Mouse stimulation using SendInput works perfectly on MainDisplay. However when I use SendInput for extended screen (e.g. Second screen placed to the left of the main display in my case. Issues is replicable irrespective of the extended display any place around main display but with different resolution then main display):
If I use SendInput on extended screen, the mouse position has offset in both X and Y position, ever so slightly ranging from 40 to 80 points in x and 10 to 20 points in Y based on if X (width) and Y(height) of extended screen is different to main display width/height)
Thanks in advance for any support as to why difference on extended screen
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool GetCursorPos(ref Win32Point pt);
[DllImport("user32.dll")]
internal static extern bool SetCursorPos(int X, int Y);
[StructLayout(LayoutKind.Sequential)]
internal struct Win32Point
{
public Int32 X;
public Int32 Y;
};
internal enum SendInputEventType : int
{
InputMouse,
InputKeyboard
}
[DllImport("user32.dll", SetLastError = true)]
private static extern uint SendInput(uint nInputs, ref Input pInputs, int cbSize);
public struct Input
{
public uint InputType;
public MouseInput MI;
}
public struct MouseInput
{
public int Dx;
public int Dy;
public uint MouseData;
public uint DwFlags;
public uint Time;
public IntPtr DwExtraInfo;
}
public enum MouseEventInfo
{
mouseEventfMove = 0x0001,
mouseEventfLeftdown = 0x0002,
mouseEventfLeftup = 0x0004,
mouseEventfRightdown = 0x0008,
mouseEventfRightup = 0x0010,
mouseEventfWheel = 0x0800,
mouseEventfAbsolute = 0x8000,
wheelDelta = 0x0078
}
static int CalculateAbsoluteCoordinateX(int x, System.Drawing.Rectangle currentBounds)
{
return ((currentBounds.X + x) * 65536) / (currentBounds.Width);
}
static int CalculateAbsoluteCoordinateY(int y, System.Drawing.Rectangle currentBounds)
{
return (((currentBounds.Y + y) * 65536) / currentBounds.Height);
}
// for me screen at index 0 (screen no 1) is main display. Screen id 2
//placed to the left of the main display as per resolution screen i.e.at
//index 1 (Screen.AllScreens[1]) is extended display and Bound.X is a -ve value
public static int ScreenId = 2;
public static System.Drawing.Rectangle CurrentBounds
{
get
{
return SysForms.Screen.AllScreens[ScreenId - 1].Bounds;
}
}
public static void ClickLeftMouseButton(int x, int y)
{
Input mouseInput = new Input();
mouseInput.InputType = SendInputEventType.InputMouse;
mouseInput.MI.Dx = CalculateAbsoluteCoordinateX(x, CurrentBounds);
mouseInput.MI.Dy = CalculateAbsoluteCoordinateY(y, CurrentBounds);
mouseInput.MI.MouseData = 0;
mouseInput.MI.DwFlags = MouseEventInfo.mouseEventfMove | MouseEventInfo.mouseEventfAbsolute;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.MI.DwFlags = MouseEventInfo.mouseEventfLeftdown;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.MI.DwFlags = MouseEventFlags.mouseEventfLeftup;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
}
//Below is code of the WPF MainWindow for testing. Two buttons with click event.
// For main display with screenid as 1 both setcursor position and sendinput
//work perfectly, as I get the MousePosition, but when I apply this to
//extended screen (currently with two screen, main display is screen 1 in my
//case and screen 2 is extended screen, they put the mouse at two different positions.
//I have my doubts the way I am using the extended screen Bounds.X, but
//haven't will able to fix the issue
int x = 600;
int y = 300;
private void btnSend_Click(object sender, RoutedEventArgs e)
{
SetCursorPos(SysForms.Screen.AllScreens[ScreenId - 1].Bounds.X + x, SysForms.Screen.AllScreens[screenId - 1].Bounds.Y + y);
}
private void btnSend1_Click(object sender, RoutedEventArgs e)
{
ClickLeftMouseButton(x, y);
}
Found the issue. While using SendInput, the conversion of x,y in absolute value must be done in relation to Main/Primary screen.
