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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Security;
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using System.Security.Permissions;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Input;
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namespace STranslate.Utils
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{
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#region Operate Mouse Keyboard
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/// <summary>
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/// Native methods
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/// </summary>
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internal static class NativeMethods
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{
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//User32 wrappers cover API's used for Mouse input
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#region User32
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// Two special bitmasks we define to be able to grab
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// shift and character information out of a VKey.
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internal const int VKeyShiftMask = 0x0100;
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internal const int VKeyCharMask = 0x00FF;
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// Various Win32 constants
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internal const int KeyeventfExtendedkey = 0x0001;
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internal const int KeyeventfKeyup = 0x0002;
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internal const int KeyeventfScancode = 0x0008;
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internal const int MouseeventfVirtualdesk = 0x4000;
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internal const int SMXvirtualscreen = 76;
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internal const int SMYvirtualscreen = 77;
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internal const int SMCxvirtualscreen = 78;
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internal const int SMCyvirtualscreen = 79;
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internal const int XButton1 = 0x0001;
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internal const int XButton2 = 0x0002;
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internal const int WheelDelta = 120;
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internal const int InputMouse = 0;
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internal const int InputKeyboard = 1;
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// Various Win32 data structures
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[StructLayout(LayoutKind.Sequential)]
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internal struct INPUT
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{
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internal int type;
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internal INPUTUNION union;
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};
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[StructLayout(LayoutKind.Explicit)]
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internal struct INPUTUNION
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{
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[FieldOffset(0)]
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internal MOUSEINPUT mouseInput;
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[FieldOffset(0)]
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internal KEYBDINPUT keyboardInput;
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};
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[StructLayout(LayoutKind.Sequential)]
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internal struct MOUSEINPUT
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{
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internal int dx;
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internal int dy;
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internal int mouseData;
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internal int dwFlags;
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internal int time;
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internal IntPtr dwExtraInfo;
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};
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[StructLayout(LayoutKind.Sequential)]
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internal struct KEYBDINPUT
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{
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internal short wVk;
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internal short wScan;
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internal int dwFlags;
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internal int time;
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internal IntPtr dwExtraInfo;
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};
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[Flags]
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internal enum SendMouseInputFlags
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{
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Move = 0x0001,
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LeftDown = 0x0002,
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LeftUp = 0x0004,
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RightDown = 0x0008,
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RightUp = 0x0010,
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MiddleDown = 0x0020,
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MiddleUp = 0x0040,
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XDown = 0x0080,
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XUp = 0x0100,
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Wheel = 0x0800,
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Absolute = 0x8000,
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};
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// Importing various Win32 APIs that we need for input
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[DllImport("user32.dll", ExactSpelling = true, CharSet = CharSet.Auto)]
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internal static extern int GetSystemMetrics(int nIndex);
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[DllImport("user32.dll", CharSet = CharSet.Auto)]
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internal static extern int MapVirtualKey(int nVirtKey, int nMapType);
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[DllImport("user32.dll", SetLastError = true)]
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internal static extern int SendInput(int nInputs, ref INPUT mi, int cbSize);
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[DllImport("user32.dll", CharSet = CharSet.Auto)]
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internal static extern short VkKeyScan(char ch);
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#endregion
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}
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/// <summary>
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/// Exposes a simple interface to common mouse operations, allowing the user to simulate mouse input.
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/// </summary>
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/// <example>The following code moves to screen coordinate 100,100 and left clicks.
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/// <code>
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/**
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Mouse.MoveTo(new Point(100, 100));
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Mouse.Click(MouseButton.Left);
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*/
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/// </code>
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/// </example>
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public static class Mouse
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{
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/// <summary>
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/// Clicks a mouse button.
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/// </summary>
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/// <param name="mouseButton">The mouse button to click.</param>
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public static void Click(MouseButton mouseButton)
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{
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Down(mouseButton);
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Up(mouseButton);
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}
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/// <summary>
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/// Double-clicks a mouse button.
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/// </summary>
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/// <param name="mouseButton">The mouse button to click.</param>
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public static void DoubleClick(MouseButton mouseButton)
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{
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Click(mouseButton);
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Click(mouseButton);
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}
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/// <summary>
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/// Performs a mouse-down operation for a specified mouse button.
