Alternative of ControlSend() function of AutoIT in Perl - perl

ControlSend() works in a similar way to Send() but it can send key strokes directly to a window/control, rather than just to the active window. It takes the window/control hwnd as a parameter with keystrokes.
I have used
SendMessage($_,WM_KEYDOWN, VK_RETURN, 0);
SendMessage($_,WM_KEYUP, VK_RETURN, 0);
and
SendMessage($Ctrls5,WM_CHAR, VK_RETURN, 0);
I have also used SendKeys("{ENTER}"); but it wants the window to be present in foreground.
Help me in solving this.

If you are sending the Enter key for carriage return in text box then you have no function for that.
But if you want to send enter key on a button or any other control(to click on it) then you can do so by the function
PushChildById(Parent_HWND ,ctrl_Hwnd);
PushChildButton(Parent_HWND , Ctrl_regex);

Related

How to make transparent Form get mouse enter events?

I want to create a Delphi application that does something interesting when the user moves his mouse over the top-left corner of the screen. I thought about it and plan to do it with the following strategy:
Create a very small 3x3 Form and make it transparent and always on top. Also make it with no title bar or border.
Define mouse enter event for the Form.
I use the following code for step 1:
procedure TopLeftForm.FormCreate(Sender: TObject);
begin
FormStyle := fsStayOnTop;
self.TransparentColor := true;
self.TransparentColorValue := self.Color;
self.BorderStyle := bsNone;
end;
The problem is that I found that when the Form is transparent, it can't capture mouse enter events. I could make the Form not transparent in order to get mouse enter events, but that way users can see the Form at the top-left screen corner, which is not what I want.
What's your suggestions to my problem?
What you want is a 'Hook' that can give you information about mouse events without the events being intended for your program. It's too big a topic to be able to give you a how-to in one go, but these two links should be helpful:
Understanding how to use Windows Hooks
Mouse Hook Tutorial with Delphi codes
Why use a Windows Hook?
The Windows environment is designed around messages being passed around. Typically, a program is only interested in messages that are sent directly to its own windows. Trying to make sure that your application has a window that will get the messages blocks other applications from receiving those messages when they are in the same location under yours, and if another window is over yours then you won't get the messages. If you want to know about activity that's happening that wouldn't normally be sent to you - for example, a mouse click outside of your application's window. To enable applications to have visibility of events that are not destined for itself, a windows hook can be used.
There are different types of hooks, depending on what you want to access. A mouse hook is appropriate for what you have specified here. The system maintains a 'Hook Chain' for all of the hooks that have been installed - it will be your responsibility to pass the messages on down the chain, and to uninstall yourself from the chain.
To access the messages, your hook function will look something like this (code taken from the 2nd link above and adapted):
function MouseHookHandler(ACode: Integer; WParam: WParam; LParam: LParam): LResult; stdcall;
var
vMouseInfo: PMouseHookStruct;
begin
if ACode < 0 then
Result := CallNextHookEx(Data^.MouseHook, ACode, WParam, LParam)
else
begin
vMouseInfo := PMouseHookStruct(Pointer(LParam));
PostMessage(Data^.AppHandle, WM_CUSTOM_MOUSE, vMouseInfo^.pt.X, vMouseInfo^.pt.Y);
// we dont want to block the mouse messages
Result := CallNextHookEx(nil, ACode, WParam, LParam);
end;
end;
In your hook function:
ACode is dependent on the type of hook and indicates the event
wParam and lParam have a meaning specific to the event
To pass the message on, you should call CallNextHookEx - however for some hooks, the message will always be passed on regardless.
Hooks can be installed as Global hooks - meaning they intercept messages on all threads running in the same Desktop / WinStation as the calling thread. So, if you have multiple users connected via RD, for example, the hook is specific to one of those desktops only.