Thus the changes:
static int CalculateAbsoluteCoordinateX(int x, System.Drawing.Rectangle currentBounds)
{
return ((currentBounds.X + x) * 65536) / (SystemParameters.PrimaryScreenWidth);
}
static int CalculateAbsoluteCoordinateY(int y, System.Drawing.Rectangle currentBounds)
{
return (((currentBounds.Y + y) * 65536) / SystemParameters.PrimaryScreenHeight);
}
Related
I added this class :
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Tests
{
class WindowUtility
{
[DllImport("user32.dll", SetLastError = true)]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll", SetLastError = true)]
static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags);
const uint SWP_NOSIZE = 0x0001;
const uint SWP_NOZORDER = 0x0004;
private static Size GetScreenSize() => new Size(GetSystemMetrics(0), GetSystemMetrics(1));
private struct Size
{
public int Width { get; set; }
public int Height { get; set; }
public Size(int width, int height)
{
Width = width;
Height = height;
}
}
[DllImport("User32.dll", ExactSpelling = true, CharSet = CharSet.Auto)]
private static extern int GetSystemMetrics(int nIndex);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool GetWindowRect(HandleRef hWnd, out Rect lpRect);
[StructLayout(LayoutKind.Sequential)]
private struct Rect
{
public int Left; // x position of upper-left corner
public int Top; // y position of upper-left corner
public int Right; // x position of lower-right corner
public int Bottom; // y position of lower-right corner
}
private static Size GetWindowSize(IntPtr window)
{
if (!GetWindowRect(new HandleRef(null, window), out Rect rect))
throw new Exception("Unable to get window rect!");
int width = rect.Right - rect.Left;
int height = rect.Bottom - rect.Top;
return new Size(width, height);
}
public static void MoveWindowToCenter()
{
IntPtr window = Process.GetCurrentProcess().MainWindowHandle;
if (window == IntPtr.Zero)
throw new Exception("Couldn't find a window to center!");
Size screenSize = GetScreenSize();
Size windowSize = GetWindowSize(window);
int x = (screenSize.Width - windowSize.Width) / 2;
int y = (screenSize.Height - windowSize.Height) / 2;
SetWindowPos(window, IntPtr.Zero, x, y, 0, 0, SWP_NOSIZE | SWP_NOZORDER);
}
}
}
Using it in Program.cs
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Tests
{
class Program
{
static void Main(string[] args)
{
WindowUtility.MoveWindowToCenter();
The problem is that it's showing for a second the window in some random position when running the application and then move it to the screen center.
Is there a way to make that when starting the application the window already will be in the center of the screen ?
I tried to use the accepted answer in this question in the link :
Show/Hide the console window of a C# console application
but then when i'm hiding the window then try to center it then to show it again when it's trying to center it can't find the window because it's hidden so it's throwing this message in the WindowUtility class :
"Couldn't find a window to center!"
I know you have your answer but this is I created for your question.
internal class WindowUtility
{
// P/Invoke declarations.
[DllImport("kernel32.dll")]
static extern IntPtr GetConsoleWindow();
[DllImport("user32.dll")]
static extern IntPtr MonitorFromWindow(IntPtr hwnd, uint dwFlags);
const int MONITOR_DEFAULTTOPRIMARY = 1;
[DllImport("user32.dll")]
static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi);
[StructLayout(LayoutKind.Sequential)]
struct MONITORINFO
{
public uint cbSize;
public RECT rcMonitor;
public RECT rcWork;
public uint dwFlags;
public static MONITORINFO Default
{
get { var inst = new MONITORINFO(); inst.cbSize = (uint)Marshal.SizeOf(inst); return inst; }
}
}
[StructLayout(LayoutKind.Sequential)]
struct RECT
{
public int Left, Top, Right, Bottom;
}
[StructLayout(LayoutKind.Sequential)]
struct POINT
{
public int x, y;
}
[DllImport("user32.dll", SetLastError = true)]
static extern bool GetWindowPlacement(IntPtr hWnd, ref WINDOWPLACEMENT lpwndpl);
[DllImport("user32.dll", SetLastError = true)]
static extern bool SetWindowPlacement(IntPtr hWnd, [In] ref WINDOWPLACEMENT lpwndpl);
const uint SW_RESTORE = 9;
[StructLayout(LayoutKind.Sequential)]
struct WINDOWPLACEMENT
{
public uint Length;
public uint Flags;
public uint ShowCmd;
public POINT MinPosition;
public POINT MaxPosition;
public RECT NormalPosition;
public static WINDOWPLACEMENT Default
{
get
{
var instance = new WINDOWPLACEMENT();
instance.Length = (uint)Marshal.SizeOf(instance);
return instance;
}
}
}
internal enum AnchorWindow
{
None = 0x0,
Top = 0x1,
Bottom = 0x2,
Left = 0x4,
Right = 0x8,
Center = 0x10,
Fill = 0x20
}
internal static void SetConsoleWindowPosition(AnchorWindow position)
{
// Get this console window's hWnd (window handle).
IntPtr hWnd = GetConsoleWindow();
// Get information about the monitor (display) that the window is (mostly) displayed on.
// The .rcWork field contains the monitor's work area, i.e., the usable space excluding
// the taskbar (and "application desktop toolbars" - see https://msdn.microsoft.com/en-us/library/windows/desktop/ms724947(v=vs.85).aspx)
var mi = MONITORINFO.Default;
GetMonitorInfo(MonitorFromWindow(hWnd, MONITOR_DEFAULTTOPRIMARY), ref mi);
// Get information about this window's current placement.
var wp = WINDOWPLACEMENT.Default;
GetWindowPlacement(hWnd, ref wp);
// Calculate the window's new position: lower left corner.
