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c# - 为我的每个背景 DirectX 游戏重复我按下的键

转载 作者:太空宇宙 更新时间:2023-11-03 14:39:08 37 4
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我试过这段代码,但它只适用于前台进程(我需要后台)。

我希望其他帐户在我从主帐户玩游戏时也采取同样的行动。

我尝试了 PostMessage,但它对我不起作用,因为我只是在游戏中的聊天窗口上工作(我不能移动、跳跃或其他任何东西)。

注意:其他账户不在前台。

private GlobalKeyboardHook _globalKeyboardHook;
InputSimulator si = new InputSimulator();
private void Form1_Load(object sender, EventArgs e)
{
_globalKeyboardHook = new GlobalKeyboardHook();
_globalKeyboardHook.KeyboardPressed += OnKeyPressed;
}

[DllImport("user32.dll")]
public static extern IntPtr PostMessage(IntPtr hWnd, UInt32 Msg, int wParam, int lParam);

const UInt32 WM_KEYDOWN = 0x100;
const UInt32 WM_KEYUP = 0x0101;
const int VK_SPACE = 0x20;
int sayi = 0;
IntPtr hWnd = (IntPtr)null;
private void OnKeyPressed(object sender, GlobalKeyboardHookEventArgs e)
{
++sayi;
if (sayi == 1)
{
if (e.KeyboardData.VirtualCode == 107)
{
Process MainProcess = Process.GetProcessesByName("Trove").FirstOrDefault();
hWnd = MainProcess.MainWindowHandle;
}
else
{
Process[] processList = Process.GetProcesses();
foreach (Process P in processList)
{
if (P.ProcessName.Equals("Trove"))
{
if (P.MainWindowHandle != hWnd)
{
edit = P.MainWindowHandle;
Keyboard.SendKey(Keyboard.DirectXKeyStrokes.DIK_W, false, Keyboard.InputType.Keyboard); //i need send to "edit".
}
}
}
}
}
sayi = 0;
}

我正在使用这个类。它工作正常,但我需要通过 hWnd(process) 发送按键。

/// <summary>
/// My own question as reference: https://stackoverflow.com/questions/35138778/sending-keys-to-a-directx-game
/// http://www.gamespp.com/directx/directInputKeyboardScanCodes.html
/// </summary>
public class Keyboard
{
[Flags]
public enum InputType
{
Mouse = 0,
Keyboard = 1,
Hardware = 2
}

[Flags]
public enum KeyEventF
{
KeyDown = 0x0000,
ExtendedKey = 0x0001,
KeyUp = 0x0002,
Unicode = 0x0004,
Scancode = 0x0008,
}

[DllImport("user32.dll", SetLastError = true)]
private static extern uint SendInput(uint nInputs, Input[] pInputs, int cbSize);

[DllImport("user32.dll")]
private static extern IntPtr GetMessageExtraInfo();

