模拟内核空间中的鼠标点击

问题描述 投票:0回答:1

我试图模拟内核空间中的键盘和鼠标点击,因此它们将无法在其他应用程序中被阻止(与用户空间模拟相反)。

为了实现这一目标,我找到了this库,它是this项目的C#包装器。据我所知,它安装了一个驱动程序来交流硬件设备,如鼠标和键盘。然而,与完美无缺的键盘模拟相比,我无法让鼠标模拟工作:

没有右击或左击,只有鼠标移动才有效。

这是驱动程序包装代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;

namespace Interceptor
{
    [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
    public delegate int Predicate(int device);

    [Flags]
    public enum KeyState : ushort
    {
        Down = 0x00,
        Up = 0x01,
        E0 = 0x02,
        E1 = 0x04,
        TermsrvSetLED = 0x08,
        TermsrvShadow = 0x10,
        TermsrvVKPacket = 0x20
    }

    [Flags]
    public enum KeyboardFilterMode : ushort
    {
        None = 0x0000,
        All = 0xFFFF,
        KeyDown = KeyState.Up,
        KeyUp = KeyState.Up << 1,
        KeyE0 = KeyState.E0 << 1,
        KeyE1 = KeyState.E1 << 1,
        KeyTermsrvSetLED = KeyState.TermsrvSetLED << 1,
        KeyTermsrvShadow = KeyState.TermsrvShadow << 1,
        KeyTermsrvVKPacket = KeyState.TermsrvVKPacket << 1
    }

    [Flags]
    public enum MouseState : ushort
    {
        LeftDown = 0x01,
        LeftUp = 0x02,
        RightDown = 0x04,
        RightUp = 0x08,
        MiddleDown = 0x10,
        MiddleUp = 0x20,
        LeftExtraDown = 0x40,
        LeftExtraUp = 0x80,
        RightExtraDown = 0x100,
        RightExtraUp = 0x200,
        ScrollVertical = 0x400,
        ScrollUp = 0x400,
        ScrollDown = 0x400,
        ScrollHorizontal = 0x800,
        ScrollLeft = 0x800,
        ScrollRight = 0x800,
    }

    [Flags]
    public enum MouseFilterMode : ushort
    {
        None = 0x0000,
        All = 0xFFFF,
        LeftDown = 0x01,
        LeftUp = 0x02,
        RightDown = 0x04,
        RightUp = 0x08,
        MiddleDown = 0x10,
        MiddleUp = 0x20,
        LeftExtraDown = 0x40,
        LeftExtraUp = 0x80,
        RightExtraDown = 0x100,
        RightExtraUp = 0x200,
        MouseWheelVertical = 0x400,
        MouseWheelHorizontal = 0x800,
        MouseMove = 0x1000,
    }

    [Flags]
    public enum MouseFlags : ushort
    {
        MoveRelative = 0x000,
        MoveAbsolute = 0x001,
        VirtualDesktop = 0x002,
        AttributesChanged = 0x004,
        MoveWithoutCoalescing = 0x008,
        TerminalServicesSourceShadow = 0x100
    }

    [StructLayout(LayoutKind.Sequential)]
    public struct MouseStroke
    {
        public MouseState State;
        public MouseFlags Flags;
        public Int16 Rolling;
        public Int32 X;
        public Int32 Y;
        public UInt16 Information;
    }  

    [StructLayout(LayoutKind.Sequential)]
    public struct KeyStroke
    {
        public Keys Code;
        public KeyState State;
        public UInt32 Information;
    }

    [StructLayout(LayoutKind.Explicit)]
    public struct Stroke
    {
        [FieldOffset(0)] public MouseStroke Mouse;

        [FieldOffset(0)] public KeyStroke Key;
    }

    /// <summary>
    /// The .NET wrapper class around the C++ library interception.dll.
    /// </summary>
    public static class InterceptionDriver
    {
        [DllImport("interception.dll", EntryPoint = "interception_create_context", CallingConvention = CallingConvention.Cdecl)]
        public static extern IntPtr CreateContext();

        [DllImport("interception.dll", EntryPoint = "interception_destroy_context", CallingConvention = CallingConvention.Cdecl)]
        public static extern void DestroyContext(IntPtr context);

        [DllImport("interception.dll", EntryPoint = "interception_get_precedence", CallingConvention = CallingConvention.Cdecl)]
        public static extern void GetPrecedence(IntPtr context, Int32 device);