// !! Inexplicably, on W10, work-area coordinates (0,0) appear to be (7,7) pixels
// !! away from the true edge of the screen / taskbar.
int fudgeOffset = 7;
int _left = 0, _top = 0;
switch (position)
{
case AnchorWindow.Left|AnchorWindow.Top:
wp.NormalPosition = new RECT()
{
Left = -fudgeOffset,
Top = mi.rcWork.Top,
Right = (wp.NormalPosition.Right - wp.NormalPosition.Left) - fudgeOffset,
Bottom = (wp.NormalPosition.Bottom - wp.NormalPosition.Top)
};
break;
case AnchorWindow.Right| AnchorWindow.Top:
wp.NormalPosition = new RECT()
{
Left = mi.rcWork.Right - wp.NormalPosition.Right + wp.NormalPosition.Left + fudgeOffset,
Top = mi.rcWork.Top,
Right = mi.rcWork.Right + fudgeOffset,
Bottom = (wp.NormalPosition.Bottom - wp.NormalPosition.Top)
};
break;
case AnchorWindow.Left | AnchorWindow.Bottom:
wp.NormalPosition = new RECT()
{
Left = -fudgeOffset,
Top = mi.rcWork.Bottom - (wp.NormalPosition.Bottom - wp.NormalPosition.Top),
Right = (wp.NormalPosition.Right - wp.NormalPosition.Left) - fudgeOffset,
Bottom = fudgeOffset + mi.rcWork.Bottom
};
break;
case AnchorWindow.Right | AnchorWindow.Bottom:
wp.NormalPosition = new RECT()
{
Left = mi.rcWork.Right - wp.NormalPosition.Right + wp.NormalPosition.Left + fudgeOffset,
Top = mi.rcWork.Bottom - (wp.NormalPosition.Bottom - wp.NormalPosition.Top),
Right = mi.rcWork.Right + fudgeOffset,
Bottom = fudgeOffset + mi.rcWork.Bottom
};
break;
case AnchorWindow.Center|AnchorWindow.Top:
_left = mi.rcWork.Right / 2 - (wp.NormalPosition.Right - wp.NormalPosition.Left) / 2;
wp.NormalPosition = new RECT()
{
Left = _left,
Top = mi.rcWork.Top,
Right = mi.rcWork.Right + fudgeOffset - _left,
Bottom = (wp.NormalPosition.Bottom - wp.NormalPosition.Top)
};
break;
case AnchorWindow.Center | AnchorWindow.Bottom:
_left = mi.rcWork.Right / 2 - (wp.NormalPosition.Right - wp.NormalPosition.Left) / 2;
wp.NormalPosition = new RECT()
{
Left = _left,
Top = mi.rcWork.Bottom - (wp.NormalPosition.Bottom - wp.NormalPosition.Top),
Right = mi.rcWork.Right + fudgeOffset - _left,
Bottom = fudgeOffset + mi.rcWork.Bottom
};
break;
case AnchorWindow.Center:
_left = mi.rcWork.Right / 2 - (wp.NormalPosition.Right - wp.NormalPosition.Left) / 2;
_top = mi.rcWork.Bottom / 2 - (wp.NormalPosition.Bottom - wp.NormalPosition.Top) / 2;
wp.NormalPosition = new RECT()
{
Left = _left,
Top = _top,
Right = mi.rcWork.Right + fudgeOffset - _left,
Bottom = mi.rcWork.Bottom + fudgeOffset - _top
};
break;
case AnchorWindow.Fill:
wp.NormalPosition = new RECT()
{
Left = -fudgeOffset,
Top = mi.rcWork.Top,
Right = mi.rcWork.Right + fudgeOffset,
Bottom = mi.rcWork.Bottom + fudgeOffset
};
break;
default:
return;
}
// Place the window at the new position.
SetWindowPlacement(hWnd, ref wp);
}
}
You can use it like this.
WindowUtility.SetConsoleWindowPosition(WindowUtility.AnchorWindow.Left | WindowUtility.AnchorWindow.Top);
// or
WindowUtility.SetConsoleWindowPosition(WindowUtility.AnchorWindow.Center);
// or
WindowUtility.SetConsoleWindowPosition(WindowUtility.AnchorWindow.Fill);
My initial approach to this was using GetSystemMetrics with SystemMetric.SM_CXSIZE and some simple math based on which buttons are available (times 3, or times 1), via WindowStyle.
[DllImport("user32.dll")]
private static extern int GetSystemMetrics(SystemMetric smIndex);
This has an issue on Windows 10, where the calculated width is approximately 70% of actual. So the width covers just two buttons - maximize and close. Windows 7 and 8.1 are fine, same DPI setting, where it covers all buttons.
I checked a few existing questions on Stack Overflow, and had most success with this one from 2011:
How do I compute the non-client window size in WPF?
Unfortunately, while the suggested approach does work in windows 8.1, it calculates 0 on Windows 10 (latest version, all recommended updates). Is there a way that works on all OS from 7 to 10?
