Esempio n. 1
0
        public static void SimulateKeyPress(UInt16 keyCode)
        {
            var down = new InputSimulatorDefines();

            down.Type                    = (UInt32)InputType.KEYBOARD;
            down.Data.Keyboard           = new KEYBDINPUT();
            down.Data.Keyboard.Vk        = keyCode;
            down.Data.Keyboard.Scan      = 0;
            down.Data.Keyboard.Flags     = 0;
            down.Data.Keyboard.Time      = 0;
            down.Data.Keyboard.ExtraInfo = IntPtr.Zero;

            var up = new InputSimulatorDefines();

            up.Type                    = (UInt32)InputType.KEYBOARD;
            up.Data.Keyboard           = new KEYBDINPUT();
            up.Data.Keyboard.Vk        = keyCode;
            up.Data.Keyboard.Scan      = 0;
            up.Data.Keyboard.Flags     = (UInt32)KeyboardFlag.KEYUP;
            up.Data.Keyboard.Time      = 0;
            up.Data.Keyboard.ExtraInfo = IntPtr.Zero;

            InputSimulatorDefines[] inputList = new InputSimulatorDefines[2];
            inputList[0] = down;
            inputList[1] = up;

            var numberOfSuccessfulSimulatedInputs = SendInput(2, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));

            if (numberOfSuccessfulSimulatedInputs == 0)
            {
                throw new Exception(string.Format("The key press simulation for {0} was not successful.", keyCode));
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Calls the Win32 SendInput method with a stream of KeyDown and KeyUp messages in order to simulate uninterrupted text entry via the keyboard.
        /// </summary>
        /// <param name="text">The text to be simulated.</param>
        public static void SimulateTextEntry(string text)
        {
            if (text.Length > UInt32.MaxValue / 2)
            {
                throw new ArgumentException(string.Format("The text parameter is too long. It must be less than {0} characters.", UInt32.MaxValue / 2), "text");
            }

            var chars = UTF8Encoding.ASCII.GetBytes(text);
            var len   = chars.Length;

            InputSimulatorDefines[] inputList = new InputSimulatorDefines[len * 2];
            for (int x = 0; x < len; x++)
            {
                UInt16 scanCode = chars[x];

                var down = new InputSimulatorDefines();
                down.Type                    = (UInt32)InputType.KEYBOARD;
                down.Data.Keyboard           = new KEYBDINPUT();
                down.Data.Keyboard.Vk        = 0;
                down.Data.Keyboard.Scan      = scanCode;
                down.Data.Keyboard.Flags     = (UInt32)KeyboardFlag.UNICODE;
                down.Data.Keyboard.Time      = 0;
                down.Data.Keyboard.ExtraInfo = IntPtr.Zero;

                var up = new InputSimulatorDefines();
                up.Type                    = (UInt32)InputType.KEYBOARD;
                up.Data.Keyboard           = new KEYBDINPUT();
                up.Data.Keyboard.Vk        = 0;
                up.Data.Keyboard.Scan      = scanCode;
                up.Data.Keyboard.Flags     = (UInt32)(KeyboardFlag.KEYUP | KeyboardFlag.UNICODE);
                up.Data.Keyboard.Time      = 0;
                up.Data.Keyboard.ExtraInfo = IntPtr.Zero;

                // Handle extended keys:
                // If the scan code is preceded by a prefix byte that has the value 0xE0 (224),
                // we need to include the KEYEVENTF_EXTENDEDKEY flag in the Flags property.
                if ((scanCode & 0xFF00) == 0xE000)
                {
                    down.Data.Keyboard.Flags |= (UInt32)KeyboardFlag.EXTENDEDKEY;
                    up.Data.Keyboard.Flags   |= (UInt32)KeyboardFlag.EXTENDEDKEY;
                }

                inputList[2 * x]     = down;
                inputList[2 * x + 1] = up;
            }

            var numberOfSuccessfulSimulatedInputs = SendInput((UInt32)len * 2, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));
        }
Esempio n. 3
0
        /// <summary>
        /// Calls the Win32 SendInput method to simulate a Key DOWN.
        /// </summary>
        /// <param name="keyCode">The VirtualKeyCode to press</param>
        public static void SimulateKeyDown(VirtualKeyCode keyCode)
        {
            var down = new InputSimulatorDefines();

            down.Type                    = (UInt32)InputType.KEYBOARD;
            down.Data.Keyboard           = new KEYBDINPUT();
            down.Data.Keyboard.Vk        = (UInt16)keyCode;
            down.Data.Keyboard.Scan      = 0;
            down.Data.Keyboard.Flags     = 0;
            down.Data.Keyboard.Time      = 0;
            down.Data.Keyboard.ExtraInfo = IntPtr.Zero;

