SlimDX DirectInput Initialization - c#

I've recently swapped from MDX 2.0 to SlimDX, using Direct3D 11, but I'm struggling to implement keyboard and mouse controls.
In MDX you can use
keyb = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Keyboard);
keyb.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive);
keyb.Acquire();
to set up a keyboard interface, however SlimDX has a different method. In SlimDX the Device is an abstract class, instead there is a Keyboard class that must be initialized by passing in a DirectInput object, but I can't for the life of me work out how to create a DirectInput object or what it's for.
As far as I can find documentation is pretty slim for SlimDX, if anybody knows of any good resources for learning its particular quirks that would be fantastic, thanks.

I used it in this way. The mouse handling is the same.
using SlimDX.DirectInput;
private DirectInput directInput;
private Keyboard keyboard;
[...]
//init
directInput = new DirectInput();
keyboard = new Keyboard(directInput);
keyboard.SetCooperativeLevel(form, CooperativeLevel.Nonexclusive | CooperativeLevel.Background);
keyboard.Acquire();
[...]
//read
KeyboardState keys = keyboard.GetCurrentState();
But you should use SlimDX.RawInput because Microsoft recommends it:
While DirectInput forms a part of the
DirectX library, it has not been
significantly revised since DirectX 8
(2001-2002). Microsoft recommends that
new applications make use of the
Windows message loop for keyboard and
mouse input instead of DirectInput (as
indicated in the Meltdown 2005
slideshow[1]), and to use XInput
instead of DirectInput for Xbox 360
controllers.
(http://en.wikipedia.org/wiki/DirectInput)
A rawinput mouse sample (keyboard is nearly the same):
SlimDX.RawInput.Device.RegisterDevice(UsagePage.Generic, UsageId.Mouse, SlimDX.RawInput.DeviceFlags.None);
SlimDX.RawInput.Device.MouseInput += new System.EventHandler<MouseInputEventArgs>(Device_MouseInput);
Now you can react on the events.

Use the SlimDX.RawInput
To actually get the cursor from the hWnd (the control's/form's handle), you need to extern functions from the "user32.dll"
BOOL GetCursorPos(LPOINT lpPoint)
using the System.Runtime.Interlop and System.Drawing.Point (unless you decide to create a POINT struct instead).
[DllImport("user32.dll",CallingConvention=CallingConvention.StdCall)]
[return: MarshalAs(UnmanagedType.Bool)]
internal unsafe static extern bool GetCursorPos(Point* lpPoint);
This will get you the actual position of the cursor on desktop screen
Next you will take lpPoint address and pass it into the ScreenToClient(HWND hWnd, LPPOINT lpPoint) which also return a BOOL.
[DllImport("user32.dll",CallingConvention=CallingConvention.StdCall,SetLastError=true)]
internal static extern int ScreenToClient(IntPtr hWnd, Point* p);
Let's just get the Point from it like this then:
public unsafe Point GetClientCurorPos(IntPtr hWnd, Point*p)
{
Point p = new Point();
if (GetCursorPos(&p))
{
ScreenToClient(hWnd, &p);
}
return p;
}
You can use the SlimDX.RawInput.Device.MouseInput handler in you want or you can just do some coding in override for WndProc which is preferred in you are using to handling message which all of us WINAPI programmers are just used to and the tedious writing with it. However, the lower you go the more control you got.
Like I said you get all the info back but the mouse position from the handler's MouseInputEventArgs. I find it better to check the processed messages via WndProc callback.