        [DllImport("interception.dll", EntryPoint = "interception_set_precedence", CallingConvention = CallingConvention.Cdecl)]
        public static extern void SetPrecedence(IntPtr context, Int32 device, Int32 Precedence);

        [DllImport("interception.dll", EntryPoint = "interception_get_filter", CallingConvention = CallingConvention.Cdecl)]
        public static extern void GetFilter(IntPtr context, Int32 device);

        [DllImport("interception.dll", EntryPoint = "interception_set_filter", CallingConvention = CallingConvention.Cdecl)]
        public static extern void SetFilter(IntPtr context, Predicate predicate, Int32 keyboardFilterMode);

        [DllImport("interception.dll", EntryPoint = "interception_wait", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 Wait(IntPtr context);

        [DllImport("interception.dll", EntryPoint = "interception_wait_with_timeout", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 WaitWithTimeout(IntPtr context, UInt64 milliseconds);

        [DllImport("interception.dll", EntryPoint = "interception_send", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 Send(IntPtr context, Int32 device, ref Stroke stroke, UInt32 numStrokes);

        [DllImport("interception.dll", EntryPoint = "interception_receive", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 Receive(IntPtr context, Int32 device, ref Stroke stroke, UInt32 numStrokes);

        [DllImport("interception.dll", EntryPoint = "interception_get_hardware_id", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 GetHardwareId(IntPtr context, Int32 device, String hardwareIdentifier, UInt32 sizeOfString);

        [DllImport("interception.dll", EntryPoint = "interception_is_invalid", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 IsInvalid(Int32 device);

        [DllImport("interception.dll", EntryPoint = "interception_is_keyboard", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 IsKeyboard(Int32 device);

        [DllImport("interception.dll", EntryPoint = "interception_is_mouse", CallingConvention = CallingConvention.Cdecl)]
        public static extern Int32 IsMouse(Int32 device);
    }
}

这是模拟的输入类API:

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;

namespace Interceptor
{
    public class Input
    {
        private IntPtr context;
        private Thread callbackThread;

        /// <summary>
        /// Determines whether the driver traps no keyboard events, all events, or a range of events in-between (down only, up only...etc). Set this before loading otherwise the driver will not filter any events and no keypresses can be sent.
        /// </summary>
        public KeyboardFilterMode KeyboardFilterMode { get; set; }

        /// <summary>
        /// Determines whether the driver traps no events, all events, or a range of events in-between. Set this before loading otherwise the driver will not filter any events and no mouse clicks can be sent.
        /// </summary>
        public MouseFilterMode MouseFilterMode { get; set; }

        public bool IsLoaded { get; set; }

        /// <summary>
        /// Gets or sets the delay in milliseconds after each key stroke down and up. Pressing a key requires both a key stroke down and up. A delay of 0 (inadvisable) may result in no keys being apparently pressed. A delay of 20 - 40 milliseconds makes the key presses visible.
        /// </summary>
        public int KeyPressDelay { get; set; }

        /// <summary>
        /// Gets or sets the delay in milliseconds after each mouse event down and up. 'Clicking' the cursor (whether left or right) requires both a mouse event down and up. A delay of 0 (inadvisable) may result in no apparent click. A delay of 20 - 40 milliseconds makes the clicks apparent.
        /// </summary>
        public int ClickDelay { get; set; }

        public int ScrollDelay { get; set; }

        public event EventHandler<KeyPressedEventArgs> OnKeyPressed;
        public event EventHandler<MousePressedEventArgs> OnMousePressed;

        private int deviceId; /* Very important; which device the driver sends events to */

        public Input()
        {
            context = IntPtr.Zero;

            KeyboardFilterMode = KeyboardFilterMode.None;
            MouseFilterMode = MouseFilterMode.None;

            KeyPressDelay = 1;
            ClickDelay = 1;
            ScrollDelay = 15;
        }

        /*
         * Attempts to load the driver. You may get an error if the C++ library 'interception.dll' is not in the same folder as the executable and other DLLs. MouseFilterMode and KeyboardFilterMode must be set before Load() is called. Calling Load() twice has no effect if already loaded.
         */
        public bool Load()
        {
            if (IsLoaded) return false;

            context = InterceptionDriver.CreateContext();

            if (context != IntPtr.Zero)
            {
                callbackThread = new Thread(new ThreadStart(DriverCallback));
                callbackThread.Priority = ThreadPriority.Highest;
                callbackThread.IsBackground = true;
                callbackThread.Start();