/// <summary>
/// DirectX key list collected out from the gamespp.com list by me.
/// </summary>
public enum DirectXKeyStrokes
{
DIK_ESCAPE = 0x01,
DIK_1 = 0x02,
DIK_2 = 0x03,
DIK_3 = 0x04,
DIK_4 = 0x05,
DIK_5 = 0x06,
DIK_6 = 0x07,
DIK_7 = 0x08,
DIK_8 = 0x09,
DIK_9 = 0x0A,
DIK_0 = 0x0B,
DIK_MINUS = 0x0C,
DIK_EQUALS = 0x0D,
DIK_BACK = 0x0E,
DIK_TAB = 0x0F,
DIK_Q = 0x10,
DIK_W = 0x11,
DIK_E = 0x12,
DIK_R = 0x13,
DIK_T = 0x14,
DIK_Y = 0x15,
DIK_U = 0x16,
DIK_I = 0x17,
DIK_O = 0x18,
DIK_P = 0x19,
DIK_LBRACKET = 0x1A,
DIK_RBRACKET = 0x1B,
DIK_RETURN = 0x1C,
DIK_LCONTROL = 0x1D,
DIK_A = 0x1E,
DIK_S = 0x1F,
DIK_D = 0x20,
DIK_F = 0x21,
DIK_G = 0x22,
DIK_H = 0x23,
DIK_J = 0x24,
DIK_K = 0x25,
DIK_L = 0x26,
DIK_SEMICOLON = 0x27,
DIK_APOSTROPHE = 0x28,
DIK_GRAVE = 0x29,
DIK_LSHIFT = 0x2A,
DIK_BACKSLASH = 0x2B,
DIK_Z = 0x2C,
DIK_X = 0x2D,
DIK_C = 0x2E,
DIK_V = 0x2F,
DIK_B = 0x30,
DIK_N = 0x31,
DIK_M = 0x32,
DIK_COMMA = 0x33,
DIK_PERIOD = 0x34,
DIK_SLASH = 0x35,
DIK_RSHIFT = 0x36,
DIK_MULTIPLY = 0x37,
DIK_LMENU = 0x38,
DIK_SPACE = 0x39,
DIK_CAPITAL = 0x3A,
DIK_F1 = 0x3B,
DIK_F2 = 0x3C,
DIK_F3 = 0x3D,
DIK_F4 = 0x3E,
DIK_F5 = 0x3F,
DIK_F6 = 0x40,
DIK_F7 = 0x41,
DIK_F8 = 0x42,
DIK_F9 = 0x43,
DIK_F10 = 0x44,
DIK_NUMLOCK = 0x45,
DIK_SCROLL = 0x46,
DIK_NUMPAD7 = 0x47,
DIK_NUMPAD8 = 0x48,
DIK_NUMPAD9 = 0x49,
DIK_SUBTRACT = 0x4A,
DIK_NUMPAD4 = 0x4B,
DIK_NUMPAD5 = 0x4C,
DIK_NUMPAD6 = 0x4D,
DIK_ADD = 0x4E,
DIK_NUMPAD1 = 0x4F,
DIK_NUMPAD2 = 0x50,
DIK_NUMPAD3 = 0x51,
DIK_NUMPAD0 = 0x52,
DIK_DECIMAL = 0x53,
DIK_F11 = 0x57,
DIK_F12 = 0x58,
DIK_F13 = 0x64,
DIK_F14 = 0x65,
DIK_F15 = 0x66,
DIK_KANA = 0x70,
DIK_CONVERT = 0x79,
DIK_NOCONVERT = 0x7B,
DIK_YEN = 0x7D,
DIK_NUMPADEQUALS = 0x8D,
DIK_CIRCUMFLEX = 0x90,
DIK_AT = 0x91,
DIK_COLON = 0x92,
DIK_UNDERLINE = 0x93,
DIK_KANJI = 0x94,
DIK_STOP = 0x95,
DIK_AX = 0x96,
DIK_UNLABELED = 0x97,
DIK_NUMPADENTER = 0x9C,
DIK_RCONTROL = 0x9D,
DIK_NUMPADCOMMA = 0xB3,
DIK_DIVIDE = 0xB5,
DIK_SYSRQ = 0xB7,
DIK_RMENU = 0xB8,
DIK_HOME = 0xC7,
DIK_UP = 0xC8,
DIK_PRIOR = 0xC9,
DIK_LEFT = 0xCB,
DIK_RIGHT = 0xCD,
DIK_END = 0xCF,
DIK_DOWN = 0xD0,
DIK_NEXT = 0xD1,
DIK_INSERT = 0xD2,
DIK_DELETE = 0xD3,
DIK_LWIN = 0xDB,
DIK_RWIN = 0xDC,
DIK_APPS = 0xDD,
DIK_BACKSPACE = DIK_BACK,
DIK_NUMPADSTAR = DIK_MULTIPLY,
DIK_LALT = DIK_LMENU,
DIK_CAPSLOCK = DIK_CAPITAL,
DIK_NUMPADMINUS = DIK_SUBTRACT,
DIK_NUMPADPLUS = DIK_ADD,
DIK_NUMPADPERIOD = DIK_DECIMAL,
DIK_NUMPADSLASH = DIK_DIVIDE,
DIK_RALT = DIK_RMENU,
DIK_UPARROW = DIK_UP,
DIK_PGUP = DIK_PRIOR,
DIK_LEFTARROW = DIK_LEFT,
DIK_RIGHTARROW = DIK_RIGHT,
DIK_DOWNARROW = DIK_DOWN,
DIK_PGDN = DIK_NEXT,

// Mined these out of nowhere.
DIK_LEFTMOUSEBUTTON = 0x100,
DIK_RIGHTMOUSEBUTTON = 0x101,
DIK_MIDDLEWHEELBUTTON = 0x102,
DIK_MOUSEBUTTON3 = 0x103,
DIK_MOUSEBUTTON4 = 0x104,
DIK_MOUSEBUTTON5 = 0x105,
DIK_MOUSEBUTTON6 = 0x106,
DIK_MOUSEBUTTON7 = 0x107,
DIK_MOUSEWHEELUP = 0x108,
DIK_MOUSEWHEELDOWN = 0x109,
}

/// <summary>
/// Sends a directx key.
/// http://www.gamespp.com/directx/directInputKeyboardScanCodes.html
/// </summary>
/// <param name="key"></param>
/// <param name="KeyUp"></param>
/// <param name="inputType"></param>
public static void SendKey(DirectXKeyStrokes key, bool KeyUp, InputType inputType)
{
uint flagtosend;
if (KeyUp)
{
flagtosend = (uint)(KeyEventF.KeyUp | KeyEventF.Scancode);
}
else
{
flagtosend = (uint)(KeyEventF.KeyDown | KeyEventF.Scancode);
}

Input[] inputs =
{
new Input
{
type = (int) inputType,
u = new InputUnion
{
ki = new KeyboardInput
{
wVk = 0,
wScan = (ushort) key,
dwFlags = flagtosend,
dwExtraInfo = GetMessageExtraInfo()
}
}
}
};
SendInput((uint)inputs.Length, inputs, Marshal.SizeOf(typeof(Input)));
}