Code was taken from the above answer and modified to calculate total width of window's control buttons, by window handle (hwnd), and changed marshalling to RECT from Rectangle (then I get correct values of left/right).
public static int GetControlButtonsWidth(IntPtr hwnd)
{
// Create and initialize the structure
TITLEBARINFOEX tbi = new TITLEBARINFOEX();
tbi.cbSize = Marshal.SizeOf(typeof(TITLEBARINFOEX));
// Send the WM_GETTITLEBARINFOEX message
SendMessage(hwnd, WM_GETTITLEBARINFOEX, IntPtr.Zero, ref tbi);
int sum = tbi.rgrect.Sum(r => r.right - r.left);
// Return the filled-in structure
return sum;
}
internal const int WM_GETTITLEBARINFOEX = 0x033F;
internal const int CCHILDREN_TITLEBAR = 5;
[StructLayout(LayoutKind.Sequential)]
internal struct TITLEBARINFOEX
{
public int cbSize;
public RECT rcTitleBar;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = CCHILDREN_TITLEBAR + 1)]
public int[] rgstate;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = CCHILDREN_TITLEBAR + 1)]
public RECT[] rgrect;
}
[DllImport("user32.dll", CharSet = CharSet.Auto)]
internal static extern IntPtr SendMessage(
IntPtr hWnd,
int uMsg,
IntPtr wParam,
ref TITLEBARINFOEX lParam);
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int left, top, right, bottom;
}
You can use DwmGetWindowAttribute, the combined width for those 3 buttons should be 185 pixels on Windows 10, at 125% DPI. Note that if your application is not DPI aware, then the result will still be the same, 185 for example.
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int left;
public int top;
public int right;
public int bottom;
}
[DllImport("dwmapi.dll")]
public static extern int DwmGetWindowAttribute(
IntPtr hwnd, int attr, out RECT ptr, int size);
public void foo()
{
int DWMWA_CAPTION_BUTTON_BOUNDS = 5;
RECT rc;
if (0 != DwmGetWindowAttribute(this.Handle, DWMWA_CAPTION_BUTTON_BOUNDS,
out rc, Marshal.SizeOf(typeof(RECT))))
{
//error
}
int width = rc.right - rc.left;
}
How can I get the DPI in WPF?
https://learn.microsoft.com/en-us/archive/blogs/jaimer/getting-system-dpi-in-wpf-app seems to work
PresentationSource source = PresentationSource.FromVisual(this);
double dpiX, dpiY;
if (source != null) {
dpiX = 96.0 * source.CompositionTarget.TransformToDevice.M11;
dpiY = 96.0 * source.CompositionTarget.TransformToDevice.M22;
}
var dpiXProperty = typeof(SystemParameters).GetProperty("DpiX", BindingFlags.NonPublic | BindingFlags.Static);
var dpiYProperty = typeof(SystemParameters).GetProperty("Dpi", BindingFlags.NonPublic | BindingFlags.Static);
var dpiX = (int)dpiXProperty.GetValue(null, null);
var dpiY = (int)dpiYProperty.GetValue(null, null);
With .NET 4.6.2 Preview and higher, you can call VisualTreeHelper.GetDpi(Visual visual). It returns a DpiScale structure, which tells you the DPI at which the given Visual will be or has been rendered.
I have updated my answer from 2015. Here is some utility code that uses the latest DPI functions from Windows 10 (specifically GetDpiForWindow function which is the only method that supports the DPI_AWARENESS of the window/application/process, etc.) but falls back to older ones (dpi per monitor, and desktop dpi) so it should still work with Windows 7.
It has not dependency on WPF nor Winforms, only on Windows itself.
// note this class considers dpix = dpiy
public static class DpiUtilities
{
// you should always use this one and it will fallback if necessary
// https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdpiforwindow
public static int GetDpiForWindow(IntPtr hwnd)
{
var h = LoadLibrary("user32.dll");
var ptr = GetProcAddress(h, "GetDpiForWindow"); // Windows 10 1607
if (ptr == IntPtr.Zero)
return GetDpiForNearestMonitor(hwnd);
return Marshal.GetDelegateForFunctionPointer<GetDpiForWindowFn>(ptr)(hwnd);
}
public static int GetDpiForNearestMonitor(IntPtr hwnd) => GetDpiForMonitor(GetNearestMonitorFromWindow(hwnd));
public static int GetDpiForNearestMonitor(int x, int y) => GetDpiForMonitor(GetNearestMonitorFromPoint(x, y));
public static int GetDpiForMonitor(IntPtr monitor, MonitorDpiType type = MonitorDpiType.Effective)
{
var h = LoadLibrary("shcore.dll");
var ptr = GetProcAddress(h, "GetDpiForMonitor"); // Windows 8.1
if (ptr == IntPtr.Zero)
return GetDpiForDesktop();
int hr = Marshal.GetDelegateForFunctionPointer<GetDpiForMonitorFn>(ptr)(monitor, type, out int x, out int y);
if (hr < 0)
return GetDpiForDesktop();
return x;
}
public static int GetDpiForDesktop()
{
int hr = D2D1CreateFactory(D2D1_FACTORY_TYPE.D2D1_FACTORY_TYPE_SINGLE_THREADED, typeof(ID2D1Factory).GUID, IntPtr.Zero, out ID2D1Factory factory);
if (hr < 0)
return 96; // we really hit the ground, don't know what to do next!