                IsLoaded = true;

                return true;
            }
            else
            {
                IsLoaded = false;

                return false;
            }
        }

        /*
         * Safely unloads the driver. Calling Unload() twice has no effect.
         */
        public void Unload()
        {
            if (!IsLoaded) return;

            if (context != IntPtr.Zero)
            {
                callbackThread.Abort();
                InterceptionDriver.DestroyContext(context);
                IsLoaded = false;
            }
        }

        private void DriverCallback()
        {
            InterceptionDriver.SetFilter(context, InterceptionDriver.IsKeyboard, (Int32) KeyboardFilterMode);
            InterceptionDriver.SetFilter(context, InterceptionDriver.IsMouse, (Int32) MouseFilterMode);

            Stroke stroke = new Stroke();

            while (InterceptionDriver.Receive(context, deviceId = InterceptionDriver.Wait(context), ref stroke, 1) > 0)
            {
                if (InterceptionDriver.IsMouse(deviceId) > 0)
                {
                    if (OnMousePressed != null)
                    {
                        var args = new MousePressedEventArgs() { X = stroke.Mouse.X, Y = stroke.Mouse.Y, State = stroke.Mouse.State, Rolling = stroke.Mouse.Rolling };
                        OnMousePressed(this, args);

                        if (args.Handled)
                        {
                            continue;
                        }
                        stroke.Mouse.X = args.X;
                        stroke.Mouse.Y = args.Y;
                        stroke.Mouse.State = args.State;
                        stroke.Mouse.Rolling = args.Rolling;
                    }
                }

                if (InterceptionDriver.IsKeyboard(deviceId) > 0)
                {
                    if (OnKeyPressed != null)
                    {
                        var args = new KeyPressedEventArgs() { Key = stroke.Key.Code, State = stroke.Key.State};
                        OnKeyPressed(this, args);

                        if (args.Handled)
                        {
                            continue;
                        }
                        stroke.Key.Code = args.Key;
                        stroke.Key.State = args.State;
                    }
                }

                InterceptionDriver.Send(context, deviceId, ref stroke, 1);
            }

            Unload();
            throw new Exception("Interception.Receive() failed for an unknown reason. The driver has been unloaded.");
        }

        public void SendKey(Keys key, KeyState state)
        {
            Stroke stroke = new Stroke();
            KeyStroke keyStroke = new KeyStroke();

            keyStroke.Code = key;
            keyStroke.State = state;

            stroke.Key = keyStroke;

            InterceptionDriver.Send(context, deviceId, ref stroke, 1);

            if (KeyPressDelay > 0)
                Thread.Sleep(KeyPressDelay);
        }

        /// <summary>
        /// Warning: Do not use this overload of SendKey() for non-letter, non-number, or non-ENTER keys. It may require a special KeyState of not KeyState.Down or KeyState.Up, but instead KeyState.E0 and KeyState.E1.
        /// </summary>
        public void SendKey(Keys key)
        {
            SendKey(key, KeyState.Down);

            if (KeyPressDelay > 0)
                Thread.Sleep(KeyPressDelay);

            SendKey(key, KeyState.Up);
        }

        public void SendKeys(params Keys[] keys)
        {
            foreach (Keys key in keys)
            {
                SendKey(key);
            }
        }

        /// <summary>
        /// Warning: Only use this overload for sending letters, numbers, and symbols (those to the right of the letters on a U.S. keyboard and those obtained by pressing shift-#). Do not send special keys like Tab or Control or Enter.
        /// </summary>
        /// <param name="text"></param>
        public void SendText(string text)
        {
            foreach (char letter in text)
            {
                var tuple = CharacterToKeysEnum(letter);

                if (tuple.Item2 == true) // We need to press shift to get the next character
                    SendKey(Keys.LeftShift, KeyState.Down);

                SendKey(tuple.Item1);

                if (tuple.Item2 == true)
                    SendKey(Keys.LeftShift, KeyState.Up);
            }
        }