Using keyboard and external numpad in AutoHotInterception

What I need is to map my keys from external numpad to keys on my keyboard. I've decided to use the AutoHotInterception program from evilC. The overall goal is to be able to use windows mouse keys with my keyboard. I have come to the point where program registers both inputs from my numpad and keyboard and I can type numbers with my keyboard but it doesn't really affect the windows mouse keys.
This is what I have so far:
#SingleInstance force
#Persistent
#include Lib\AutoHotInterception.ahk
AHI := new AutoHotInterception()
keyboardId := AHI.GetKeyboardId(0x04D9, 0x8008)
numPadId := AHI.GetKeyboardId(0x0C45, 0x7663)
AHI.SubscribeKeyboard(numPadId, true, Func("KeyEvent"))
AHI.SubscribeKeyboard(keyboardId, true, Func("KeyEvent"))
return
KeyEvent(code, state){
ToolTip % "Keyboard Key - Code: " code ", State: " state
if (state) & (code=30)
{
Send, {NumpadUp}
}
}
^Esc::
ExitApp
The main problem is that you need to send input at hardware driver level to trigger WMK.
Then I'd like to say that your questions seems quite weird. It seems to contradict itself?
You want to remap keys from the external keyboard, but then you also say that you just want to use the numpad with your main keyboard? So what is the external keyboard for actually?
In any case, Here's some advise and a revised script you can probably adapt for your own use. So firstly there's really no need to subscribe to the whole keyboard. Just subscribe to the keys you want.
And since I'm quite unclear on what it is you're actually trying to do, I'll just show an example of how you'd remap A, S and D to Numpad1, Numpad2 and Numpad3 at hardware driver level.
#include Lib\AutoHotInterception.ahk
AHI := new AutoHotInterception()
;kind of optional
;if you don't switch up stuff, you'll always have the same id
keyboardId := AHI.GetKeyboardId(..., ...)
;binding arguments to the function object to make use of the same function over and over
;so don't need to define a new function for each key
AHI.SubscribeKey(keyboardId, GetKeySC("a"), true, Func("KeyEvent").Bind(GetKeySC("numpad1")))
AHI.SubscribeKey(keyboardId, GetKeySC("s"), true, Func("KeyEvent").Bind(GetKeySC("numpad2")))
AHI.SubscribeKey(keyboardId, GetKeySC("d"), true, Func("KeyEvent").Bind(GetKeySC("numpad3")))
return
;the key argument will be the argument we bound to the function object above
;the AHI library takes care of passing in the state argument
KeyEvent(key, state)
{
global keyboardId
AHI.SendKeyEvent(keyboardId, key, state)
}
^Esc::ExitApp
Sending input is documented here here.
(Side question, any chance you're doing this for OSRS?)

MaxMSP/Arcade Button Responding Incorrectly with HI Objject

I'm linking an arcade button connected to a USB encoder with a Max patch. The button is behaving strangely. Here's what happens:
I have the button mapped to the a key. When Max is open, this functionality breaks. Even outside of Max. Even once I close Max, I need to remap the key. I'm not using MAME or anything like that; just JoytoKey for the mapping.
This issue is negated partially through use of the HIobject. Max recognizes the button and I can use it, however it's not functioning as an on/off. Rather a bang is sent on button press and release. How do I make the button work normally (send a single bang on press, and none on release)?
Here's my patch, if it helps. I don't know how useful it is without my video files:
<pre><code>
----------begin_max5_patcher----------
2245.3oc6cszbjpaEdsmpl+CTr1gB8hGYY1jJYaRVMUptvzx1ZtzPGdX6I2J
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tl3X00m7xO+S.+tJWWy7eclVqqlr3bymMLq9uw+9hvkG9NK9sCozv75Zhv9V
DhM+G.B.P1Pf+yF.Hwxl+gKn7CHzx9RajE7A83gf77T1KE4zKeKqATaQ0RrK
pfl7Z646JnOJEkD+lX.dP0NwGhJqhsnBydOIMWgFge9SM3ib7uSSGbosPKro
r+22+V82Z+Rym7OdVYKsSzrrf2ncih4zuxaJPlcFTr4APj4AQt4wBrIbsKsE
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taHwOY4VexhOl7ow4nfeUJ5GYYm6p34TZFMNOHmkDeHhESCSJhyGPTLnJWzO
Hvxydj5g8qFacvk+lX2e19MMNzuKkZUBskOD8RP7ayODAvdkPuCeTojjBh1.
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KZBWwBOqY.C3cEdj4GrVChbOWqYxXpv0a.yudy0andq4vEQPIfw+DtmKyHij
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ZVNKt2Dlt2YOiq9xfndORTpC2t9yUk9qJ2EtU8nuYeygqqgcYHP1w9lrXDYZ
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D72MQvEKQDv6mHPtmrXpIBNRDAv9IBtRDA39IBxnlPagHnTfIvsKvDjRdWAm
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BIlfq+q2wtHwaQDzHOxNhwaQLyUYY88RhcUJNDxL7f9tBRpzM7f90I4kgGUy
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v1cvy7Kml79T0eYYRiKXsAeTBkkccUdXpbeEyNGTCZU4qou+MdE9+qypUK.
-----------end_max5_patcher-----------
</code></pre>
It's hard to give an exact answer without knowing what your USB device outputs, however in your patch whatever exits the [hi] object goes into the [live.text] button, which is set to Button mode, always converting it to a bang.
In the patch below I set the [live.text] button to Toggle mode. I also took the liberty of cleaning some other things up.
The next thing though is that you will need to find out what part of the output of the hi object is the information you are looking for. You can do that with a [print] object. Then you can select that number with an [unpack] and select the 1's and use that to trigger [random] (see the patch below).
----------begin_max5_patcher----------
1559.3oc6Z0ziiZCF9bxuBDmmF4O3ypdpWpZu11SqVE4P7Lw6BXpwjYFsZ+u
WaCjPBDvIgY6glLRCAaiseedd+zjusbg6F9azRWme14SNKV7skKVXZR2vhl6
W3lQdKIkTZFlaBOKilKceptOI8Moo8ew4YV9VG4NpSdU1FpvgkatKkUJUegH
cJekIS1QKc1PkuRo4N.Gh5QfsyUgfVplZhjwyWmxxoI7pbyriZFgZlY4oToY
q.aZjs0rA3a9xOAAtGGIuR1NTP6JPTa.V9KqEzDYsTiBvq.O4.AlKXXj9BBr
B37Y8y78kK0+6IKQmb5qp8QOvoPvNBYSIDwWuLfTadef5CDCgX.BFeThPFAB
MuBTUdAI4qJBT8msxUzvxEto05ljuWPqEJWCjcxEmOeYL.FFrJV+IDDFiCQd
f.EFfhWgMshiQ.LJ.hdxIL7tPjKa.jriyKo055M1.6nBps3S3Mq6hA8kRTTv
GglbIM8nA6IRDpuD4MrDgtDiugj+hlqGknQ.+AH5HCoh89HT1kNrAcQ0U4CZ
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DIofHTKljJVSyIaRocefqya7jlmP.nu4oxAkVcqg16xzkj8zsqIRofsoRRO9
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mcsARsAN8vmKbymVqxo0VdlCDXIP6aRsLHnGPOklH16GasDHsmtS2o2.poi+
2F32hhs5ESGqgMym.e+.eHHFqMLLG9ENBzA+R47htxs9dAsP4f6rhHFOVU30
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ZBCF.A8gpv851PHOEV6E34oc6zMmosDI47nXIorhCGBa2vXKbIaJ4opHepMx
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Jmn7ssbMQ7xlSmzpb1+T0z8oOqxXkJJNzSaGMgeasDmfJXF7UeKUUX9nTwzC
0JpHvSqc4G8fJFkJf1SEvakJhBLTQ7CpXPpfPDE3oogKMLqn.jef18K3AEbQ
J.YGEbyNj7hMT.7AEbQJ.ZGEbyNhv.sin.zCJXPJnM8GKngwFpcwDPFqA7Cp
XzjVcv1m0pyMGcvGqq5Iv6AYLZtRX6yU5lohvProNo+eQEMMdxY4YlBW8Auc
1O5FSgl51Osn+RdkHoc607xLb5TLIsTxxOTY7mN7CHoyX3hsTgol1AOmAaW3
H0jBmXgMmHsykNQi4TDiFVDg20B6YwBi8lAI7.NM5RMGqDxh0Qe1L28BoOP2
I0OPyA1YgDglKAZRnaNT28sQWXNDIrUJ39yjI7jNKN0MUFaaAW4TswuHLdnW
bVP+WeTj+pPuabb0+9WfPvJu3A55d0Tis.EvygIQnMpp52E68uT1nr1WlpC6
QJJ1SEkMC1rFtYjuvMttidxbKKu9VyAv5Jn6YsiutEhHYGSRSZOnV22BpO.e
WcbbQdEqINfR5VpOYURYoNclxBRsfXNX8kee4+Jwi4ZG
-----------end_max5_patcher-----------

