Esempio n. 1
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        /// <summary>
        /// Simulates a global keystroke in the system.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="delay">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</param>
        public static bool SendGlobalKeystroke(GameKey key, int delay)
        {
            // move this to a different class maybe?

            try
            {
                DateTime beginspam = DateTime.Now;

                // this seems to work to make the game register it as holding down the key
                // TODO: find a more reliable way to do this?
                while (DateTime.Now - beginspam < TimeSpan.FromMilliseconds(delay))
                {
                    SendKeys.SendWait(key.KeyString);
                }

                SendKeys.Flush();
                Thread.Sleep(100);
            }
            catch (Exception)
            {
                // invalid keystroke string
                return(false);
            }

            return(true);
        }
Esempio n. 2
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 /// <summary>
 /// Adds a key binding to the GUI's listview.
 /// </summary>
 /// <param name="command">Command text</param>
 /// <param name="thekey">Desired key</param>
 /// <param name="delay">How long the key will be held down</param>
 protected void AddKeyBinding(string command, GameKey thekey, int delay)
 {
     var item = listKeyBindings.Items.Add(command);
     item.SubItems.Add(thekey.Name);
     item.SubItems.Add(delay.ToString());
     item.Tag = thekey;
 }
Esempio n. 3
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        /// <summary>
        /// Sends the autosave keystroke.
        /// </summary>
        protected void PerformAutoSave()
        {
            try
            {
                if (menuUsePostMessage.Checked)
                {
                    if (!gamewindow.SendMinimizedKeystroke(GameKey.ByKeyString(textSaveCombo.Text), 10))
                    {
                        throw new Exception();
                    }
                }
                else
                {
                    SendKeys.Send(textSaveCombo.Text);
                }

                Thread.Sleep(200);
                statusBar1.Text = "Successfully autosaved.";
            }
            catch (Exception)
            {
                statusBar1.Text = "Something's wrong with the autosave hotkey.";
            }

            lastautosave = DateTime.Now;
        }
Esempio n. 4
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        /// <summary>
        /// Restores the serialized settings from settings.bin
        /// </summary>
        protected void RestoreSettings()
        {
            Settings cfg = null;

            if (!File.Exists("settings.bin"))
            {
                return;
            }

            IFormatter formatter = new BinaryFormatter();
            Stream     stream    = new FileStream("settings.bin", FileMode.Open, FileAccess.Read, FileShare.Read);

            cfg = (Settings)formatter.Deserialize(stream);
            stream.Close();

            menuAutosave.Checked       = cfg.autosave;
            autosaveinterval           = cfg.autosaveinterval;        // internal autosave interval
            textAutosaveInterval.Text  = autosaveinterval.ToString(); // GUI autosave interval
            textSaveCombo.Text         = cfg.autosavekey;
            menuUsePostMessage.Checked = cfg.usepostmessage;

            // key bindings
            foreach (Settings.KeyBinding bind in cfg.binds)
            {
                AddKeyBinding(bind.command, GameKey.ByVKey(bind.vkey), bind.delay);
            }
        }
Esempio n. 5
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        /// <summary>
        /// Adds a key binding to the GUI's listview.
        /// </summary>
        /// <param name="command">Command text</param>
        /// <param name="thekey">Desired key</param>
        /// <param name="delay">How long the key will be held down</param>
        protected void AddKeyBinding(string command, GameKey thekey, int delay)
        {
            var item = listKeyBindings.Items.Add(command);

            item.SubItems.Add(thekey.Name);
            item.SubItems.Add(delay.ToString());
            item.Tag = thekey;
        }
Esempio n. 6
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        public bool Equals(GameKey gk)
        {
            // if parameter is null return false
            if ((object)gk == null)
            {
                return(false);
            }

            // return true if the fields match
            return(vkey == gk.vkey);
        }
Esempio n. 7
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        /// <summary>
        /// Simulates a keystroke within the window (even if it's minimized) by 
        /// using PostMessage. Only works on some applications.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="milliseconds">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</returns>
        public bool SendMinimizedKeystroke(GameKey key, int milliseconds)
        {
            if (key == GameKey.Invalid)
                return false;

            WinAPI.PostMessage(handle, WinAPI.WM_KEYDOWN, key.VirtualKey, WinAPI.MapVirtualKey(key.VirtualKey, 0) << 16);
            Thread.Sleep(TimeSpan.FromMilliseconds(milliseconds));
            WinAPI.PostMessage(handle, WinAPI.WM_KEYUP, key.VirtualKey, WinAPI.MapVirtualKey(key.VirtualKey, 0) << 16);
            Thread.Sleep(100);

            return true;
        }
Esempio n. 8
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        /// <summary>
        /// Simulates a global key being held down by using keybd_event.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="delay">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</returns>
        public static bool SendGlobalKeybdEvent(GameKey key, int delay)
        {
            if (key == GameKey.Invalid)
                return false;