        /// <summary>
        /// Converts a character to a Keys enum and a 'do we need to press shift'.
        /// </summary>
        private Tuple<Keys, bool> CharacterToKeysEnum(char c)
        {
            switch (Char.ToLower(c))
            {
                case 'a':
                    return new Tuple<Keys,bool>(Keys.A, false);
                case 'b':
                    return new Tuple<Keys,bool>(Keys.B, false);
                case 'c':
                    return new Tuple<Keys,bool>(Keys.C, false);
                case 'd':
                    return new Tuple<Keys,bool>(Keys.D, false);
                case 'e':
                    return new Tuple<Keys,bool>(Keys.E, false);
                case 'f':
                    return new Tuple<Keys,bool>(Keys.F, false);
                case 'g':
                    return new Tuple<Keys,bool>(Keys.G, false);
                case 'h':
                    return new Tuple<Keys,bool>(Keys.H, false);
                case 'i':
                    return new Tuple<Keys,bool>(Keys.I, false);
                case 'j':
                    return new Tuple<Keys,bool>(Keys.J, false);
                case 'k':
                    return new Tuple<Keys,bool>(Keys.K, false);
                case 'l':
                    return new Tuple<Keys,bool>(Keys.L, false);
                case 'm':
                    return new Tuple<Keys,bool>(Keys.M, false);
                case 'n':
                    return new Tuple<Keys,bool>(Keys.N, false);
                case 'o':
                    return new Tuple<Keys,bool>(Keys.O, false);
                case 'p':
                    return new Tuple<Keys,bool>(Keys.P, false);
                case 'q':
                    return new Tuple<Keys,bool>(Keys.Q, false);
                case 'r':
                    return new Tuple<Keys,bool>(Keys.R, false);
                case 's':
                    return new Tuple<Keys,bool>(Keys.S, false);
                case 't':
                    return new Tuple<Keys,bool>(Keys.T, false);
                case 'u':
                    return new Tuple<Keys,bool>(Keys.U, false);
                case 'v':
                    return new Tuple<Keys,bool>(Keys.V, false);
                case 'w':
                    return new Tuple<Keys,bool>(Keys.W, false);
                case 'x':
                    return new Tuple<Keys,bool>(Keys.X, false);
                case 'y':
                    return new Tuple<Keys,bool>(Keys.Y, false);
                case 'z':
                    return new Tuple<Keys,bool>(Keys.Z, false);
                case '1':
                    return new Tuple<Keys,bool>(Keys.One, false);
                case '2':
                    return new Tuple<Keys,bool>(Keys.Two, false);
                case '3':
                    return new Tuple<Keys,bool>(Keys.Three, false);
                case '4':
                    return new Tuple<Keys,bool>(Keys.Four, false);
                case '5':
                    return new Tuple<Keys,bool>(Keys.Five, false);
                case '6':
                    return new Tuple<Keys,bool>(Keys.Six, false);
                case '7':
                    return new Tuple<Keys,bool>(Keys.Seven, false);
                case '8':
                    return new Tuple<Keys,bool>(Keys.Eight, false);
                case '9':
                    return new Tuple<Keys,bool>(Keys.Nine, false);
                case '0':
                    return new Tuple<Keys,bool>(Keys.Zero, false);
                case '-':
                    return new Tuple<Keys,bool>(Keys.DashUnderscore, false);
                case '+':
                    return new Tuple<Keys,bool>(Keys.PlusEquals, false);
                case '[':
                    return new Tuple<Keys,bool>(Keys.OpenBracketBrace, false);
                case ']':
                    return new Tuple<Keys,bool>(Keys.CloseBracketBrace, false);
                case ';':
                    return new Tuple<Keys,bool>(Keys.SemicolonColon, false);
                case '\'':
                    return new Tuple<Keys,bool>(Keys.SingleDoubleQuote, false);
                case ',':
                    return new Tuple<Keys,bool>(Keys.CommaLeftArrow, false);
                case '.':
                    return new Tuple<Keys,bool>(Keys.PeriodRightArrow, false);
                case '/':
                    return new Tuple<Keys,bool>(Keys.ForwardSlashQuestionMark, false);
                case '{':
                    return new Tuple<Keys,bool>(Keys.OpenBracketBrace, true);
                case '}':
                    return new Tuple<Keys,bool>(Keys.CloseBracketBrace, true);
                case ':':
                    return new Tuple<Keys,bool>(Keys.SemicolonColon, true);
                case '\"':
                    return new Tuple<Keys,bool>(Keys.SingleDoubleQuote, true);
                case '<':
                    return new Tuple<Keys,bool>(Keys.CommaLeftArrow, true);
                case '>':
                    return new Tuple<Keys,bool>(Keys.PeriodRightArrow, true);
                case '?':
                    return new Tuple<Keys,bool>(Keys.ForwardSlashQuestionMark, true);
                case '\\':
                    return new Tuple<Keys,bool>(Keys.BackslashPipe, false);
                case '|':
                    return new Tuple<Keys,bool>(Keys.BackslashPipe, true);
                case '`':
                    return new Tuple<Keys,bool>(Keys.Tilde, false);
                case '~':
                    return new Tuple<Keys,bool>(Keys.Tilde, true);
                case '!':
                    return new Tuple<Keys,bool>(Keys.One, true);
                case '@':
                    return new Tuple<Keys,bool>(Keys.Two, true);
                case '#':
                    return new Tuple<Keys,bool>(Keys.Three, true);
                case '$':
                    return new Tuple<Keys,bool>(Keys.Four, true);
                case '%':
                    return new Tuple<Keys,bool>(Keys.Five, true);
                case '^':
                    return new Tuple<Keys,bool>(Keys.Six, true);
                case '&':
                    return new Tuple<Keys,bool>(Keys.Seven, true);
                case '*':
                    return new Tuple<Keys,bool>(Keys.Eight, true);
                case '(':
                    return new Tuple<Keys,bool>(Keys.Nine, true);
                case ')':
                    return new Tuple<Keys, bool>(Keys.Zero, true);
                case ' ':
                    return new Tuple<Keys, bool>(Keys.Space, true);
                default:
                    return new Tuple<Keys, bool>(Keys.ForwardSlashQuestionMark, true);
            }
        }