Related

SendKeys with games: with some characters it works, but with some it doesn't

I want to simulate input in games with SendKeys, but I have a hard time.
If I use it with i.e. the letter T, while the cursor in Minecraft is in a textbox (in the main menu), it works, the letter T is written in the textbox.
But with {ESC} it doesn't work. Nothing happens. If I press it manually, it backs to the previous menu. (as it should)
With some applications ESC works:
It works with Discord, Sourcetree, Slack, Chrome, CS2D,
but for some reason it doesn't work with Minecraft, Spelunky, Half-Life.
All of the applications mentioned above were in windowed mode.
Another issue:
If I send 2 to Minecraft while in a text field, it works correctly, 2 is written.
But if I send it while I'm playing, there is no effect. (The character should switch to Item Slot #2)
Same with " " (whitespace). In text fields it works, but the character won't jump in the game.
Code:
[DllImport("USER32.DLL", CharSet = CharSet.Unicode)]
public static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("USER32.DLL")]
public static extern bool SetForegroundWindow(IntPtr hWnd);
public Form1()
{
InitializeComponent();
IntPtr minecraftHandle = FindWindow("GLFW30", "Minecraft* 1.15.2");
if (minecraftHandle == IntPtr.Zero)
{
MessageBox.Show("Minecraft is not running.");
return;
}
SetForegroundWindow(minecraftHandle);
SendKeys.SendWait("{ESC}");
}
I tried it without focus switching: by assigning the SendKey calls to a hotkey, so the target application can be in focus when the SendKeys are called.
The results are the same :\
Do not use SendKeys.Send to messaging between processes working on different runtimes
SendKeys.Send method is from System.Windows.Forms namespace.
This means it is not a Windows Input simulator, but just a little helper for Windows Forms applications. There is no guarantee this method work with another process on different (not .NET) runtime system.
Despite the fact that SendKeys.Send method uses native Windows API, it send key pressing message only of fixed period of time, so game frame handling may not have time to catch this message to manage it. So you may need for separate commands to send message about key down and key up events.
Do not use SendKeys API for messaging with another processes, especially with games.
Also, games can use protection system to rid of automatic bots that can blocks any messages from operation system programming input
So, what you can use?
First, you can try to use PostMessage of user32.dll system library:
const uint WM_KEYDOWN = 0x0100;
const uint WM_KEYUP = 0x0101;
[DllImport("user32.dll")]
static extern bool PostMessage(IntPtr hWnd, uint msg, int wParam, int lParam);
// hWnd - Window handler (can be getted by using GetForegroundWindow/FindWindow methods)
// msg - Key up/down message (WM_KEYUP / WM_KEYDOWN)
// wParam - Virual key code you need to pass to the window
// lParam - Additional parameter for set up key message behaviour.
All virtual key codes can be found on microsoft docs website:
https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
Don't forget that you need to wait some time before key releasing. This is needed because games cache inputs between frames, and frame has fixed time to catch input. Just write some delay between key down and up messages.
Also you can set up key message behaviour by lParam. See WM_KEYDOWN and WM_KEYUP parameters. Special thing about WM_KEYDOWN message is if you pressing key on real keyboard long time, operation system repeating WM_KEYDOWN message accordingly. Repeating count can be setted up through lParam. Use it if window you messaging does not react on single keydown message.
PostMessage is low-level system command that can be used for messaging between processes. This command has a low probability to be blocked by protection system (but not zero) and high probability to be received by the game/process you working with. Also it provides opportunity to separate key up and key down messages.
What if PostMessage didn't work?
Try to use hardware scan code instead of virtual key code. Detailed explanation how you can do that described in this answer.
If protection system is really good and PostMessage is blocking even if you use hardware scan code, one thing you can try is to use another keyboard input driver or write it yourself. That driver must replace default system keyboard driver. And you can message it to interact with game. This is the 100% guarantee way to interact with other process through keyboard. But if you use public custom keyboard drivers, there is some probability that protection system blocks it. So you need to write your own driver to message between processes.

