在C ++中,SendInput不会显示下划线

时间:2018-09-23 19:54:33

标签: c++ winapi sendinput

这是我在stackoverflow上发布的第一个问题。我一直在研究SendInput for C ++,以便将我的程序“键入”到另一个程序中。我决定先在终端输入几个下划线来“键入”它。我发现键入大写和小写字母以及句点都没有问题。但是在到达下划线之后,输入数字id 95 作为下划线字母,下划线就不会显示,并且其行为完全就像从未按下过该字母一样。这是我从cplusplus.com获得的代码,它基于它,它功能齐全:

#include <iostream>
#include <windows.h>
using namespace std;

/* HWND = "Window Handle" */
HWND GameWindow = FindWindow(0, "Command Prompt");

/* This is a function to simplify usage of sending keys */
void GenerateKey(int vk, BOOL bExtended) {

    KEYBDINPUT  kb = {0};
    INPUT       Input = {0};

    /* Generate a "key down" */
    if (bExtended) { kb.dwFlags  = KEYEVENTF_EXTENDEDKEY; }
    kb.wVk  = vk;
    Input.type  = INPUT_KEYBOARD;
    Input.ki  = kb;
    SendInput(1, &Input, sizeof(Input));

    /* Generate a "key up" */
    ZeroMemory(&kb, sizeof(KEYBDINPUT));
    ZeroMemory(&Input, sizeof(INPUT));
    kb.dwFlags  =  KEYEVENTF_KEYUP;
    if (bExtended) { kb.dwFlags |= KEYEVENTF_EXTENDEDKEY; }
    kb.wVk = vk;
    Input.type = INPUT_KEYBOARD;
    Input.ki = kb;
    SendInput(1, &Input, sizeof(Input));

    return;
}

int main() {

    /*
       SetForegroundWindow will give the window focus for the
       keyboard/mouse! In other words, you don't have to have
       the game opened upfront in order to emulate key/mouse
       presses, it's very helpful if it's a game that runs
       in fullscreen mode, like StarCraft: Brood War does
    */

    SetForegroundWindow(GameWindow);

    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('I', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('A', FALSE);
    GenerateKey('M', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('C', FALSE);
    GenerateKey('O', FALSE);
    GenerateKey('O', FALSE);
    GenerateKey('L', FALSE);
    GenerateKey('E', FALSE);
    GenerateKey('R', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('T', FALSE);
    GenerateKey('H', FALSE);
    GenerateKey('A', FALSE);
    GenerateKey('N', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('Y', FALSE);
    GenerateKey('O', FALSE);
    GenerateKey('U', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('W', FALSE);
    GenerateKey('I', FALSE);
    GenerateKey('L', FALSE);
    GenerateKey('L', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('E', FALSE);
    GenerateKey('V', FALSE);
    GenerateKey('E', FALSE);
    GenerateKey('R', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey('B', FALSE);
    GenerateKey('E', FALSE);
    GenerateKey('n', FALSE);
    GenerateKey(' ', FALSE);

    GenerateKey(0x3A, FALSE); /* period key */
    GenerateKey(0x0D, FALSE); /* enter key */

    return 0;
}

这是我编写的不正确运行的代码:

#include <iostream>
#include <fstream>
#include <windows.h>

using namespace std;

/* HWND = "Window Handle" */
HWND GameWindow = FindWindow(0, "Command Prompt");

/* This is a function to simplify usage of sending keys */
void GenerateKey(int vk, BOOL bExtended) {

    KEYBDINPUT  kb = {0};
    INPUT       Input = {0};

    /* Generate a "key down" */
    if (bExtended) { kb.dwFlags  = KEYEVENTF_EXTENDEDKEY; }
    kb.wVk  = vk;
    Input.type  = INPUT_KEYBOARD;
    Input.ki  = kb;
    SendInput(1, &Input, sizeof(Input));