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/// </summary>
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/// <param name="mouseButton">The mouse button to use.</param>
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public static void Down(MouseButton mouseButton)
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{
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switch (mouseButton)
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{
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case MouseButton.Left:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.LeftDown);
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break;
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case MouseButton.Right:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.RightDown);
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break;
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case MouseButton.Middle:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.MiddleDown);
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break;
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case MouseButton.XButton1:
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SendMouseInput(0, 0, NativeMethods.XButton1, NativeMethods.SendMouseInputFlags.XDown);
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break;
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case MouseButton.XButton2:
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SendMouseInput(0, 0, NativeMethods.XButton2, NativeMethods.SendMouseInputFlags.XDown);
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break;
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default:
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throw new InvalidOperationException("Unsupported MouseButton input.");
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}
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}
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/// <summary>
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/// Moves the mouse pointer to the specified screen coordinates.
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/// </summary>
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/// <param name="point">The screen coordinates to move to.</param>
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public static void MoveTo(System.Drawing.Point point)
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{
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SendMouseInput(point.X, point.Y, 0, NativeMethods.SendMouseInputFlags.Move | NativeMethods.SendMouseInputFlags.Absolute);
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}
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/// <summary>
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/// Resets the system mouse to a clean state.
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/// </summary>
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public static void Reset()
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{
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MoveTo(new System.Drawing.Point(0, 0));
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if (System.Windows.Input.Mouse.LeftButton == MouseButtonState.Pressed)
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{
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.LeftUp);
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}
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if (System.Windows.Input.Mouse.MiddleButton == MouseButtonState.Pressed)
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{
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.MiddleUp);
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}
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if (System.Windows.Input.Mouse.RightButton == MouseButtonState.Pressed)
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{
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.RightUp);
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}
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if (System.Windows.Input.Mouse.XButton1 == MouseButtonState.Pressed)
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{
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SendMouseInput(0, 0, NativeMethods.XButton1, NativeMethods.SendMouseInputFlags.XUp);
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}
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if (System.Windows.Input.Mouse.XButton2 == MouseButtonState.Pressed)
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{
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SendMouseInput(0, 0, NativeMethods.XButton2, NativeMethods.SendMouseInputFlags.XUp);
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}
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}
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/// <summary>
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/// Simulates scrolling of the mouse wheel up or down.
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/// </summary>
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/// <param name="lines">The number of lines to scroll. Use positive numbers to scroll up and negative numbers to scroll down.</param>
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public static void Scroll(double lines)
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{
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int amount = (int)(NativeMethods.WheelDelta * lines);
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SendMouseInput(0, 0, amount, NativeMethods.SendMouseInputFlags.Wheel);
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}
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/// <summary>
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/// Performs a mouse-up operation for a specified mouse button.
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/// </summary>
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/// <param name="mouseButton">The mouse button to use.</param>
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public static void Up(MouseButton mouseButton)
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{
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switch (mouseButton)
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{
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case MouseButton.Left:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.LeftUp);
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break;
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case MouseButton.Right:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.RightUp);
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break;
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case MouseButton.Middle:
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SendMouseInput(0, 0, 0, NativeMethods.SendMouseInputFlags.MiddleUp);
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break;
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case MouseButton.XButton1:
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SendMouseInput(0, 0, NativeMethods.XButton1, NativeMethods.SendMouseInputFlags.XUp);
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break;
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case MouseButton.XButton2:
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SendMouseInput(0, 0, NativeMethods.XButton2, NativeMethods.SendMouseInputFlags.XUp);
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break;
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default:
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throw new InvalidOperationException("Unsupported MouseButton input.");
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}
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}
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/// <summary>
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/// Sends mouse input.
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/// </summary>
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/// <param name="x">x coordinate</param>
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/// <param name="y">y coordinate</param>
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/// <param name="data">scroll wheel amount</param>
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/// <param name="flags">SendMouseInputFlags flags</param>
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[PermissionSet(SecurityAction.Assert, Name = "FullTrust")]
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private static void SendMouseInput(int x, int y, int data, NativeMethods.SendMouseInputFlags flags)
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{
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PermissionSet permissions = new PermissionSet(PermissionState.Unrestricted);
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permissions.Demand();
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int intflags = (int)flags;
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if ((intflags & (int)NativeMethods.SendMouseInputFlags.Absolute) != 0)
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{
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// Absolute position requires normalized coordinates.