Global Hook for Window creation/maximise/minimise etc in C#

I want to monitor any window is created globally. The closest API I found is SetWinEventHook on EVENT_OBJECT_CREATE, however, it not only hooks window creation but also controls. I wonder if there is any way that does not cost too much, and can hook not only CBT windows.
I tried to use IsWindow() to detect if the callback hwnd is a window hwnd, but it seems always return true regardless if the hwnd is a window or control.
I would prefer using managed api rather than adding other dlls, although if it is absolute necessary it is still an open option.
Lastly, how can I hook the windows maximise, minimise and restore events? Tried EVENT_OBJECT_STATECHANGE but it seems not the correct one. Tried EVENT_SYSTEM_MOVESIZESTART and EVENT_SYSTEM_MOVESIZEEND but also not capturing the max/min/restore events.
Partial code can be seen as follows:
private List<IntPtr> _hooks;
private User32ex.WinEventDelegate _delegate;
private void StartService() {
_delegate = WinEventProc;
_hooks.Add(User32ex.SetWinEventHook(User32.WindowsEventHookType.EVENT_OBJECT_CREATE, User32.WindowsEventHookType.EVENT_OBJECT_DESTROY, IntPtr.Zero, _delegate, 0, 0, User32.WindowsEventHookFlags.WINEVENT_OUTOFCONTEXT));
// Other hooks
}
private void WinEventProc(IntPtr hWinEventHook, User32.WindowsEventHookType eventType, IntPtr hwnd, int idObject, int idChild, uint dwEventThread, uint dwmsEventTime) {
if (hwnd == IntPtr.Zero || !User32.IsWindow(hwnd)) return;
switch (eventType) {
case User32.WindowsEventHookType.EVENT_OBJECT_CREATE:
Debug.Print($"Create: {hwnd}");
// Do something - here captures all objects not only windows but also controls etc
break;
case User32.WindowsEventHookType.EVENT_OBJECT_STATECHANGE:
Debug.Print($"State change: {hwnd}");
// Do something
break;
// Other cases
}
}
Many thanks in advance!
Welcome to the beautiful world of Windows API! The reason your hook hooks not only "windows", but also "controls" is that in Windows both "windows" and "controls" are just windows. There might be different kinds of windows they might look different and behave differently; controls are just windows with specific looks and specific behaviours.
Since all of them just windows, you can't just hook to "windows" not hooking to "controls" at the same time. However, when you already hooked to one, you may identify if the window you've hooked to is the kind of window you would like to hook. As suggested in the comments, you may use window styles:
// this is a pretty crude and basic way to sort out "controls"
BOOL isControl_KindOf = GetWindowLong(hwnd, GWL_STYLE) & WS_CHILD;

manipulating the simple windows Calculator using win32 API in c#?

Well, I've tried my best to look at code examples and posts all over the web on how to do this, but I haven't been able to make any headway in a few months using windows API to interact with another program that's already running. I'm not the greatest programmer and some of this stuff is beyond me.
The most I've been able to do is find the Calculator process and its handle, and use that with SetWindowText to change the title. What I'd really like to learn how to do is make my program use the windows user32 (I think this must be the correct library) to enter some numbers by actually pressing the number key buttons on the software calculator to do a simple calculation.
I don't really have a use for this program, it's just a goal I'm trying to reach to learn how to use the windows API past my very beginner level SPECIFICALLY in C#. If no one has the code for this, or even if you do, I'd most appreciate some suggestions for books or resources on the web I should be reading to learn how to do this.
Since you say you're using C# you should be using the System.Windows.Automation namespace, whose entire purpose in life is to allow you to control other programs via automation.
You didn't give details as to what you wanted, but here's a program that pushes "7" in the calculator.
using System.Windows.Automation;
class Program
{
public static void Main()
{
var calcWindow = AutomationElement.RootElement.FindFirst(
TreeScope.Children,
new PropertyCondition(AutomationElement.NameProperty, "Calculator"));
if (calcWindow == null) return;
var sevenButton = calcWindow.FindFirst(TreeScope.Descendants,
new PropertyCondition(AutomationElement.NameProperty, "7"));
var invokePattern = sevenButton.GetCurrentPattern(InvokePattern.Pattern)
as InvokePattern;
invokePattern.Invoke();
}
}
You are entering the fun world of platform invoking (P/Invoke). Your best friend in this world is www.pinvoke.net, which contains c# (and vb.net) signatures for a great number of winapi functions.
For example, SendMessage:
[DllImport("user32.dll", CharSet = CharSet.Auto)]
static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam);
and this list of message codes.
You'll notice that all p/invoke methods use the DllImport attribute, found in the System.Runtime.InteropServices namespace.
They also have an extern modifier in the method signature. This means that the code is found outside of the current assembly.
You can then use SendMessage to send messages to the handle of the calculator.
As Jonathan mentioned in his comment, you should use Spy++ to detect which messages are being sent that result in the actions you want to replicate.
For good measure, here is an article with more introductory information on P/Invoke.

C# , detect selected text on windows?