            InputSimulatorDefines[] inputList = new InputSimulatorDefines[1];
            inputList[0] = down;

            var numberOfSuccessfulSimulatedInputs = SendInput(1, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));

            if (numberOfSuccessfulSimulatedInputs == 0)
            {
                throw new Exception(string.Format("The key down simulation for {0} was not successful.", keyCode));
            }
        }
Esempio n. 4
0
 static extern UInt32 SendInput(UInt32 numberOfInputs, InputSimulatorDefines[] inputs, Int32 sizeOfInputStructure);
Esempio n. 5
0
        /// <summary>
        /// Calls the Win32 SendInput method with a stream of KeyDown and KeyUp messages in order to simulate uninterrupted text entry via the keyboard.
        /// </summary>
        /// <param name="text">The text to be simulated.</param>
        public static void SimulateTextEntry(string text)
        {
            if (text.Length > UInt32.MaxValue / 2) throw new ArgumentException(string.Format("The text parameter is too long. It must be less than {0} characters.", UInt32.MaxValue / 2), "text");

            var chars = UTF8Encoding.ASCII.GetBytes(text);
            var len = chars.Length;
            InputSimulatorDefines[] inputList = new InputSimulatorDefines[len * 2];
            for (int x = 0; x < len; x++)
            {
                UInt16 scanCode = chars[x];

                var down = new InputSimulatorDefines();
                down.Type = (UInt32)InputType.KEYBOARD;
                down.Data.Keyboard = new KEYBDINPUT();
                down.Data.Keyboard.Vk = 0;
                down.Data.Keyboard.Scan = scanCode;
                down.Data.Keyboard.Flags = (UInt32)KeyboardFlag.UNICODE;
                down.Data.Keyboard.Time = 0;
                down.Data.Keyboard.ExtraInfo = IntPtr.Zero;

                var up = new InputSimulatorDefines();
                up.Type = (UInt32)InputType.KEYBOARD;
                up.Data.Keyboard = new KEYBDINPUT();
                up.Data.Keyboard.Vk = 0;
                up.Data.Keyboard.Scan = scanCode;
                up.Data.Keyboard.Flags = (UInt32)(KeyboardFlag.KEYUP | KeyboardFlag.UNICODE);
                up.Data.Keyboard.Time = 0;
                up.Data.Keyboard.ExtraInfo = IntPtr.Zero;

                // Handle extended keys:
                // If the scan code is preceded by a prefix byte that has the value 0xE0 (224),
                // we need to include the KEYEVENTF_EXTENDEDKEY flag in the Flags property.
                if ((scanCode & 0xFF00) == 0xE000)
                {
                    down.Data.Keyboard.Flags |= (UInt32)KeyboardFlag.EXTENDEDKEY;
                    up.Data.Keyboard.Flags |= (UInt32)KeyboardFlag.EXTENDEDKEY;
                }

                inputList[2*x] = down;
                inputList[2*x + 1] = up;

            }

            var numberOfSuccessfulSimulatedInputs = SendInput((UInt32)len*2, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));
        }
Esempio n. 6
0
        public static void SimulateKeyUp(UInt16 keyCode)
        {
            var up = new InputSimulatorDefines();
            up.Type = (UInt32)InputType.KEYBOARD;
            up.Data.Keyboard = new KEYBDINPUT();
            up.Data.Keyboard.Vk = keyCode;
            up.Data.Keyboard.Scan = 0;
            up.Data.Keyboard.Flags = (UInt32)KeyboardFlag.KEYUP;
            up.Data.Keyboard.Time = 0;
            up.Data.Keyboard.ExtraInfo = IntPtr.Zero;

            InputSimulatorDefines[] inputList = new InputSimulatorDefines[1];
            inputList[0] = up;

            var numberOfSuccessfulSimulatedInputs = SendInput(1, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));
            if (numberOfSuccessfulSimulatedInputs == 0) throw new Exception(string.Format("The key up simulation for {0} was not successful.", keyCode));
        }
Esempio n. 7
0
        /// <summary>
        /// Calls the Win32 SendInput method to simulate a Key DOWN.
        /// </summary>
        /// <param name="keyCode">The VirtualKeyCode to press</param>
        public static void SimulateKeyDown(VirtualKeyCode keyCode)
        {
            var down = new InputSimulatorDefines();
            down.Type = (UInt32)InputType.KEYBOARD;
            down.Data.Keyboard = new KEYBDINPUT();
            down.Data.Keyboard.Vk = (UInt16)keyCode;
            down.Data.Keyboard.Scan = 0;
            down.Data.Keyboard.Flags = 0;
            down.Data.Keyboard.Time = 0;
            down.Data.Keyboard.ExtraInfo = IntPtr.Zero;

            InputSimulatorDefines[] inputList = new InputSimulatorDefines[1];
            inputList[0] = down;

            var numberOfSuccessfulSimulatedInputs = SendInput(1, inputList, Marshal.SizeOf(typeof(InputSimulatorDefines)));
            if (numberOfSuccessfulSimulatedInputs == 0) throw new Exception(string.Format("The key down simulation for {0} was not successful.", keyCode));
        }