            WinAPI.keybd_event((byte)key.VirtualKey, 0, 0, UIntPtr.Zero);
            Thread.Sleep(delay);
            WinAPI.keybd_event((byte)key.VirtualKey, 0, WinAPI.KEYEVENTF_KEYUP, UIntPtr.Zero);
            Thread.Sleep(100);

            return true;
        }
Esempio n. 9
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        /// <summary>
        /// Simulates a keystroke within the window (even if it's minimized) by
        /// using PostMessage. Only works on some applications.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="milliseconds">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</returns>
        public bool SendMinimizedKeystroke(GameKey key, int milliseconds)
        {
            if (key == GameKey.Invalid)
            {
                return(false);
            }

            WinAPI.PostMessage(handle, WinAPI.WM_KEYDOWN, key.VirtualKey, WinAPI.MapVirtualKey(key.VirtualKey, 0) << 16);
            Thread.Sleep(TimeSpan.FromMilliseconds(milliseconds));
            WinAPI.PostMessage(handle, WinAPI.WM_KEYUP, key.VirtualKey, WinAPI.MapVirtualKey(key.VirtualKey, 0) << 16);
            Thread.Sleep(100);

            return(true);
        }
Esempio n. 10
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        /// <summary>
        /// Simulates a global key being held down by using keybd_event.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="delay">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</returns>
        public static bool SendGlobalKeybdEvent(GameKey key, int delay)
        {
            if (key == GameKey.Invalid)
            {
                return(false);
            }

            WinAPI.keybd_event((byte)key.VirtualKey, 0, 0, UIntPtr.Zero);
            Thread.Sleep(delay);
            WinAPI.keybd_event((byte)key.VirtualKey, 0, WinAPI.KEYEVENTF_KEYUP, UIntPtr.Zero);
            Thread.Sleep(100);

            return(true);
        }
Esempio n. 11
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        private void Form1_Load(object sender, EventArgs e)
        {
            RestoreSettings();
            ResetKeys();
            menuStop.Enabled = false;
            RestoreStatus();

            foreach (GameKey key in GameKey.List) // keys combobox
            {
                comboKeyBindings.Items.Add(key);
            }

            comboKeyBindings.SelectedItem = GameKey.ByName("left"); // left is selected by default
        }
Esempio n. 12
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        private void buttonAddKeyBinding_Click(object sender, EventArgs e)
        {
            try
            {
                int     delay  = 0;
                GameKey thekey = (GameKey)comboKeyBindings.SelectedItem;

                if (thekey == null || thekey == GameKey.Invalid)
                {
                    throw new InvalidOperationException("invalid key");
                }

                try
                {
                    delay = Convert.ToInt32(textDelay.Text);
                }
                catch (Exception)
                {
                    throw new InvalidOperationException("invalid delay value");
                }

                if (delay <= 0)
                {
                    throw new InvalidOperationException("cannot use a negative delay");
                }

                if (String.IsNullOrEmpty(textCommand.Text))
                {
                    throw new InvalidOperationException("the command must be at least one character long");
                }

                for (int i = 0; i < listKeyBindings.Items.Count; i++)
                {
                    if (listKeyBindings.Items[i].Text == textCommand.Text)
                    {
                        throw new InvalidOperationException("this command already exists");
                    }
                }

                AddKeyBinding(textCommand.Text, thekey, delay);
            }
            catch (InvalidOperationException shit)
            {
                MessageBox.Show("Could not add key binding: " + shit.Message, "Warning",
                                MessageBoxButtons.OK, MessageBoxIcon.Warning);
            }
        }
Esempio n. 13
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        public override bool Equals(Object obj)
        {
            // if parameter is null return false
            if (obj == null)
            {
                return(false);
            }

            // if parameter cannot be cast to GameKey return false
            if (!(obj is GameKey))
            {
                return(false);
            }

            GameKey gk = (GameKey)obj;

            // return true if the fields match:
            return(vkey == gk.vkey);
        }
Esempio n. 14
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        /// <summary>
        /// Simulates a global keystroke in the system.
        /// </summary>
        /// <param name="key">The desired key.</param>
        /// <param name="delay">How long the key will be held down (in milliseconds).</param>
        /// <returns>true if the keystroke is successfully sent, false if the key is invalid.</param>
        public static bool SendGlobalKeystroke(GameKey key, int delay)
        {
            // move this to a different class maybe?

