Im trying to build a small app that would send input to a game. After searching for a while, I found many answers that suggest SendInput should be used.
Below there is the code that I'm working on (basically doing a lots of tests to see what works, hence the messiness). I would suggest you ignore most of the code, the line that interests me , or should I say that causes the build problem is:
public static extern uint SendInput(
uint nInputs,[MarshalAs(UnmanagedType.LPArray), In] INPUT[] pInputs, int cbSize);
This gives me the error :
'INPUT' is inaccessible due to its protection level.
I am new to C# (and Windows programming), so I cannot really figure out what I should do to fix that.
Any help would be appreciated.
Thanks in advance.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//using System.Threading.Tasks;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using WindowsInput;
namespace WindowsFormsApplication1
{
[Flags]
public enum KeyFlag
{
KeyDown = 0x0000,
KeyUp = 0x0002,
Scancode = 0x0008
}
internal static class VirtualKeyboard
{
public static void KeyDown(System.Windows.Forms.Keys key)
{
Console.WriteLine("Sending keybdevent: " + (byte)key);
//keybd_event((byte)key, 0, 0, 0);
/*INPUT[] InputData = new INPUT[2];
Key ScanCode = Microsoft.DirectX.DirectInput.Key.W;
InputData[0].type = 1; //INPUT_KEYBOARD
InputData[0].wScan = (ushort)ScanCode;
InputData[0].dwFlags = (uint)SendInputFlags.KEYEVENTF_SCANCODE;
InputData[1].type = 1; //INPUT_KEYBOARD
InputData[1].wScan = (ushort)ScanCode;
InputData[1].dwFlags = (uint)(SendInputFlags.KEYEVENTF_KEYUP | SendInputFlags.KEYEVENTF_UNICODE);
// send keydown
if (SendInput(2, InputData, Marshal.SizeOf(InputData[1])) == 0)
{
System.Diagnostics.Debug.WriteLine("SendInput failed with code: " +
Marshal.GetLastWin32Error().ToString());
}*/
//InputSimulator.SimulateKeyDown(VirtualKeyCode.VK_E);
Console.WriteLine("Exit.....");
}
[DllImport("user32.dll", SetLastError = true)]
public static extern uint SendInput(uint nInputs, [MarshalAs(UnmanagedType.LPArray), In] INPUT[] pInputs, int cbSize);
public static void SendKey(short keyCode, KeyFlag keyFlag)
{
INPUT[] InputData = new INPUT[1];
InputData[0].type = 1;
InputData[0].ki.wScan = keyCode; // 0x14 = T for example
InputData[0].ki.dwFlags = (int)keyFlag;
InputData[0].ki.time = 0;
InputData[0].ki.dwExtraInfo = IntPtr.Zero;
SendInput(1, InputData, Marshal.SizeOf(typeof(INPUT)));
}
public static void PressKey(short key)
{
SendKey(key, KeyFlag.KeyDown | KeyFlag.Scancode);
SendKey(key, KeyFlag.KeyUp | KeyFlag.Scancode);
}
public static void KeyUp(System.Windows.Forms.Keys key)
{
//keybd_event((byte)key, 0, 0x7F, 0);
}
}
}
The
INPUT
struct must be a higher access level, such aspublic
so other classes can access it. See access modifiers.