If I wanted to control the mouse cursor, including clicking etc, what API would I need to use for this? For example, i'm developing an application for the PC using the Kinect, and I wish to control the mouse cursor with this, as opposed to creating my own in-app cursor. What would I need to 'tap into' to achieve this?
Thanks.
See answer from Marcos Placona in: How to simulate Mouse Click in C#?
Now you only need to add the mouse move events. More info here: http://pinvoke.net/default.aspx/user32.mouse_event
using System;
using System.Windows.Forms;
using System.Runtime.InteropServices;
public class Form1 : Form
{
[DllImport("user32.dll",CharSet=CharSet.Auto, CallingConvention=CallingConvention.StdCall)]
public static extern void mouse_event(uint dwFlags, uint dx, uint dy, uint cButtons, uint dwExtraInfo);
private const int MOUSEEVENTF_LEFTDOWN = 0x02;
private const int MOUSEEVENTF_LEFTUP = 0x04;
private const int MOUSEEVENTF_RIGHTDOWN = 0x08;
private const int MOUSEEVENTF_RIGHTUP = 0x10;
public Form1()
{
}
public void DoMouseClick()
{
//Call the imported function with the cursor's current position
int X = Cursor.Position.X;
int Y = Cursor.Position.Y;
mouse_event(MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP, X, Y, 0, 0);
}
//...other code needed for the application
}
Related
I've created UI options menu for graphics and screen. The thing is that I was able to add obly a boolean value for fullScreen mode. I need to add a dropdown with 3 modes: fullscreen, windowed, and windowed with no frame (stretched to the entire screen size). How do I get the third mode?
Check out this sample code. It uses the user32.dll library, though, so you most likely need to reference it in your project.
using System;
using System.Collections;
using System.Runtime.InteropServices;
using System.Diagnostics;
using UnityEngine;
public class WindowMod : MonoBehaviour
{
public Rect screenPosition;
[DllImport("user32.dll")]
static extern IntPtr SetWindowLong (IntPtr hwnd,int _nIndex ,int dwNewLong);
[DllImport("user32.dll")]
static extern bool SetWindowPos (IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags);
[DllImport("user32.dll")]
static extern IntPtr GetForegroundWindow ();
// not used rigth now
//const uint SWP_NOMOVE = 0x2;
//const uint SWP_NOSIZE = 1;
//const uint SWP_NOZORDER = 0x4;
//const uint SWP_HIDEWINDOW = 0x0080;
const uint SWP_SHOWWINDOW = 0x0040;
const int GWL_STYLE = -16;
const int WS_BORDER = 1;
void Start ()
{
SetWindowLong(GetForegroundWindow (), GWL_STYLE, WS_BORDER);
bool result = SetWindowPos (GetForegroundWindow (), 0,(int)screenPosition.x,(int)screenPosition.y, (int)screenPosition.width,(int) screenPosition.height, SWP_SHOWWINDOW);
}
With this method your best bet would be to:
Create an enum for all options, for example public enum WindowMode { FullScreen, Borderless, Window }
Create a manager class with a method that takes the enum as an argument: public void SetWindowMode(WindowMode wm // or int) {...}
Wire it up so that the method is called whenever an item is selected from the ComboBox on the Options menu with the UUI's EventSystem thingy
That's pretty much it.
I am playing a game, every time I need to move mouse and click into the game's screen to earn game point, so I am trying to write code by c# to click and move mouse in game's screen automatically ..
I got some help, so mouse click problems solved, but I am unable to move mouse in game's screen..
Can you please advice me what should I do ??
Should I use "SetWindowsHookEx" or other methods to move mouse in game window ??
Please advice me what should I do..
"Click" code below which I got, it's working fine :
public class ClickGameScreen
{
[DllImport("user32.dll")]
static extern bool ClientToScreen(IntPtr hWnd, ref Point lpPoint);
[DllImport("user32.dll")]
internal static extern uint SendInput(uint nInputs, [MarshalAs(UnmanagedType.LPArray), In] INPUT[] pInputs, int cbSize);
internal struct INPUT
{
public UInt32 Type;
public MOUSEKEYBDHARDWAREINPUT Data;
}
[StructLayout(LayoutKind.Explicit)]
internal struct MOUSEKEYBDHARDWAREINPUT
{
[FieldOffset(0)]
public MOUSEINPUT Mouse;
}
internal struct MOUSEINPUT
{
public Int32 X;
public Int32 Y;
public UInt32 MouseData;
public UInt32 Flags;
public UInt32 Time;
public IntPtr ExtraInfo;
}
public static void ClickScreen(IntPtr W_Handle , Point C_Point)
{
var oldPos = Cursor.Position;
ClientToScreen(W_Handle, ref C_Point);
Cursor.Position = new Point(C_Point.X, C_Point.Y);
var inputDown = new INPUT();
inputDown.Type = 0;
inputDown.Data.Mouse.Flags = 0x0002;
var inputUp = new INPUT();
inputUp.Type = 0;
inputUp.Data.Mouse.Flags = 0x0004;
var inputs = new INPUT[] { inputDown, inputUp };
SendInput((uint)inputs.Length, inputs, Marshal.SizeOf(typeof(INPUT)));
Cursor.Position = oldPos;
}
}
==============
ClickScreen(this.Handle, new Point(375, 340));
===============
I solved my problem, code below :
[DllImport("user32.dll")]
static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo);
private const int MOUSEEVENTF_MOVE = 0x0001;
public static void Move(int xDelta, int yDelta)
{
mouse_event(MOUSEEVENTF_MOVE, xDelta, yDelta, 0, 0);
}
//=========================================
Move(830, 160);
//=========================================
I'm developing an app that have to send some keys or mouse events to the active window.