factory.GetDesktopDpi(out float x, out float y); // Windows 7
Marshal.ReleaseComObject(factory);
return (int)x;
}
public static IntPtr GetDesktopMonitor() => GetNearestMonitorFromWindow(GetDesktopWindow());
public static IntPtr GetShellMonitor() => GetNearestMonitorFromWindow(GetShellWindow());
public static IntPtr GetNearestMonitorFromWindow(IntPtr hwnd) => MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST);
public static IntPtr GetNearestMonitorFromPoint(int x, int y) => MonitorFromPoint(new POINT { x = x, y = y }, MONITOR_DEFAULTTONEAREST);
private delegate int GetDpiForWindowFn(IntPtr hwnd);
private delegate int GetDpiForMonitorFn(IntPtr hmonitor, MonitorDpiType dpiType, out int dpiX, out int dpiY);
private const int MONITOR_DEFAULTTONEAREST = 2;
[DllImport("kernel32", CharSet = CharSet.Auto, SetLastError = true)]
private static extern IntPtr LoadLibrary(string lpLibFileName);
[DllImport("kernel32", CharSet = CharSet.Ansi, SetLastError = true)]
private static extern IntPtr GetProcAddress(IntPtr hModule, string lpProcName);
[DllImport("user32")]
private static extern IntPtr MonitorFromPoint(POINT pt, int flags);
[DllImport("user32")]
private static extern IntPtr MonitorFromWindow(IntPtr hwnd, int flags);
[DllImport("user32")]
private static extern IntPtr GetDesktopWindow();
[DllImport("user32")]
private static extern IntPtr GetShellWindow();
[StructLayout(LayoutKind.Sequential)]
private partial struct POINT
{
public int x;
public int y;
}
[DllImport("d2d1")]
private static extern int D2D1CreateFactory(D2D1_FACTORY_TYPE factoryType, [MarshalAs(UnmanagedType.LPStruct)] Guid riid, IntPtr pFactoryOptions, out ID2D1Factory ppIFactory);
private enum D2D1_FACTORY_TYPE
{
D2D1_FACTORY_TYPE_SINGLE_THREADED = 0,
D2D1_FACTORY_TYPE_MULTI_THREADED = 1,
}
[InterfaceType(ComInterfaceType.InterfaceIsIUnknown), Guid("06152247-6f50-465a-9245-118bfd3b6007")]
private interface ID2D1Factory
{
int ReloadSystemMetrics();
[PreserveSig]
void GetDesktopDpi(out float dpiX, out float dpiY);
// the rest is not implemented as we don't need it
}
}
public enum MonitorDpiType
{
Effective = 0,
Angular = 1,
Raw = 2,
}
The only way I found to get the "real" monitor dpi is the following. All other mentioned techniques just say 96 which is not correct for the most monitors.
public class ScreenInformations
{
public static uint RawDpi { get; private set; }
static ScreenInformations()
{
uint dpiX;
uint dpiY;
GetDpi(DpiType.RAW, out dpiX, out dpiY);
RawDpi = dpiX;
}
/// <summary>
/// Returns the scaling of the given screen.
/// </summary>
/// <param name="dpiType">The type of dpi that should be given back..</param>
/// <param name="dpiX">Gives the horizontal scaling back (in dpi).</param>
/// <param name="dpiY">Gives the vertical scaling back (in dpi).</param>
private static void GetDpi(DpiType dpiType, out uint dpiX, out uint dpiY)
{
var point = new System.Drawing.Point(1, 1);
var hmonitor = MonitorFromPoint(point, _MONITOR_DEFAULTTONEAREST);
switch (GetDpiForMonitor(hmonitor, dpiType, out dpiX, out dpiY).ToInt32())
{
case _S_OK: return;
case _E_INVALIDARG:
throw new ArgumentException("Unknown error. See https://msdn.microsoft.com/en-us/library/windows/desktop/dn280510.aspx for more information.");
default:
throw new COMException("Unknown error. See https://msdn.microsoft.com/en-us/library/windows/desktop/dn280510.aspx for more information.");
}
}
//https://msdn.microsoft.com/en-us/library/windows/desktop/dd145062.aspx
[DllImport("User32.dll")]
private static extern IntPtr MonitorFromPoint([In]System.Drawing.Point pt, [In]uint dwFlags);
//https://msdn.microsoft.com/en-us/library/windows/desktop/dn280510.aspx
[DllImport("Shcore.dll")]
private static extern IntPtr GetDpiForMonitor([In]IntPtr hmonitor, [In]DpiType dpiType, [Out]out uint dpiX, [Out]out uint dpiY);
const int _S_OK = 0;
const int _MONITOR_DEFAULTTONEAREST = 2;
const int _E_INVALIDARG = -2147024809;
}
/// <summary>
/// Represents the different types of scaling.
/// </summary>
/// <seealso cref="https://msdn.microsoft.com/en-us/library/windows/desktop/dn280511.aspx"/>
public enum DpiType
{
EFFECTIVE = 0,
ANGULAR = 1,
RAW = 2,
}
This is how I managed to get a "scale factor" in WPF.
