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.
Related
I've been using SendMessage to send mouse clicks to a couple of windows. One being a game(everything works perfectly), but the other window, being a 3rd party tool for the game is having trouble with SendMessage. If the window is 'not minimized' everything works fine, don't matter if window is completely covered up by another. But if that same window is minimized then nothing happens, I checked with spy++ and the messages are indeed getting received but not being processed (correct term?). I've tried to solve this last couple days, doing both searches on here and Google alike, many of topics but nothing helped?
//MyImports
[DllImport("user32.dll", CharSet = CharSet.Auto)]
static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
And this is how I have it wrapped
public static void LClick(string windowclass, int x, int y)
{
IntPtr WHandle = FindWindow(windowclass, null);
SendMessage(WHandle, (int)WMessages.WM_LBUTTONDOWN, (IntPtr)1, (IntPtr)MakeLParam(x, y));
SendMessage(WHandle, (int)WMessages.WM_LBUTTONUP, (IntPtr)0, (IntPtr)MakeLParam(x, y));
}
I have tried focus, activate. One thing that might be useful info is that the third party program is being loaded as module("Qt5QWindowIcon") of the game.
I tried PostMessage as well, and it does the same thing as SendMessage() same problem when minimized.
This game does allow for macroing and unattended macroing, Hints the third part tool designed to execute the macros (published by the creators) I'm just trying to simulate a mouse click on the program to start the macro.
I would just use SendInput, but the entire purpose of my program is to run in background.
I 've faced same problem .Please change assembly name and project name (Changed name not started with name on that you are throwing/posting windows message)then rebuild it and check it. Now you will able to debug.
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);
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.
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
I'm trying to extend TextBox control to add watermarking functionality. The example I've found on CodeProject is using imported SendMessage function.
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = false)]
static extern IntPtr SendMessage(IntPtr hWnd, uint Msg, uint wParam, [MarshalAs(UnmanagedType.LPWStr)] string lParam);
void SetWatermark()
{
SendMessage(this.Handle, 0x1501, 0, "Sample");
}
I'm wondering why not use protected WndProc instead
void SetWatermark()
{
var m =new Message() { HWnd = this.Handle, Msg = 0x1501, WParam = (IntPtr)0, LParam = Marshal.StringToHGlobalUni("Sample") };
WndProc(ref m);
}
Both seem to work fine. Almost all examples I've seen on internet use SendMessagefunction. Why is that? Isn't WndProc function designed to replace SendMessage?
P.S. I don't know right to convert string to IntPtr and found that Marshal.StringToHGlobalUni works ok. Is it right function to do this?
WndProc does not replace SendMessage, it is the .NET equivalent of WindowProc. WndProc is called by your application's message pump (which receives messages that are sent or posted by SendMessage or PostMessage) to process them. By calling WndProc directly, you by-pass the special message handling that Windows performs, such as bundling WM_PAINT messages, and can potentially cause some nasty problems where messages appear out of the order that they're expected by windows within your application.
As stated in MSDN,
All messages are sent to the WndProc
method after getting filtered through
the PreProcessMessage method.
The WndProc method corresponds exactly
to the Windows WindowProc function.
For more information about processing
Windows messages, see the WindowProc
function documentation in the MSDN
library at
http://msdn.microsoft.com/library.
By calling it directly, you deprive the system of a chance to perform preprocessing or any other handling of that message. The .NET framework runs on top of Windows and without sending or posting the message, the underlying system cannot do anything with that message, so you lose out on anything the underlying system might do for you.