I'm using this class:
Mouse
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace Mouse
{
public static class VirtualMouse
{
// import the necessary API function so .NET can
// marshall parameters appropriately
[DllImport("user32.dll")]
static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo);
// constants for the mouse_input() API function
private const int MOUSEEVENTF_MOVE = 0x0001;
private const int MOUSEEVENTF_LEFTDOWN = 0x0002;
private const int MOUSEEVENTF_LEFTUP = 0x0004;
private const int MOUSEEVENTF_RIGHTDOWN = 0x0008;
private const int MOUSEEVENTF_RIGHTUP = 0x0010;
private const int MOUSEEVENTF_MIDDLEDOWN = 0x0020;
private const int MOUSEEVENTF_MIDDLEUP = 0x0040;
private const int MOUSEEVENTF_ABSOLUTE = 0x8000;
// simulates movement of the mouse. parameters specify changes
// in relative position. positive values indicate movement
// right or down
public static void Move(int xDelta, int yDelta)
{
mouse_event(MOUSEEVENTF_MOVE, xDelta, yDelta, 0, 0);
}
// simulates movement of the mouse. parameters specify an
// absolute location, with the top left corner being the
// origin
public static void MoveTo(int x, int y)
{
mouse_event(MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_MOVE, x, y, 0, 0);
}
// simulates a click-and-release action of the left mouse
// button at its current position
public static void LeftClick()
{
mouse_event(MOUSEEVENTF_LEFTDOWN, Control.MousePosition.X, Control.MousePosition.Y, 0, 0);
mouse_event(MOUSEEVENTF_LEFTUP, Control.MousePosition.X, Control.MousePosition.Y, 0, 0);
}
public static void RightClick()
{
mouse_event(MOUSEEVENTF_RIGHTDOWN, Control.MousePosition.X, Control.MousePosition.Y, 0, 0);
mouse_event(MOUSEEVENTF_RIGHTUP, Control.MousePosition.X, Control.MousePosition.Y, 0, 0);
}
}
}
Keyboard
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace Mouse
{
public static class VirtualKeyboard
{
[DllImport("user32.dll")] static extern uint keybd_event(byte bVk, byte bScan, int dwFlags, int dwExtraInfo);
public static void KeyDown(System.Windows.Forms.Keys key)
{
keybd_event((byte)key, 0, 0, 0);
}
public static void KeyUp(System.Windows.Forms.Keys key)
{
keybd_event((byte)key, 0, 0x7F, 0);
}
}
}
this is my testing code:
private void button1_Click(object sender, EventArgs e)
{
Thread.Sleep(2000);
VirtualMouse.Move(100, 100);
VirtualMouse.RightClick();
VirtualKeyboard.KeyDown(System.Windows.Forms.Keys.A);
VirtualKeyboard.KeyUp(System.Windows.Forms.Keys.A);
}
Mouse moves, but doesn't send click. Any idea?
How can I make a key continue pressed for some time? I tried using thread.sleep between KeyDown and KeyUp and it's not working.
There is an open source project on CodePlex (Microsoft's open source website)
Windows Input Simulator (C# SendInput Wrapper - Simulate Keyboard and Mouse)
http://inputsimulator.codeplex.com/
It has examples and real simple to use.
Your definitions should be Uint32:
private const UInt32 MOUSEEVENTF_LEFTDOWN = 0x02;
private const UInt32 MOUSEEVENTF_ABSOLUTE = 0x8000;
private const UInt32 MOUSEEVENTF_LEFTUP = 0x04;
private const UInt32 MOUSEEVENTF_RIGHTDOWN = 0x08;
private const UInt32 MOUSEEVENTF_RIGHTUP = 0x10;
I'm developing a remote desktop application in C#. I have client and server, and the server sends screenshots to the client & the client sends events. I have done this , but the problem is when I send the click message, I don't know how to execute it on the server.
Update:
Now I'd like to send keyboard events from client to server, and the server should execute it. Is there a function like ( mouse_event )?