    /* Generate a "key up" */
    ZeroMemory(&kb, sizeof(KEYBDINPUT));
    ZeroMemory(&Input, sizeof(INPUT));
    kb.dwFlags  =  KEYEVENTF_KEYUP;
    if (bExtended) { kb.dwFlags |= KEYEVENTF_EXTENDEDKEY; }
    kb.wVk = vk;
    Input.type = INPUT_KEYBOARD;
    Input.ki = kb;
    SendInput(1, &Input, sizeof(Input));

    return;
}

int main() {

    /*
       SetForegroundWindow will give the window focus for the
       keyboard/mouse! In other words, you don't have to have
       the game opened upfront in order to emulate key/mouse
       presses, it's very helpful if it's a game that runs
       in fullscreen mode, like StarCraft: Brood War does
    */

    SetForegroundWindow(GameWindow);

    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('N', FALSE);
    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('I', FALSE);
    GenerateKey('N', FALSE);
    GenerateKey('J', FALSE);
    GenerateKey('A', FALSE);
    GenerateKey(0xBE, FALSE);   // GenerateKey(0x3A, FALSE); did not work
    GenerateKey(' ', FALSE);
    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('H', FALSE);
    GenerateKey(VK_CAPITAL, TRUE);
    GenerateKey('I', FALSE);
    GenerateKey('1', FALSE);
    GenerateKey('2', FALSE);
    GenerateKey('3', FALSE);
    GenerateKey(95 , FALSE);   // GenerateKey('_', FALSE); did not work either
    GenerateKey('4', FALSE);
    GenerateKey('5', FALSE);
    GenerateKey('6', FALSE);
    return 0;
}

这将输出Ninja. Hi123456而不是Ninja. Hi123_456

其他值得注意的事情:

1)。对于被“键入”的句点(。),工作ID为0xBE而不是0x3A

2)。这是使用Mingw在Windows 10上编译的。

我希望这已经足够彻底了,谢谢!!

1 个答案:

答案 0 :(得分:2)

虚拟键码0x3A不是句点字符。实际上,per Microsoft's documentation0x3A根本没有定义。对于句点字符,必须改为使用VK_OEM_PERIOD

  

VK_OEM_PERIOD
  0xBE

     

对于任何国家/地区,“。”键

话虽这么说,通常用SendInput()调用cInputs=1是一个逻辑错误。当您像示例代码那样做背对背发送多个输入事件时,当然总是有一个错误。根本SendInput()存在的全部原因是要替换keybd_event()(和mouse_event()),后者一次只能发送一个输入事件。模拟多个事件时,您不希望在事件之间插入其他事件,反之亦然。 SendInput()在其他输入机制中是原子的,但是当发送多个事件时,只有一次发送所有事件时才能保证原子性。

您应该将INPUT放入数组中,并一次调用SendInput(),并将cInputs设置为要发送的INPUT总数。

此外,在发送文本字符的键输入时,请使用VkKeyScan/Ex()来获取正确的虚拟键代码和转换状态,尽管use the KEYEVENTF_UNICODE flag容易得多,所以您可以发送实际的Unicode字符而不是虚拟键代码。

请尝试以下类似操作:

#include <iostream>
#include <vector>
#include <string>
#include <windows.h>

/* HWND = "Window Handle" */
HWND GameWindow = FindWindow(NULL, TEXT("Command Prompt"));

void GenerateKeyDown(std::vector<INPUT> &inputQueue, int vk, bool bExtended = false)
{
    INPUT in = {};

    in.type = INPUT_KEYBOARD;
    in.ki.wVk = vk;
    if (bExtended) in.ki.dwFlags = KEYEVENTF_EXTENDEDKEY;

    inputQueue.push_back(in);
}

void GenerateKeyUp(std::vector<INPUT> &inputQueue, int vk, bool bExtended = false)
{
    INPUT in = {};