        public void SendMouseEvent(MouseState state)
        {
            Stroke stroke = new Stroke();
            MouseStroke mouseStroke = new MouseStroke();

            mouseStroke.State = state;

            if (state == MouseState.ScrollUp)
            {
                mouseStroke.Rolling = 120;
            }
            else if (state == MouseState.ScrollDown)
            {
                mouseStroke.Rolling = -120;
            }

            stroke.Mouse = mouseStroke;
            InterceptionDriver.Send(context, 12, ref stroke, 1);
        }

        public void SendLeftClick()
        {
            SendMouseEvent(MouseState.LeftDown);
            Thread.Sleep(ClickDelay);
            SendMouseEvent(MouseState.LeftUp);
        }

        public void SendRightClick()
        {
            SendMouseEvent(MouseState.RightDown);
            Thread.Sleep(ClickDelay);
            SendMouseEvent(MouseState.RightUp);
        }

        public void ScrollMouse(ScrollDirection direction)
        {
            switch (direction)
            { 
                case ScrollDirection.Down:
                    SendMouseEvent(MouseState.ScrollDown);
                    break;
                case ScrollDirection.Up:
                    SendMouseEvent(MouseState.ScrollUp);
                    break;
            }
        }

        /// <summary>
        /// Warning: This function, if using the driver, does not function reliably and often moves the mouse in unpredictable vectors. An alternate version uses the standard Win32 API to get the current cursor's position, calculates the desired destination's offset, and uses the Win32 API to set the cursor to the new position.
        /// </summary>
        public void MoveMouseBy(int deltaX, int deltaY, bool useDriver = false)
        {
            if (useDriver)
            {
                Stroke stroke = new Stroke();
                MouseStroke mouseStroke = new MouseStroke();

                mouseStroke.X = deltaX;
                mouseStroke.Y = deltaY;

                stroke.Mouse = mouseStroke;
                stroke.Mouse.Flags = MouseFlags.MoveRelative;

                InterceptionDriver.Send(context, 12, ref stroke, 1);
            }
            else
            {
                var currentPos = Cursor.Position;
                Cursor.Position = new Point(currentPos.X + deltaX, currentPos.Y - deltaY); // Coordinate system for y: 0 begins at top, and bottom of screen has the largest number
            }
        }

        /// <summary>
        /// Warning: This function, if using the driver, does not function reliably and often moves the mouse in unpredictable vectors. An alternate version uses the standard Win32 API to set the cursor's position and does not use the driver.
        /// </summary>
        public void MoveMouseTo(int x, int y, bool useDriver = false)
        {
            if (useDriver)
            {
                Stroke stroke = new Stroke();
                MouseStroke mouseStroke = new MouseStroke();

                mouseStroke.X = x;
                mouseStroke.Y = y;

                stroke.Mouse = mouseStroke;
                stroke.Mouse.Flags = MouseFlags.MoveAbsolute;
            InterceptionDriver.Send(context, 12, ref stroke, 1);
        }
        {
            Cursor.Position = new Point(x, y);
        }
    }
}

}

任何人都知道为什么鼠标点击不起作用但鼠标移动(通过驱动程序)?我使用的是Windows 10。

非常感谢!

编辑:此软件的目的是为无法使用鼠标点击的残障人士提供辅助功能。

c# windows winapi mouse
1个回答
0
投票

我想通了 - 在我使用的库中,鼠标设备id被硬编码为12,这是完全错误的。

现在它的工作就像一个魅力:)

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