I would make a tools like Google toolbar translate function, but it is for desktop.
What i want to do is
highlight the text in any application (word,pdf,live messenger etc) , and translate by google translate api ,return as a tool tips.
I have search msdn about monitoring text, i only found using copy&paste and monitoring clipboard to tick the event.
so, any idea about that?
thanks you.
A starting point would be to get a reference to the current foreground window. The code below will get the currently selected window and the title of that window:
[ DllImport("user32.dll") ]
static extern int GetForegroundWindow();
[ DllImport("user32.dll") ]
static extern int GetWindowText(int hWnd, StringBuilder text, int count);
private void GetActiveWindow()
{
const int nChars = 256;
int handle = 0;
StringBuilder Buff = new StringBuilder(nChars);
handle = GetForegroundWindow();
if ( GetWindowText(handle, Buff, nChars) > 0 )
{
this.captionWindowLabel.Text = Buff.ToString();
this.IDWindowLabel.Text = handle.ToString();
}
}
You could run this code within a timer: i.e give the user 10 seconds to select a window.
I am not sure how you would retrieve selected text within a window, but I will look into it for you.
I think you'll need to start by getting the handle of any window that is activated when your program is active. My guess is you need to look into InteropServices here to do this.
Using Windows API.
It sounds like you need to have your code intercept any window handle of any process, this is where it gets a bit complex as you have to ensure you do have access permissions to access another process.
Speaking of which, I do not think it is a good idea as you could end up crashing another process by poking around under the hood in regards to the winapi calls to trap the text selection event, not too mention the fact that you would have to determine if the process has any text selected. The best direction I can give is this...an article was written on how to spy on a process on CodeProject here, this can be a step in the right direction, bear in mind that the code used was for the .NET 1.0 framework.
Hope this helps and good luck in your coding,
Best regards,
Tom.