My laptop's resolution is 1920x1440.
int resHeight = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height; // 1440
int actualHeight = SystemParameters.PrimaryScreenHeight; // 960
double ratio = actualHeight / resHeight;
double dpi = resHeigh / actualHeight; // 1.5 which is true because my settings says my scale is 150%
Use GetDeviceCaps function:
static void Main(string[] args)
{
// 1.25 = 125%
var dpi = GetDpi();
}
[DllImport("user32.dll")]
public static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
[DllImport("user32.dll")]
public static extern IntPtr GetDC(IntPtr hwnd);
[DllImport("gdi32.dll")]
static extern int GetDeviceCaps(IntPtr hdc, int nIndex);
private static float GetDpi()
{
IntPtr desktopWnd = IntPtr.Zero;
IntPtr dc = GetDC(desktopWnd);
var dpi = 100f;
const int LOGPIXELSX = 88;
try
{
dpi = GetDeviceCaps(dc, LOGPIXELSX);
}
finally
{
ReleaseDC(desktopWnd, dc);
}
return dpi / 96f;
}
You can try using ManagementClass:
public static string GetDPI()
{
using (ManagementClass mc = new ManagementClass("Win32_DesktopMonitor"))
{
using (ManagementObjectCollection moc = mc.GetInstances())
{
int PixelsPerXLogicalInch = 0; // dpi for x
int PixelsPerYLogicalInch = 0; // dpi for y
foreach (ManagementObject each in moc)
{
PixelsPerXLogicalInch = int.Parse((each.Properties["PixelsPerXLogicalInch"].Value.ToString()));
PixelsPerYLogicalInch = int.Parse((each.Properties["PixelsPerYLogicalInch"].Value.ToString()));
}
return PixelsPerXLogicalInch + "," + PixelsPerYLogicalInch;
}
}
}
There are
https://blogs.windows.com/buildingapps/2017/01/25/calling-windows-10-apis-desktop-application/#FJtMAIFjbtXiLQAp.97
January 25, 2017 3:54 pm
"Calling Windows 10 APIs From a Desktop Application"
and
https://learn.microsoft.com/en-us/uwp/api/windows.devices.display.displaymonitor
"DisplayMonitor Class"
Namespace: Windows.Devices.Display Assemblies:Windows.Devices.Display.dll, Windows.dll
Provides information about a display monitor device connected to the system.
These data include commonly used information from the monitor's Extended Display Identification Data (EDID, which is an industry-standard display descriptor block that nearly all monitors use to provide descriptions of supported modes and general device information) and DisplayID (which is a newer industry standard that provides a superset of EDID).
RawDpiX
Gets the physical horizontal DPI of the monitor (based on the monitor’s native resolution and physical size).
RawDpiY
Gets the physical vertical DPI of the monitor (based on the monitor’s native resolution and physical size).
Basic monitor info in Windows from 2006
https://learn.microsoft.com/en-us/windows/desktop/wmicoreprov/msmonitorclass
MSMonitorClass class
WmiMonitorRawEEdidV1Block class
WmiMonitorBasicDisplayParams class
MaxHorizontalImageSize ( EDID byte 21 )
MaxVerticalImageSize ( EDID byte 22 )
( Sizes in EDID are in centimeters above and in millimeters in EDID Detailed Timing Descriptor
12 Horizontal image size, mm, 8 lsbits (0–4095 mm, 161 in)
13 Vertical image size, mm, 8 lsbits (0–4095 mm, 161 in)
14 Bits 7–4 Horizontal image size, mm, 4 msbits
Bits 3–0 Vertical image size, mm, 4 msbits
)
and
https://social.msdn.microsoft.com/Forums/vstudio/en-US/e7bb9384-b343-4543-ac0f-c98b88a7196f/wpf-wmi-just-get-an-empty-string
When I do this;
Point startpoint = Cursor.Position;
startpoint.Y -= 1;
DoMouse(MOUSEEVENTF.MOVE | MOUSEEVENTF.ABSOLUTE, startpoint);
The mouse doesn't just move up.. it moves a bit to the left as well. But if I do it in a loop, it only moves to the left at the first iteration.
Here is a fully working console program presenting the problem. You have to Add Reference -> .NET -> System.Drawing and System.Windows.Forms to get it to compile.
When starting the program type start to move the mouse up 5 pixels once or type start X (X being a number) to move the mouse up 5 pixels X times. You will see that each new loop the mouse will move a bit to the left; it shouldn't be doing that at all.
using System;
using System.Text.RegularExpressions;
using System.Threading;
using System.Drawing;
using System.Windows.Forms;
using System.Runtime.InteropServices;
namespace mousemove_temp
{
class Program
{
//Capture user input
static void Main(string[] args)
{
while (true)
{
string s = Console.ReadLine();
switch (s)
{
case("start"):
moveMouseTest(1);
break;
default:
//Get # of times to run function
Match match = Regex.Match(s, #"start (.+)", RegexOptions.IgnoreCase);
if (!match.Success || match.Groups.Count != 2) break;
//Copy # to int
int amnt = -1;
try
{
amnt = Int32.Parse(match.Groups[1].Value);
}
catch (Exception) { break; } //fail
if (amnt <= -1) break; //fail
moveMouseTest(amnt); //aaaawww yeah
break;
}
Thread.Sleep(10);
}
}
//Move the mouse
static void moveMouseTest(int repeat)
{
int countrepeat = 0;
//Loop entire function X times
while (countrepeat < repeat)
{
Point startpoint = Cursor.Position;
int amount = 5; //Move 5 pixels
int counter = 0;
//Move 1 pixel up each loop
while (counter < amount)
{
startpoint.Y -= 1;
DoMouse(MOUSEEVENTF.MOVE | MOUSEEVENTF.ABSOLUTE, startpoint);
counter++;
Thread.Sleep(100); //Slow down so you can see it only jumps left the first time
}
countrepeat++;
Console.WriteLine(String.Format("{0}/{1}", countrepeat, repeat));
Thread.Sleep(1000); //Wait a second before next loop
}
}
/*
* Function stuff
*/
//Control the Mouse
private static object mouselock = new object(); //For use with multithreading
public static void DoMouse(MOUSEEVENTF flags, Point newPoint)
{
lock (mouselock)
{
INPUT input = new INPUT();
MOUSEINPUT mi = new MOUSEINPUT();
input.dwType = InputType.Mouse;
input.mi = mi;
input.mi.dwExtraInfo = IntPtr.Zero;
// mouse co-ords: top left is (0,0), bottom right is (65535, 65535)
// convert screen co-ord to mouse co-ords...
