to an application. I tested the Handlewindow value used breakpoints to understand what I'm doing wirong but i cant find a solution. To be more detailed, its a little game and when I activate the chatbar ingame, the key I want to send will be written there, but I want to make it functionaly when I am playing to use the commands. The game doesnt have a guard or some protections.
Here is my code:
[DllImport("user32.dll")]
static extern bool PostMessage(IntPtr hWnd, uint Msg, int wParam, int lParam);
const uint WM_KEYDOWN = 0x0100;
private void button1_Click(object sender, EventArgs e)
{
string pName = textBox1.Text;
//Get Processes
Process[] processes = Process.GetProcessesByName(pName);
//Main part
foreach (Process p in processes)
if (p.ProcessName == (string)pName)
{
PostMessage(p.MainWindowHandle, WM_KEYDOWN, (int)Keys.W, 0);
}
}
Like I said, it can be sent 1000000 times successfully but nothing happens.
Is there another way how I can send keys to an Windows application that works minimized or even hidden? It should be only send to my app.
If i understand correctly, you want to send keys to a game.
In this case i think that the game is not fetching the keys from the Windows Message queue, it is probably reading the keyboard status directly using DirectX or similar ways.
See this similar question:
Send Key Strokes to Games
You can't fake messages like this and expect it to work reliably - all you are doing is sending a message, nothing fancy.
What this means is that if the target program tests for input in a different way (for example by directly checking the key state, reacting to different messages or just using a completely different mechanism) the target program at best may just completely ignore your input and at worst get totally confused.
Use the SendInput function instead (I'm not sure if this exposed as part of the .Net framework or not).
Some interesting blog articles which are fairly relevant:
You can't simulate keyboard input with PostMessage
Simulating input via WM_CHAR messages may fake out the recipient but it won't fake out the input system
Just note that the correct import of PostMessage is:
[DllImport("user32.dll")]
static extern bool PostMessage(HandleRef hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
Sending the keys like you are doing might not work, but you can use spy++ to capture the actual messages that are being posted to the application by windows and use those.
https://learn.microsoft.com/en-us/visualstudio/debugger/introducing-spy-increment?view=vs-2022
Often programmers will react to KeyUp events rather than down; did you try sending WM_KEYUP?
You should be using SendInput to simulate input into another window.
See this blog post for more details.

Simulating Keys C# .Net

I am working on VS 2010 Ultimate. I have created a simple console application about 25-30 rows. So I want in the Main() function simply to simulate pressing "ALT+TAB" in a while cycle. Hoh can I do that - I cant use SendKeys class cause it "Provides methods for sending keystrokes to an application." I want just when I start my console application to simulate 1000 times pressing "ALT+TAB" without attaching it to anny applications. Something like this:
using System;
using System.Windows.Forms;
namespace nagradite
{
class Program
{
static void Main()
{
int i = 1000;
while( i > 0 )
{
// PRESS "ALT+TAB"
i--;
}
}
}
}
what should I type instead of // PRESS "ALT+TAB"
Use "%{TAB}" for Alt+TAB
SendKeys.Send("%{TAB}");
SendKeys.Send("%{TAB} 1000"); //if you want to do same by 1000 times as you stated
Reference http://msdn.microsoft.com/en-us/library/system.windows.forms.sendkeys.send.aspx
I think you can use SendMessage for finding keys you can see http://www.blizzhackers.cc/viewtopic.php?t=396398, your parent window is null (desktop)
[DllImport("user32.dll", CharSet = CharSet.Auto)]
static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam);
You can try a Win32 API called SendInput. It allows you to simulate keyboard/mouse input events and does not require a HWND target. However, I don't know if this will actually trigger system-wide keyboard shortcuts such as ALT+TAB.
MSDN - http://msdn.microsoft.com/en-us/library/ms646310(v=vs.85).aspx
PInvoke.Net - http://www.pinvoke.net/default.aspx/user32.sendinput

How to use Sendmessage in C#?

I got the hwnd = FindWindow(""); but how to do Sendmessage with mouse clicks with this window ??
Thx.
using System.Runtime.InteropServices;
...
[DllImport("user32.dll")]
private static extern IntPtr SendMessage
(IntPtr hWnd, int Msg, IntPtr wParam, IntPtr lParam);
For usage information look at http://msdn.microsoft.com/en-us/library/ms644950%28VS.85%29.aspx
Generaly you must only call this function with good arguments, to know what arguments you need you must look at msdn.
You want to simulate mouse clicks using SendMessage?
This is a duplicate question to this one: Using SendMessage for Simulating User Mouse Clicks.
The answer there recommends that you investigate WIN32 journal hooks, thus sending WH_JOURNALPLAYBACK.
And another duplicate with what is reported to be a working snippet: Clicking mouse by sending messages
This discussion on MSDN indicates that it's not so easy using the raw mouse messages: http://social.msdn.microsoft.com/Forums/hu-HU/vbide/thread/5352d3b8-4f9e-4a0a-8575-fdd592ae45f8.

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