public void DoAction(KeyActions ka, Key k) { if (k == Key.None) { return; } //Console.WriteLine(k); VirtualKeyCode code = (VirtualKeyCode)KeyInterop.VirtualKeyFromKey(k); switch (ka) { case KeyActions.DOWN: ks.KeyDown(code); break; case KeyActions.UP: ks.KeyUp(code); break; case KeyActions.PRESS: ks.KeyDown(code); ks.KeyUp(code); break; } }
public void Activate(string key, params string[] modifierNames) { var modifiers = _mapper.MapKeys(modifierNames); var keyCode = _mapper.MapKey(key); if (!keyCode.HasValue) { Log.Warn($"No mapped key for '{key}'"); return; } // IKeyboardSimulator.ModifiedKeyStroke is the standard way to do this, but something about the speed of execution // means Elite doesn't always react. Instead, control the sequence of events manually, and add a custom delay. foreach (var mod in modifiers) { _keyboard.KeyDown(mod); } _keyboard.KeyDown(keyCode.Value); Thread.Sleep(KeyDownTime); _keyboard.KeyUp(keyCode.Value); foreach (var mod in modifiers) { _keyboard.KeyUp(mod); } }
public void Keyhift() { bool down = false, up = false; Hook.I().AddKeyHook((Key k) => { if (k.ToString().Contains("Shift")) { down = true; } Console.WriteLine("d {0}", k.ToString()); }, (Key k) => { if (k.ToString().Contains("Shift")) { up = true; } Console.WriteLine("u {0}", k.ToString()); }); Thread.Sleep(w); ks.KeyDown(VirtualKeyCode.SHIFT); ks.KeyUp(VirtualKeyCode.SHIFT); Assert.IsTrue(down); Assert.IsTrue(up); }
private static void CtrlWinKey(VirtualKeyCode virtualKeyCode) { _keyboardSimulator.KeyDown(VirtualKeyCode.LCONTROL); _keyboardSimulator.KeyDown(VirtualKeyCode.LWIN); _keyboardSimulator.KeyPress(virtualKeyCode); _keyboardSimulator.KeyUp(VirtualKeyCode.LWIN); _keyboardSimulator.KeyUp(VirtualKeyCode.LCONTROL); }
// Update is called once per frame void Update() { //Minimising performance hit from active buttons if (lerpPos != 0) { //lerpPos 0 = Button unpressed, lerpPos 1 = Button fully pressed //Update position of the button transform.localPosition = Vector3.Lerp(unpressedPos, pressedPos, lerpPos); //Simulate keyboard input if button is pressed enough if (lerpPos >= keyPressRange) { keyboardSim.KeyDown(key); } else { keyboardSim.KeyUp(key); } //If button is not being pressed down, begin releasing button if (lerpPos <= previousLerpPos) { //Button is no longer being pressed lerpPos -= Time.deltaTime / resistence; } //Limit button position alpha to be between 0 and 1, then update the previous position lerpPos = Mathf.Clamp(lerpPos, 0, 1); previousLerpPos = lerpPos; } }
public void SepararItens() { teclado.KeyDown(VirtualKeyCode.SHIFT); mouse.LeftButtonClick(); teclado.KeyUp(VirtualKeyCode.SHIFT); teclado.KeyPress(VirtualKeyCode.VK_1); teclado.KeyPress(VirtualKeyCode.RETURN); }
public void FireKeyEvent(IKeyboardSimulator a_iks, keyboardPacket a_kp) { if (a_kp.flags == 0x00) { a_iks.KeyUp((WindowsInput.Native.VirtualKeyCode)a_kp.vkCode); } else { a_iks.KeyDown((WindowsInput.Native.VirtualKeyCode)a_kp.vkCode); } }
private void BackSpaceButton(State state) { var isBackDown = state.Gamepad.Buttons.HasFlag(GamepadButtonFlags.Back); if (isBackDown && !_wasBackDown) { _keyboardSimulator.KeyDown(WindowsInput.Native.VirtualKeyCode.BACK); } if (!isBackDown && _wasBackDown) { _keyboardSimulator.KeyUp(WindowsInput.Native.VirtualKeyCode.BACK); } _wasBackDown = isBackDown; }
private void IntKeys(int[] aKey) { foreach (int k in aKey) { Keys key = (Keys)Math.Abs(k); if (k < 0) { Logger.Log("Sending key up: " + key); Keyboard.KeyUp(key.ToVitual()); } else { Logger.Log("Sending key down: " + key); Keyboard.KeyDown(key.ToVitual()); } } }
public void Input() { foreach (var key in keys) { if (key.IsWait()) { Thread.Sleep((int)key.WaitMillis); } else { var codes = key.GetVirtualKeyCodes(); foreach (var code in codes) { if (code != VirtualKeyCode.VK_5) { keyboard.KeyPress(code); } } } } foreach (var key in keys) { if (!key.IsWait()) { var codes = key.GetVirtualKeyCodes(); foreach (var code in codes) { if (code != VirtualKeyCode.VK_5) { keyboard.KeyUp(code); } } } } }
public void EndPressing(VirtualKeyCode keyCode = VirtualKeyCode.SPACE) => _keyboard.KeyUp(keyCode);
private async Task SimulateKeyUp(VirtualKeyCode keyCode) { _simulator.KeyUp(keyCode); }
/// <summary> /// Initiates an input into the OS so simulate a key up action. /// </summary> protected void KeyUp() { keyboard.KeyUp(KeyCode); }