This thread has some example code for generating mouse clicks:
using System;
using System.Windows.Forms;
using System.Runtime.InteropServices;
public class Form1 : Form
{
[DllImport("user32.dll",CharSet=CharSet.Auto, CallingConvention=CallingConvention.StdCall)]
public static extern void mouse_event(long dwFlags, long dx, long dy, long cButtons, long dwExtraInfo);
private const int MOUSEEVENTF_LEFTDOWN = 0x02;
private const int MOUSEEVENTF_LEFTUP = 0x04;
private const int MOUSEEVENTF_RIGHTDOWN = 0x08;
private const int MOUSEEVENTF_RIGHTUP = 0x10;
public Form1()
{
}
public void DoMouseClick()
{
//Call the imported function with the cursor's current position
int X = Cursor.Position.X;
int Y = Cursor.Position.Y;
mouse_event(MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP, X, Y, 0, 0);
}
//...other code needed for the application
}
I need to control other application by simulating mouse movement and keyboard input. How do I accomplish this in C#? Is it even possible?
Have you looked at White TestStack?
Sample code:
Application application = Application.Launch("foo.exe");
Window window = application.GetWindow("bar", InitializeOption.NoCache);
Button button = window.Get<Button>("save");
button.Click();
I don't think it can get better than that. The library is created by ThoughtWorks.
See "To send a keystroke to a different application" on this page:
http://msdn.microsoft.com/en-us/library/ms171548.aspx
You can use p/invoke, I stole the following code for mouse clicks in random spots on a button with a known handle:
[Flags]
public enum MouseEventFlags
{
LEFTDOWN = 0x00000002,
LEFTUP = 0x00000004,
MIDDLEDOWN = 0x00000020,
MIDDLEUP = 0x00000040,
MOVE = 0x00000001,
ABSOLUTE = 0x00008000,
RIGHTDOWN = 0x00000008,
RIGHTUP = 0x00000010
}
[StructLayout(LayoutKind.Sequential)]
public struct Rectangle
{
public int X;
public int Y;
public int Width;
public int Height;
}
private static void Click(IntPtr Handle)
{
lock (typeof(MouseAction))
{
Rectangle buttonDesign;
GetWindowRect(Handle, out buttonDesign);
Random r = new Random();
int curX = 10 + buttonDesign.X + r.Next(100 - 20);
int curY = 10 + buttonDesign.Y + r.Next(60 - 20);
SetCursorPos(curX, curY);
//Mouse Right Down and Mouse Right Up
mouse_event((uint)MouseEventFlags.LEFTDOWN, curX, curY, 0, 0);
mouse_event((uint)MouseEventFlags.LEFTUP, curX, curY, 0, 0);
}
}
[DllImport("user32.dll")]
static extern bool SetCursorPos(int X, int Y);
[DllImport("user32.dll")]
private static extern void mouse_event(
long dwFlags, long dx, long dy, long cButtons, long dwExtraInfo);
[DllImport("user32.dll")]
static extern bool GetWindowRect(IntPtr hWnd, out Rectangle rect);
you can use AutoIT, it's freeware, and it has a dll version that you can import into C# (DllImport). It allows you to click on controls, write strings to edit boxes, make combobox selections etc on another application from C#.
Use the SendMessage Native Win32 API. DllImport this method from the User32.dll. You can use this API to send both keyboard & mouse messages
I tried to do the same: to use the mouse i used this class
(you need to add using System.Runtime.InteropServices;)
public class MouseClick1 //public is important here**
{
[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
public static extern void mouse_event(uint dwFlags, uint dx, uint dy, uint cButtons, uint dwExtraInfo);
private const int MOUSEEVENTF_LEFTDOWN = 0x02;
private const int MOUSEEVENTF_LEFTUP = 0x04;
private const int MOUSEEVENTF_RIGHTDOWN = 0x08;
private const int MOUSEEVENTF_RIGHTUP = 0x10;
public int CoordX { get; set; }
public int CoordY { get; set; }
public void Click1()
{
Cursor.Position = new Point(CoordX, CoordY);
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
}
}
and after on your form1 (presuming the name is form1) you can
public partial class form1 : Form
{
MouseClick1 button1 = new MouseClick1();
MouseClick1 button2 = new MouseClick1();
[...]
public void Simulate_button1and2_Click(object sender, EventArgs e)
{
button1.CoordX = 1652; //random coordinates
button1.CoordY = 225;
button2.CoordX = 1650;
button2.CoordY = 250;
button1.Click1();
button1.Click2();
}
}
To have the coordinates on your pointer, I use a timer and a label:
private void timer1_Tick(object sender, EventArgs e)
{
Coord.Text = Cursor.Position.X.ToString() + " : " + Cursor.Position.Y.ToString(); //Premet d'avoir les coord en direct
}
Work fine with me.