            try
            {
                DateTime beginspam = DateTime.Now;

                // this seems to work to make the game register it as holding down the key
                // TODO: find a more reliable way to do this?
                while (DateTime.Now - beginspam < TimeSpan.FromMilliseconds(delay))
                    SendKeys.SendWait(key.KeyString);

                SendKeys.Flush();
                Thread.Sleep(100);
            }
            catch (Exception)
            {
                // invalid keystroke string
                return false;
            }

            return true;
        }
Esempio n. 15
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        /// <summary>
        /// Handles a chat line and executes any valid command found.
        /// </summary>
        /// <param name="line">A raw chat line in formatted as username\tmessage</param>
        protected void HandleChatLine(string line)
        {
            string  msgbody = "";                 // will contain the message body
            string  user    = "";                 // will contain the username
            GameKey key     = GameKey.Invalid;    // will contain the requested keystroke if the message is a command
            int     times   = 1;                  // will contain how many times the key will be pressed if the msg is a command
            int     delay   = 0;                  // will contain the duration of the keystroke if the msg is a command

            string[] splitted = line.Split('\t'); // split username from the message body

            try
            {
                user    = splitted[0];
                msgbody = splitted[1];
            }
            catch (Exception)
            {
                // invalid format
                return;
            }

            try
            {
                // throttled commands (start9 & similar)
                string re1 = "([a-z]{1,9})"; // command (1 to 9 letters)
                string re2 = "(\\d)";        // any single digit

                // we're separating the command from the number by using a simple regex
                Regex r = new Regex(re1 + re2, RegexOptions.IgnoreCase | RegexOptions.Singleline);
                Match m = r.Match(msgbody);

                if (m.Success)
                {
                    msgbody = m.Groups[1].ToString();
                    String d1 = m.Groups[2].ToString();
                    times = Convert.ToInt32(d1);

                    if (times < 1) // ignore command0's
                    {
                        return;
                    }

                    if (times > 9) // will never happen
                    {
                        times = 1;
                    }
                }
                else // invalid format
                {
                    times = 1;
                }
            }
            catch (Exception)
            {
                // invalid format
                times = 1;
            }

            // check if the command actually exists by searching it sequentially in the listview
            // TODO: index commands in a dictionary for better performance?
            //       (not really necessary for something this trivial)
            for (int i = 0; i < listKeyBindings.Items.Count; i++)
            {
                var item = listKeyBindings.Items[i];

                if (msgbody == item.Text)
                {
                    // command found! retrieve key and duration
                    key   = (GameKey)item.Tag;
                    delay = Convert.ToInt32(item.SubItems[2].Text);
                    break;
                }
            }

            if (key == GameKey.Invalid) // command not found
            {
                return;
            }

            if (delay <= 0) // invalid delay, should never happen
            {
                return;
            }

            // should never happen if ResetKeys is properly called when it should
            if (!st.keypresses.ContainsKey(msgbody))
            {
                st.keypresses.Add(msgbody, 0);
            }

            // repeat the keystroke as many times as needed
            for (int i = 0; i < times; i++)
            {
                st.keypresses[msgbody]++;
                st.totalkeypresses++;

                if (menuUsePostMessage.Checked)
                {
                    gamewindow.SendMinimizedKeystroke(key, delay);
                }
                else
                {
                    if (menuUseSendKeys.Checked)
                    {
                        GameWindow.SendGlobalKeystroke(key, delay);
                    }
                    else
                    {
                        GameWindow.SendGlobalKeybdEvent(key, delay);
                    }
                }
            }

            commandsdone++; // this is for the command/s counter

            // log the command
            listBoxCommands.Items.Add(user + " " + msgbody + (times > 1 ? times.ToString() : ""));

            // keep the command log under 100 lines to save RAM
            if (listBoxCommands.Items.Count > 100)
            {
                listBoxCommands.Items.RemoveAt(0);
            }

            // autscroll the command log to the bottom
            listBoxCommands.TopIndex = listBoxCommands.Items.Count - 1;

            // refresh keypresses counter in the GUI
            labelKeyPresses.Text = "Keypresses: " + st.totalkeypresses;
        }
Esempio n. 16
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        public bool Equals(GameKey gk)
        {
            // if parameter is null return false
            if ((object)gk == null)
                return false;

            // return true if the fields match
            return vkey == gk.vkey;
        }