input.mi.dx = newPoint.X * (65535 / Screen.PrimaryScreen.Bounds.Width);
input.mi.dy = newPoint.Y * (65535 / Screen.PrimaryScreen.Bounds.Height);
input.mi.time = 0;
input.mi.mouseData = 0;
// can be used for WHEEL event see msdn
input.mi.dwFlags = flags;
int cbSize = Marshal.SizeOf(typeof(INPUT));
int result = SendInput(1, ref input, cbSize);
if (result == 0)
Console.WriteLine("DoMouse Error:" + Marshal.GetLastWin32Error());
}
}
/*
* Native Methods
*/
[DllImport("user32.dll", SetLastError = true)]
static internal extern Int32 SendInput(Int32 cInputs, ref INPUT pInputs, Int32 cbSize);
[DllImport("user32.dll")]
public static extern bool GetAsyncKeyState(Int32 vKey);
[StructLayout(LayoutKind.Explicit, Pack = 1, Size = 28)]
internal struct INPUT
{
[FieldOffset(0)]
public InputType dwType;
[FieldOffset(4)]
public MOUSEINPUT mi;
[FieldOffset(4)]
public KEYBDINPUT ki;
[FieldOffset(4)]
public HARDWAREINPUT hi;
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
internal struct MOUSEINPUT
{
public Int32 dx;
public Int32 dy;
public Int32 mouseData;
public MOUSEEVENTF dwFlags;
public Int32 time;
public IntPtr dwExtraInfo;
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
internal struct KEYBDINPUT
{
public Int16 wVk;
public Int16 wScan;
public KEYEVENTF dwFlags;
public Int32 time;
public IntPtr dwExtraInfo;
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
internal struct HARDWAREINPUT
{
public Int32 uMsg;
public Int16 wParamL;
public Int16 wParamH;
}
internal enum InputType : int
{
Mouse = 0,
Keyboard = 1,
Hardware = 2
}
[Flags()]
internal enum MOUSEEVENTF : int
{
MOVE = 0x1,
LEFTDOWN = 0x2,
LEFTUP = 0x4,
RIGHTDOWN = 0x8,
RIGHTUP = 0x10,
MIDDLEDOWN = 0x20,
MIDDLEUP = 0x40,
XDOWN = 0x80,
XUP = 0x100,
VIRTUALDESK = 0x400,
WHEEL = 0x800,
ABSOLUTE = 0x8000
}
[Flags()]
internal enum KEYEVENTF : int
{
EXTENDEDKEY = 1,
KEYUP = 2,
UNICODE = 4,
SCANCODE = 8
}
}
}
Can anybody tell what's going wrong?
You're doing the math wrong and as a result are getting rounding errors.
For example, 65535 / 1920 = 34.1328125. But truncation (because you are dividing an int by an int) is resulting in 34. So if on a 1920x1080 screen you had the mouse all the way at the right, you would get 1920 * (65535 / 1920) = 1920 * 34 = 65280.
This will get you better results:
input.mi.dx = (int)((65535.0f * (newPoint.X / (float)Screen.PrimaryScreen.Bounds.Width)) + 0.5f);
input.mi.dy = (int)((65535.0f * (newPoint.Y / (float)Screen.PrimaryScreen.Bounds.Height)) + 0.5f);
Though if you're determined to use P/Invoke rather than just say
Cursor.Position = new Point(newPoint.X, newPoint.Y);
then you really should use SetCursorPos - http://msdn.microsoft.com/en-us/library/windows/desktop/ms648394(v=vs.85).aspx - since that (along with GetCursorPos) is the API that .NET is using to get and set the cursor position via Cursor.Position.
Simplest way for your project is useful open-source library Windows Input Simulator (C# SendInput Wrapper - Simulate Keyboard and Mouse) on codeplex. Use it!
SendInput doesn't perform click mouse button unless I move cursor.
I would appreciate a help on this one, as I seems cannot wrap my head around it.
I have a program that perform mouse click on foreground window, in which I am using SendInput to emulate left mouse click.
The issue is, that if I move cursor to clicking position than SendInput will make the click, however if I don't move cursor than no click happens even trough I do pass x and y points to the MouseInputData. I would like to perform left mouse click without the need of actually moving the cursor at all.