/// <summary>
/// Sends a directx key.
/// http://www.gamespp.com/directx/directInputKeyboardScanCodes.html
/// </summary>
/// <param name="key"></param>
/// <param name="KeyUp"></param>
/// <param name="inputType"></param>
public static void SendKey(ushort key, bool KeyUp, InputType inputType)
{
uint flagtosend;
if (KeyUp)
{
flagtosend = (uint)(KeyEventF.KeyUp | KeyEventF.Scancode);
}
else
{
flagtosend = (uint)(KeyEventF.KeyDown | KeyEventF.Scancode);
}

Input[] inputs =
{
new Input
{
type = (int) inputType,
u = new InputUnion
{
ki = new KeyboardInput
{
wVk = 0,
wScan = key,
dwFlags = flagtosend,
dwExtraInfo = GetMessageExtraInfo()
}
}
}
};

SendInput((uint)inputs.Length, inputs, Marshal.SizeOf(typeof(Input)));
}

public struct Input
{
public int type;
public InputUnion u;
}

[StructLayout(LayoutKind.Explicit)]
public struct InputUnion
{
[FieldOffset(0)] public readonly MouseInput mi;
[FieldOffset(0)] public KeyboardInput ki;
[FieldOffset(0)] public readonly HardwareInput hi;
}

[StructLayout(LayoutKind.Sequential)]
public struct MouseInput
{
public readonly int dx;
public readonly int dy;
public readonly uint mouseData;
public readonly uint dwFlags;
public readonly uint time;
public readonly IntPtr dwExtraInfo;
}

[StructLayout(LayoutKind.Sequential)]
public struct KeyboardInput
{
public ushort wVk;
public ushort wScan;
public uint dwFlags;
public readonly uint time;
public IntPtr dwExtraInfo;
}

[StructLayout(LayoutKind.Sequential)]
public struct HardwareInput
{
public readonly uint uMsg;
public readonly ushort wParamL;
public readonly ushort wParamH;
}
}

最佳答案

好吧,当我为游戏开发机器人时,我做了类似的事情,它只在它是事件窗口时才接受输入。如果您不想一直更改前景窗口(并且有时间问题),您可以尝试欺骗游戏认为它是一个前景窗口(请注意反作弊检测)。

所以我做的就是在游戏中hook以下方法:

GetFocus()

GetForegroundWindow()

GetActiveWindow()

并将所有这些函数替换为返回游戏窗口句柄的函数。这样,每当游戏使用这些功能检查它是否处于事件状态时,它就会认为它是事件窗口。但是仍然存在一个问题,当您激活另一个窗口时(游戏在此之前处于事件状态),操作系统会向游戏发送一条停用消息,因此它不会关心任何事情(即使方法被覆盖)。所以在将你的游戏发送到后台后,你必须手动向游戏发送 WM_ACTIVATE、WM_SETFOCUS 和其他消息(让它认为它再次被激活)。您可以使用 Spy++ 找到这些消息,然后从那里复制行为。

在您手动“重新激活”您的游戏后,也就是发送消息(小心不要通过点击它来激活它,因为当您点击其他东西时,它会再次停用),它应该处理发送的关键消息你。

编辑:或者您可以编辑游戏的 WindowProc它处理消息并使其忽略停用消息,而不是手动发送激活消息。但是我不知道该怎么做,也从未尝试过。第一种方法对我有用。

编辑:所以基本代码示例:

首先你需要将DLL注入(inject)到进程中:

HWND WINAPI MyGetActiveWindow()
{
return Main_window_handle;
}
extern "C" void __declspec(dllexport) __stdcall NativeInjectionEntryPoint(REMOTE_ENTRY_INFO* inRemoteInfo);

void __stdcall NativeInjectionEntryPoint(REMOTE_ENTRY_INFO* inRemoteInfo)
{
Main_window_handle = GET_MAIN_WINDOW_HANDLE_THE_WAY_YOU_LIKE;

HOOK_TRACE_INFO Hook_active = { NULL };

NTSTATUS Result_active = LhInstallHook(
GetProcAddress(GetModuleHandle(TEXT("user32")), "GetActiveWindow"),
MyGetActiveWindow,
NULL,
&Hook_active);

if (FAILED(Result_active))
{
std::terminate();
}

ULONG ACLEntries[1] = { 0 };

LhSetExclusiveACL(ACLEntries, 1, &Hook_active);

return;
}

您将它编译成一个 DLL,然后按照您喜欢的方式将它注入(inject)到您的程序中。

要激活该程序,您必须发送以下消息(可能少就够了,我用了所有这些。):

    SendMessage(hwnd, 0x001C, 1, 0);
SendMessage(hwnd, 0x0086, 1, 0);
SendMessage(hwnd, 0x0006, 2, 0);
SendMessage(hwnd, 0x0007, 0, 0);

关于c# - 为我的每个背景 DirectX 游戏重复我按下的键,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58367898/

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