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NormalizeCoordinates(ref x, ref y);
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intflags |= NativeMethods.MouseeventfVirtualdesk;
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}
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NativeMethods.INPUT mi = new NativeMethods.INPUT();
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mi.type = NativeMethods.InputMouse;
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mi.union.mouseInput.dx = x;
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mi.union.mouseInput.dy = y;
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mi.union.mouseInput.mouseData = data;
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mi.union.mouseInput.dwFlags = intflags;
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mi.union.mouseInput.time = 0;
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mi.union.mouseInput.dwExtraInfo = new IntPtr(0);
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if (NativeMethods.SendInput(1, ref mi, Marshal.SizeOf(mi)) == 0)
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{
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throw new Win32Exception(Marshal.GetLastWin32Error());
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}
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}
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private static void NormalizeCoordinates(ref int x, ref int y)
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{
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int vScreenWidth = NativeMethods.GetSystemMetrics(NativeMethods.SMCxvirtualscreen);
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int vScreenHeight = NativeMethods.GetSystemMetrics(NativeMethods.SMCyvirtualscreen);
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int vScreenLeft = NativeMethods.GetSystemMetrics(NativeMethods.SMXvirtualscreen);
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int vScreenTop = NativeMethods.GetSystemMetrics(NativeMethods.SMYvirtualscreen);
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// Absolute input requires that input is in 'normalized' coords - with the entire
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// desktop being (0,0)...(65536,65536). Need to convert input x,y coords to this
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// first.
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//
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// In this normalized world, any pixel on the screen corresponds to a block of values
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// of normalized coords - eg. on a 1024x768 screen,
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// y pixel 0 corresponds to range 0 to 85.333,
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// y pixel 1 corresponds to range 85.333 to 170.666,
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// y pixel 2 correpsonds to range 170.666 to 256 - and so on.
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// Doing basic scaling math - (x-top)*65536/Width - gets us the start of the range.
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// However, because int math is used, this can end up being rounded into the wrong
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// pixel. For example, if we wanted pixel 1, we'd get 85.333, but that comes out as
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// 85 as an int, which falls into pixel 0's range - and that's where the pointer goes.
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// To avoid this, we add on half-a-"screen pixel"'s worth of normalized coords - to
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// push us into the middle of any given pixel's range - that's the 65536/(Width*2)
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// part of the formula. So now pixel 1 maps to 85+42 = 127 - which is comfortably
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// in the middle of that pixel's block.
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// The key ting here is that unlike points in coordinate geometry, pixels take up
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// space, so are often better treated like rectangles - and if you want to target
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// a particular pixel, target its rectangle's midpoint, not its edge.
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x = ((x - vScreenLeft) * 65536) / vScreenWidth + 65536 / (vScreenWidth * 2);
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y = ((y - vScreenTop) * 65536) / vScreenHeight + 65536 / (vScreenHeight * 2);
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}
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}
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/// <summary>
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/// Exposes a simple interface to common keyboard operations, allowing the user to simulate keyboard input.
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/// </summary>
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/// <example>
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/// The following code types "Hello world" with the specified casing,
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/// and then types "hello, capitalized world" which will be in all caps because
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/// the left shift key is being held down.
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/// <code>
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/**
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Keyboard.Type("Hello world");
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Keyboard.Press(Key.LeftShift);
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Keyboard.Type("hello, capitalized world");
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Keyboard.Release(Key.LeftShift);
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*/
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/// </code>
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/// </example>
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public static class KeyboardUtil
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{
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#region Public Members
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/// <summary>
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/// Presses down a key.
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/// </summary>
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/// <param name="key">The key to press.</param>
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public static void Press(Key key)
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{
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SendKeyboardInput(key, true);
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}
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/// <summary>
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/// Releases a key.
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/// </summary>
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/// <param name="key">The key to release.</param>
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public static void Release(Key key)
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{
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SendKeyboardInput(key, false);
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}
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/// <summary>
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/// Resets the system keyboard to a clean state.
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/// </summary>
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public static void Reset()
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{
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foreach (Key key in Enum.GetValues(typeof(Key)))
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{
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if (key != Key.None && (System.Windows.Input.Keyboard.GetKeyStates(key) & KeyStates.Down) > 0)
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{
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Release(key);
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}
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}
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}
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/// <summary>
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/// Performs a press-and-release operation for the specified key, which is effectively equivallent to typing.
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/// </summary>
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/// <param name="key">The key to press.</param>
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public static void Type(Key key)
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{
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Press(key);
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Release(key);
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}
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/// <summary>
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/// Types the specified text.