How do I send a message to a window handle using AutoHotKey?

I'm trying to detect if ffdshow is currently running on the computer using AutoHotKey.
Someone has suggested that I can achieve this by sending a message to the to the ffdshow window handle. If it succeeds, then ffdshow is running.
According to ffdshow, the window handle is 32786 and, according to the AutoHotKey documentation, I want to use PostMessage and then check ErrorLevel.
However at that point, I'm struggling to understand the documentation. I've got the following:
ControlHwnd := 32786
VarContainingID := 32786
PostMessage, 0x00, , , ,ahk_id %ControlHwnd%, ahk_id %VarContainingID%
MsgBox %ErrorLevel%
but that always reports a 1 indicating that it was unable to connect to the window handle - even though ffdshow is running.
I've also tried changing PostMessage to the blocking SendMessage but that always reports FAIL.
I'm clearly doing something wrong, but I'm not really sure what. Can anyone help?
Thanks to blackholyman and MCL, I found the problem.
After digging around in the sample code found here, it turns out there is a window class for ffdshow called ffdshow_remote_class.
As a result, the following code:
DetectHiddenWindows, On
WinGet, activeid, ID, ahk_class ffdshow_remote_class
MsgBox activeid = %activeid%
will return a hWnd value for ffdshow (stored in activeid) if it is running or nothing if it is not.

Why Seting the SetMode to orbit disables custom KeyPressFcn event handlers, the callback

1-The code below displays the properties of the pressed key.Try it by pressing a key and observe the results.
figure('Name','Press keys to put event data in Command Window',...
'KeyPressFcn',#(obj,evt)disp(evt));
you will see outputs like this( e.g upon pressing space bar)
Character: ' '
Modifier: {1x0 cell}
Key: 'space'
2-Now simply add the following line of code to above ( or simply execute it before clearing the workspace)
cameratoolbar('SetMode','orbit');
Now press any key and nothing happens! the control will no longer be transferred to your costume call back function! ( here:#(obj,evt)disp(evt)).
same thing happens for WindowButtonDownFcn, WindowButtonUpFcn too.
How can I get around this? I wanna be able to handle KeyPressFcn or WindowButtonDownFcn after executing cameratoolbar('SetMode','orbit').
I found the answer: Once the cameratoolbar('SetMode','orbit') is called one of these two happens:the handle to the figure is lost or the event handler gets its default value. I am not sure which one though. Therefore we can add the following code to re-assign the lost handler back to our own call back function:
set(gcf,'KeyPressFcn',#(obj,evt)disp(evt))