Bellow is the class I have (it fairly simple and stright forward)
namespace StackSolution.Classes
{
public static class SendInputClass
{
[DllImport("user32.dll", SetLastError = true)]
static extern uint SendInput(uint nInputs, ref INPUT pInputs, int cbSize);
[DllImport("user32.dll")]
static extern bool SetCursorPos(int X, int Y);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool GetCursorPos(out Point lpPoint);
[StructLayout(LayoutKind.Sequential)]
struct INPUT
{
public SendInputEventType type;
public MouseKeybdhardwareInputUnion mkhi;
}
[StructLayout(LayoutKind.Explicit)]
struct MouseKeybdhardwareInputUnion
{
[FieldOffset(0)]
public MouseInputData mi;
[FieldOffset(0)]
public KEYBDINPUT ki;
[FieldOffset(0)]
public HARDWAREINPUT hi;
}
[StructLayout(LayoutKind.Sequential)]
struct KEYBDINPUT
{
public ushort wVk;
public ushort wScan;
public uint dwFlags;
public uint time;
public IntPtr dwExtraInfo;
}
[StructLayout(LayoutKind.Sequential)]
struct HARDWAREINPUT
{
public int uMsg;
public short wParamL;
public short wParamH;
}
struct MouseInputData
{
public int dx;
public int dy;
public uint mouseData;
public MouseEventFlags dwFlags;
public uint time;
public IntPtr dwExtraInfo;
}
[Flags]
enum MouseEventFlags : uint
{
MOUSEEVENTF_MOVE = 0x0001,
MOUSEEVENTF_LEFTDOWN = 0x0002,
MOUSEEVENTF_LEFTUP = 0x0004,
MOUSEEVENTF_RIGHTDOWN = 0x0008,
MOUSEEVENTF_RIGHTUP = 0x0010,
MOUSEEVENTF_MIDDLEDOWN = 0x0020,
MOUSEEVENTF_MIDDLEUP = 0x0040,
MOUSEEVENTF_XDOWN = 0x0080,
MOUSEEVENTF_XUP = 0x0100,
MOUSEEVENTF_WHEEL = 0x0800,
MOUSEEVENTF_VIRTUALDESK = 0x4000,
MOUSEEVENTF_ABSOLUTE = 0x8000
}
enum SendInputEventType : int
{
InputMouse,
InputKeyboard,
InputHardware
}
public static void ClickLeftMouseButton(int x, int y)
{
INPUT mouseInput = new INPUT();
mouseInput.type = SendInputEventType.InputMouse;
mouseInput.mkhi.mi.dx = x;
mouseInput.mkhi.mi.dy = y;
mouseInput.mkhi.mi.mouseData = 0;
//getting current cursor location
Point p;
if (GetCursorPos(out p))
SetCursorPos(x, y);
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTUP;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
//returning cursor to previous position
SetCursorPos(p.X, p.Y);
}
}
}
Same ClickLeftMouseButton function will not click if I remove getting cursor position like that.
public static void ClickLeftMouseButton(int x, int y)
{
INPUT mouseInput = new INPUT();
mouseInput.type = SendInputEventType.InputMouse;
mouseInput.mkhi.mi.dx = x;
mouseInput.mkhi.mi.dy = y;
mouseInput.mkhi.mi.mouseData = 0;
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTUP;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
}
Thank you in advance.
There are a few things you should consider when using the SendInput function.
If you do not specify the MOUSEEVENTF_ABSOLUTE flag then dx and dy (MouseInputData structure) are relative coordinates to the current mouse position. If you do specify MOUSEEVENTF_ABSOLUTE then dx and dy are absolute coordinates between 0 and 65535. So if your x and y coordinates are screen coordinates you should use the following function to calculate dx and dy:
enum SystemMetric
{
SM_CXSCREEN = 0,
SM_CYSCREEN = 1,
}
[DllImport("user32.dll")]
static extern int GetSystemMetrics(SystemMetric smIndex);
int CalculateAbsoluteCoordinateX(int x)
{
return (x * 65536) / GetSystemMetrics(SystemMetric.SM_CXSCREEN);
}
int CalculateAbsoluteCoordinateY(int y)
{
return (y * 65536) / GetSystemMetrics(SystemMetric.SM_CYSCREEN);
}
Furthermore before you send the MOUSEDOWN and MOUSEUP events to via SendInput you have to move the mouse to the control you want to click on:
public static void ClickLeftMouseButton(int x, int y)
{
INPUT mouseInput = new INPUT();
mouseInput.type = SendInputEventType.InputMouse;
mouseInput.mkhi.mi.dx = CalculateAbsoluteCoordinateX(x);
mouseInput.mkhi.mi.dy = CalculateAbsoluteCoordinateY(y);
mouseInput.mkhi.mi.mouseData = 0;
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_MOVE |MouseEventFlags.MOUSEEVENTF_ABSOLUTE;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
mouseInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENTF_LEFTUP;
SendInput(1, ref mouseInput, Marshal.SizeOf(new INPUT()));
}
The above code assumes that x and y are screen pixel coordinates. You can calculate those coordinates for a button (the target) on a winform by using the following code:
Point screenCoordsCentre=
button1.PointToScreen(new Point(button1.Width/2, button1.Height/2));
Hope, this helps.