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/// </summary>
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/// <param name="text">The text to type.</param>
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public static void Type(string text)
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{
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foreach (char c in text)
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{
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// We get the vKey value for the character via a Win32 API. We then use bit masks to pull the
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// upper and lower bytes to get the shift state and key information. We then use WPF KeyInterop
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// to go from the vKey key info into a System.Windows.Input.Key data structure. This work is
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// necessary because Key doesn't distinguish between upper and lower case, so we have to wrap
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// the key type inside a shift press/release if necessary.
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int vKeyValue = NativeMethods.VkKeyScan(c);
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bool keyIsShifted = (vKeyValue & NativeMethods.VKeyShiftMask) == NativeMethods.VKeyShiftMask;
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Key key = KeyInterop.KeyFromVirtualKey(vKeyValue & NativeMethods.VKeyCharMask);
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if (keyIsShifted)
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{
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Type(key, new Key[] { Key.LeftShift });
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}
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else
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{
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Type(key);
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}
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}
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}
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#endregion
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#region Private Members
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/// <summary>
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/// Types a key while a set of modifier keys are being pressed. Modifer keys
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/// are pressed in the order specified and released in reverse order.
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/// </summary>
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/// <param name="key">Key to type.</param>
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/// <param name="modifierKeys">Set of keys to hold down with key is typed.</param>
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private static void Type(Key key, Key[] modifierKeys)
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{
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foreach (Key modiferKey in modifierKeys)
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{
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Press(modiferKey);
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}
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Type(key);
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foreach (Key modifierKey in modifierKeys.Reverse())
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{
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Release(modifierKey);
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}
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}
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/// <summary>
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/// Injects keyboard input into the system.
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/// </summary>
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/// <param name="key">Indicates the key pressed or released. Can be one of the constants defined in the Key enum.</param>
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/// <param name="press">True to inject a key press, false to inject a key release.</param>
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[PermissionSet(SecurityAction.Assert, Name = "FullTrust")]
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private static void SendKeyboardInput(Key key, bool press)
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{
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PermissionSet permissions = new PermissionSet(PermissionState.Unrestricted);
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permissions.Demand();
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NativeMethods.INPUT ki = new NativeMethods.INPUT();
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ki.type = NativeMethods.InputKeyboard;
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ki.union.keyboardInput.wVk = (short)KeyInterop.VirtualKeyFromKey(key);
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ki.union.keyboardInput.wScan = (short)NativeMethods.MapVirtualKey(ki.union.keyboardInput.wVk, 0);
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int dwFlags = 0;
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if (ki.union.keyboardInput.wScan > 0)
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{
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dwFlags |= NativeMethods.KeyeventfScancode;
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}
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if (!press)
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{
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dwFlags |= NativeMethods.KeyeventfKeyup;
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}
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ki.union.keyboardInput.dwFlags = dwFlags;
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if (ExtendedKeys.Contains(key))
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{
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ki.union.keyboardInput.dwFlags |= NativeMethods.KeyeventfExtendedkey;
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}
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ki.union.keyboardInput.time = 0;
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ki.union.keyboardInput.dwExtraInfo = new IntPtr(0);
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if (NativeMethods.SendInput(1, ref ki, Marshal.SizeOf(ki)) == 0)
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{
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throw new Win32Exception(Marshal.GetLastWin32Error());
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}
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}
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// From the SDK:
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// The extended-key flag indicates whether the keystroke message originated from one of
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// the additional keys on the enhanced keyboard. The extended keys consist of the ALT and
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// CTRL keys on the right-hand side of the keyboard; the INS, DEL, HOME, END, PAGE UP,
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// PAGE DOWN, and arrow keys in the clusters to the left of the numeric keypad; the NUM LOCK
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// key; the BREAK (CTRL+PAUSE) key; the PRINT SCRN key; and the divide (/) and ENTER keys in
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// the numeric keypad. The extended-key flag is set if the key is an extended key.
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//
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// - docs appear to be incorrect. Use of Spy++ indicates that break is not an extended key.
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// Also, menu key and windows keys also appear to be extended.
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private static readonly Key[] ExtendedKeys = new Key[] {
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Key.RightAlt,
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Key.RightCtrl,
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Key.NumLock,
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Key.Insert,
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Key.Delete,
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Key.Home,
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Key.End,
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Key.Prior,
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Key.Next,
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Key.Up,
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Key.Down,
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Key.Left,
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Key.Right,
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Key.Apps,
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Key.RWin,
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Key.LWin };
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// Note that there are no distinct values for the following keys:
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// numpad divide
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// numpad enter
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#endregion
|
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}
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#endregion
|
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}
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