How do I prevent print screen

I have a requirement that an application I am working on prevent the user from being able to easily capture the contents of the screen.
I have communicated that there is no feasible way to completely prevent this from happening, but I'm looking for methods to introduce some hurdles to the process.
I'm using C#/.NET 2.0 and WinForms
You can't.
The best you can do is render to a hardware accelerated device on an overlay, similar to what video players used to do. Basically, you paint your entire window blue, and render your graphics onto the video card, and internally the video card will replace the blue with the graphics. The downside to this is you have to give up using winforms controls, and I don't know of any way to do this with .NET easily. I think if you use DirectShow.NET, one of their samples is putting your own graphics into a stream.
Even after doing all of that, it's still possible to get a screenshot. Just take a picture of the screen with a digital camera.
From here:
A. Windows implements Print Screen using a registered hotkey. Windows
uses the predefined hotkeys IDHOT_SNAPDESKTOP and IDHOT_SNAPWINDOW to
handle Print Screen. These correspond to Print Screen, which captures
the entire screen, and Alt+Print Screen, which captures only the
active window. To disable these functions all you have to do is
register the hotkeys, which causes Windows to send your app a
WM_HOTKEY message when the user presses either hotkey. Your
implementation can ignore the message to bypass the default
screen-capture behavior. A good place to do it is in your mainframe
class.
FWIW, it is possible. Here's some code:
This would be a dll that you create, then call the HookKeyboard method from your application. I've tested it and it works. Granted, if someone takes a picture with a camera it can't help, but, point made. NYAH!
namespace KeyboardHook
{
public class Hooker
{
[StructLayout(LayoutKind.Sequential)]
public struct KBDLLHOOKSTRUCT
{
public int vkCode;
public int scanCode;
public int flags;
public int time
;
public int extraInfo;
}
public delegate int HookProc(int nCode, int wParam, IntPtr ptrKBDLLHOOKSTRUCT);
[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall, SetLastError = true)]
public static extern IntPtr SetWindowsHookEx(int idHook, HookProc callBack, IntPtr hMod, int threadId);
[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall, SetLastError = true)]
public static extern int CallNextHookEx(IntPtr hhk, int nCode, int wParam, IntPtr lParam);
private static IntPtr kbh_Handle;
private static HookProc kbh_HookProc;
private const int VK_SNAPSHOT = 0x2C;
private const int WM_KEYDOWN = 0x0100;
private const int WM_SYSKEYDOWN = 0x0104;
private const int WH_KEYBOARD_LL = 13;
private static int LowLevelKeyboardProc(int nCode, int wParam, IntPtr lParam)
{
if (nCode < 0)
{
CallNextHookEx(kbh_Handle, nCode, wParam, lParam);
return 0;
}
if (wParam == WM_KEYDOWN)
{
IntPtr kbdll = lParam;
KBDLLHOOKSTRUCT kbdllstruct = (KBDLLHOOKSTRUCT)Marshal.PtrToStructure(kbdll, typeof(KBDLLHOOKSTRUCT));
if (kbdllstruct.vkCode == VK_SNAPSHOT)
return -1;
}
return CallNextHookEx(kbh_Handle, nCode, wParam, lParam);
}
public static void HookKeyboard()
{
try
{
kbh_HookProc = LowLevelKeyboardProc;
kbh_Handle = SetWindowsHookEx(WH_KEYBOARD_LL, kbh_HookProc, Marshal.GetHINSTANCE(Assembly.GetExecutingAssembly().GetModules()[0]), 0);
if (kbh_Handle != IntPtr.Zero)
System.Diagnostics.Debug.WriteLine(String.Format("It worked! HookHandle: {0}", kbh_Handle));
else
{
throw new Win32Exception(Marshal.GetLastWin32Error());
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(String.Format("ERROR: {0}", ex.Message));
}
}
}
}
You can try using IpcProtectWindow provided in msipc.dll.
[DllImport("msipc.dll", SetLastError = false, CharSet = CharSet.Unicode, CallingConvention = CallingConvention.StdCall)]
internal static extern int IpcProtectWindow([In] IntPtr hwnd);
Download the SDK from Microsoft
Call the function above and provide the handle of the form you would like to protect. (Form.Handle property)
You'll have two cases here that you need to worry about. One, when your window/application has focus, the other when it doesn't have focus.
When it doesn't have focus, there's not a whole lot you can do, i.e. if the user clicks off of your app and onto the desktop, keys aren't sent to your app so you'll never see them. In that case, you can minimize to the tray when your app loses focus (or, perhaps, place a "blank" panel over the form to prevent users from seeing anything on it which will also prevent a print-screen from being useful).
In the other case, when you have focus, capture keystrokes and examine them. If the Alt key is down and the PrintScreen key is down, reset the value so that a print-screen doesn't occur. (Come to think of it, that may not work. I'd need to test it to be sure.)
You could look into what movie players do. I believe they render directly to a hardware surface (via DirectX). I suspect that you'd need to do this.
This doesn't really answer the questions, but keep in mind that there exists tools to capture screen, and that a simple camera breaks everything.
I mean ok you "have to", but I would (but I'm young and still student, so I don't know much about what can be said) answer that this is just stupid.
Check out the new tech - sivizion.com, they prevent print screen all together - no way to bypass it. If anyone will figure out a way how to hack it, please post here, I couldn't. I think they also license their tech, not sure, check it out.
Well, you could try capturing the button, but I'm not sure how well that will work.
One thing that always annoyed me was that whenever I played a movie, it would never take screenshots of it. If you can render through a separate context, it would make it really annoying to take a picture of it. Perhaps you can send your screen output through something like that?
There are applications that can capture the screen from OpenGL and DirectX apps ! (depending (they are used for recording game movies)
ps. windows aero is DirectX
http://www.fraps.com/
i think thats the application
You can make any casual Print Screen useless using Visual Cryptography and taking advantage of retinal persistence (see this article for details, and bit.ly/vcrypto for a web demo).
The idea is to alternate at high frequency between two or more random noise images, that will combine through persistence of vision to reveal the content. A screen capture will only grab one image, with meaningless random noise.
This comes at the cost of flickering and inducing user headaches, can be defeated by a camera taking a picture of the screen, or by a less casual user that knows photoshop, but will defeat any kind of casual screen capture or frame grabbing.
Might occasionally be useful, in an academic meaning of the term!
It is too late but there is a quick work around,
Simply use it in MDI form
Set TopMost Property of form True, then write below event
private void frmMDI_Deactivate(object sender, EventArgs e){Clipboard.Clear();}
after taking print screen user have to minimize the application, the moment user minimize the app, we are clearing clipboard.
you can use this in logout function or when screen move or resize or any other form event as required :)
Snipping tool also can't copy screens by this if TopMost Property is true.
Yes we can't stop user from capturing screen from external device like phone or cam.
In windows form application, Use this code in form keyup event,
if (e.KeyCode == Keys.PrintScreen)
{
Clipboard.Clear();
}
Form keypreview should be TRUE
Microsoft has been developed an API named SetWindowDisplayAffinity to support the window content protection. This feature enables applications to protect application content from being captured or copied through a specific set of public operating system features and APIs
SetWindowDisplayAffinity(hWnd, WDA_MONITOR);
I solved it using a Timer object and Clipboard.Clear() method.
First add a Timer to your main form with Interval=1 (Very fast), then add the following code in its event:
Clipboard.Clear();

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