    in.type = INPUT_KEYBOARD;
    in.ki.wVk = vk;
    if (bExtended) in.ki.dwFlags = KEYEVENTF_EXTENDEDKEY;
    in.ki.dwFlags |= KEYEVENTF_KEYUP;

    inputQueue.push_back(in);
}

void GenerateKey(std::vector<INPUT> &inputQueue, int vk, bool bExtended = false)
{
    INPUT in[2] = {};

    in[0].type = INPUT_KEYBOARD;
    in[0].ki.wVk = vk;
    if (bExtended) in[0].ki.dwFlags = KEYEVENTF_EXTENDEDKEY;

    in[1] = in[0];
    in[1].ki.dwFlags |= KEYEVENTF_KEYUP;

    inputQueue.insert(inputQueue.end(), in, in+1);
}

void GenerateString(std::vector<INPUT> &inputQueue, const std::wstring &str)
{
    int len = str.length();
    if (len == 0) return;

    inputQueue.reserve(inputQueue.size()+(len*2));

    INPUT in = {};
    in.type = INPUT_KEYBOARD;
    in.ki.dwFlags = KEYEVENTF_UNICODE;

    int i = 0;
    while (i < len)
    {
        WORD ch = (WORD) str[i++];

        if ((ch < 0xD800) || (ch > 0xDFFF))
        {
            in.ki.wScan = ch;
            in.ki.dwFlags &= ~KEYEVENTF_KEYUP;
            inputQueue.push_back(in);

            in.ki.dwFlags |= KEYEVENTF_KEYUP;
            inputQueue.push_back(in);
        }
        else
        {
            WORD ch2 = (WORD) str[i++];

            in.ki.wScan = ch;
            in.ki.dwFlags &= ~KEYEVENTF_KEYUP;
            inputQueue.push_back(in);

            in.ki.wScan = ch2;
            inputQueue.push_back(in);

            in.ki.wScan = ch;
            in.ki.dwFlags |= KEYEVENTF_KEYUP;
            inputQueue.push_back(in);

            in.ki.wScan = ch2;
            inputQueue.push_back(in);
        }
    }
 }

int main()
{
    /*
       SetForegroundWindow will give the window focus for the
       keyboard/mouse! In other words, you don't have to have
       the game opened upfront in order to emulate key/mouse
       presses, it's very helpful if it's a game that runs
       in fullscreen mode, like StarCraft: Brood War does
    */

    SetForegroundWindow(GameWindow);

    std::vector<INPUT> inputQueue;

    /*
    GenerateString(inputQueue, L"I Am cooler than you will ever ben .");
    GenerateKey(inputQueue, VK_RETURN);
    */

    GenerateString(inputQueue, L"NInja. HI123_456");

    /* alternatively:

    GenerateString(inputQueue, L"NInja");
    GenerateKey(inputQueue, VK_OEM_PERIOD);
    GenerateString(inputQueue, L" HI123");

    // see why using KEYEVENTF_UNICODE is easier?
    SHORT ret = VkKeyScanW(L'_');
    BYTE vk = LOBYTE(ret);
    BYTE shift = HIBYTE(ret);
    if (vk != -1)
    {
        SHORT state = GetKeyState(VK_SHIFT);
        bool bIsDown = (state & 0x800);

        if (shift & 1)
        {
            if (!bIsDown)
                GenerateKeyDown(inputQueue, VK_SHIFT);
        }
        else
        {
            if (bIsDown)
                GenerateKeyUp(inputQueue, VK_SHIFT);
        }

        GenerateKey(inputQueue, vk);

        if (shift & 1) 
        {
            if (!bIsDown)
                GenerateKeyUp(inputQueue, VK_SHIFT);
        }
        else
        {
            if (bIsDown)
                GenerateKeyDown(inputQueue, VK_SHIFT);
        }
    }

    GenerateString(inputQueue, L"456");
    */

    SendInput(inputQueue.size(), &inputQueue[0], sizeof(INPUT));

    return 0;
}