示例#1
0
        private HotkeysManager()
        {
            var keyboardHook = new LowLevelKeyboardHook(true);
            var mouseHook    = new LowLevelMouseHook(true);

            _hotkeys = new Dictionary <string, HotkeyCommand>();

            foreach (var settings in Properties.Hotkeys.Default.Properties.Cast <SettingsProperty>())
            {
                if (!(Properties.Hotkeys.Default[settings.Name] is VirtualKeyCode keyCode))
                {
                    continue;
                }

                _hotkeys.Add(settings.Name, new HotkeyCommand
                {
                    KeyCode = keyCode
                });

                Logger.Get.Info($"Added hotkey {keyCode} for action {settings.Name}");
            }

            Properties.Hotkeys.Default.PropertyChanged += OnSettingsPropertyChanged;

            keyboardHook.OnKeyboardEvent += OnKeyboardEvent;
            keyboardHook.InstallHook();

            mouseHook.OnMouseEvent += MouseHook_OnMouseEvent;
            mouseHook.InstallHook();

            Messenger.Default.Register <GameActiveStatusChanged>(this, msg =>
            {
                mouseHook.CaptureMouseMove = msg.IsInForeground;
            });
        }
示例#2
0
        public static void Main(string[] args)
        {
            LowLevelKeyboardHook kbdHook   = new LowLevelKeyboardHook();
            LowLevelMouseHook    mouseHook = new LowLevelMouseHook();

            kbdHook.OnKeyboardEvent += KbdHook_OnKeyboardEvent;
            mouseHook.OnMouseEvent  += MouseHook_OnMouseEvent;

            kbdHook.InstallHook();
            mouseHook.InstallHook();

            while (true)
            {
                Thread.Sleep(1);
            }
        }
示例#3
0
        static void Main(string[] args)
        {
            TestFilter();

            return;

            // creates a new instance to capture inputs
            // also provides IsPressed, WasPressed and GetState methods
            var inputManager = new InputManager();

            // you may not need those when you use InputManager
            var keyboardHook = new LowLevelKeyboardHook();
            var mouseHook    = new LowLevelMouseHook();

            // subscribe to the events offered by InputManager
            inputManager.OnKeyboardEvent += InputManager_OnKeyboardEvent;
            inputManager.OnMouseEvent    += InputManager_OnMouseEvent;

            // same events as above (in case you only need a specific hook and less functionality)
            keyboardHook.OnKeyboardEvent += KeyboardHook_OnKeyboardEvent;
            mouseHook.OnMouseEvent       += MouseHook_OnMouseEvent;

            // we need to initialize our classes before they fire events and are completely usable
            inputManager.Initialize();
            keyboardHook.InstallHook();
            mouseHook.InstallHook();

            // registers an event (callback) which gets fired whenever the key changes it's state
            // be sure to use this method after the InputManager is initialized
            inputManager.RegisterEvent(VirtualKeyCode.Lbutton, InputManager_KeyStateChanged);

            Console.WriteLine("Waiting for up arrow key to exit!");

            // This method will block the current thread until the up arrow key changes it's state to Down
            // There is no performance penalty (spinning loop waiting for this)
            inputManager.WaitForEvent(VirtualKeyCode.Up, KeyState.Down);

            // be sure to dispose instances you dont use anymore
            // not doing so may block windows input and let inputs appear delayed or lagging
            // these classes try dispose itself when an unhandled exception occurs or the process exits
            mouseHook.Dispose();
            keyboardHook.Dispose();
            inputManager.Dispose();
        }
示例#4
0
        //The Core off applications is here
        #region SetUp/SetDown/CheckUps/Updates
        private static void SetUp()
        {
            Console.CursorVisible = false;
            Console.Title         = "Senac Clicker GameJam";

            GetData();
            SetUpVars();
            // Disable the Console Edit mode, in way to never lock the main thread during execution due to selections on the window.
            DisableQuickEdit();
            // Initialize Hookers who deal with all the inputs after now.
            KeyboardHook = new LowLevelKeyboardHook();
            MouseHook    = new LowLevelMouseHook();
            // Defines actions to events.
            KeyboardHook.OnKeyboardEvent += KeyboardHook_OnKeyboardEvent;
            MouseHook.OnMouseEvent       += MouseHook_OnMouseEvent;
            // Attach the hookers into main thread.
            KeyboardHook.InstallHook();
            MouseHook.InstallHook();
        }
        private void Initialize(bool captureMouseMove, bool clearInjectedFlag)
        {
            // initialize vars
            lockObject = new object();

            mapKeyState = new Dictionary <VirtualKeyCode, KeyState>();

            foreach (var pair in KeyCodeConverter.EnumerateVirtualKeyCodes())
            {
                mapKeyState.Add(pair.Key, KeyState.None);
            }

            singleKeyCallback = new Dictionary <VirtualKeyCode, List <KeyStateChangedCallback> >();

            // initialize hooks
            keyboardHook = new LowLevelKeyboardHook(clearInjectedFlag);
            mouseHook    = new LowLevelMouseHook(captureMouseMove, clearInjectedFlag);

            keyboardHook.OnKeyboardEvent += KeyboardHook_OnKeyboardEvent;
            mouseHook.OnMouseEvent       += MouseHook_OnMouseEvent;

            keyboardHook.InstallHook();
            mouseHook.InstallHook();
        }