ahk controlclick pokerstars waiting list - autohotkey

I am writing a script that will automatically click on the Waiting List button on the pokerstars lobby. I tried Click x,y and it works, but the problem with this is that if the focus switched from lobby to table, the raise/call button is clicked--DISASTER.
Looking for solutions, I found that ControlClick can do the job for me, but I can't get the script to work. I read about the parameters needed for ControlClick to work, and using different combinations of the paramters that I found using WindowSpy, I can't get the script to work.
Here are some of the lines I have already tried--
a::
SetControlDelay -1
ControlClick PokerStarsButtonClass34, PokerStars Lobby, Waiting List
return
a::
SetControlDelay -1
ControlClick x900 y65, Pokerstars Lobby, Waiting List
return
can you help me fix this--thanks

First, I would try omitting the WinText parameter of your ControlClick calls (that means removing the trailing ", Waiting List") because I'm not sure if the Stars Lobby actually has that text as part of its text visible via the window spy. The WinTitle should be enough.
If you search the AHK forums, you will find that there are many threads of people complaining that ControlClick is not properly sending clicks to buttons or windows. So your problem is not unique.
Now, afaik ControlClick is just a wrapper for sending WM_LBUTTONDOWN messages. But, in some cases, sending the messages directly actually does work, when ControlClick fails. In fact, this function is commonly used in AHK scripts designed for Pokerstars.
PostLeftClick(x, y, hwnd) {
PostMessage, 0x201, 0x0001, ((y<<16)^x), , ahk_id%hwnd% ;WM_LBUTTONDOWN=0x201
PostMessage, 0x202 , 0, ((y<<16)^x), , ahk_id%hwnd% ;WM_LBUTTONUP=0x202
}
So you can try the above function and see if it works. You'll need to get the handle of the lobby first, with something like lobbyhwnd := WinExist("Pokerstars Lobby") and then pass lobbyhwnd as the third param to the above function.
If it doesn't work, I would suggest just using Click normally, but explicitly activating the lobby before sending the click, that way you can be certain that the click gets sent to the correct window. For example:
a::
WinActivate, Pokerstars Lobby
Click x900, y65
return

Related

WinActivate does not work as expected. Re-activating focus to the starting window

I am having some serious struggles fully grasping the control on activating windows and forcing their focus and foremost position.
In order to debug a larger script I made a separate script to test the use of WinActivate and again I am observing frustrating behaviour as it either all together ignores the title I have defined or is failing in some other way. In the smaller test script I am simply requesting that the window in which the hotkey was triggered be set as active after another action, specifically an input box
Below is the simple code for testing:
F10::
SetTitleMatchMode, 1
DetectHiddenWindows, Off
WinGetTitle, startTitle, A
msgbox % "Start Title = <" . startTitle . ">"
;WinActivate, startTitle
inputbox, mode, Test box, Testing,,260,160
sleep 500
WinActivate, startTitle
Return
This code does not properly activate the starting window. For example I execute the hotkey in an empty notepad window and upon submitting blank into the input box the focus becomes notepad++ on my second monitor. The second time I press the hotkey from within notepad (or another application) notepad does not lose focus. In a third execution I begin from notepad again and after the input box appears I switch the focus to another window. I again submit blank to the inputbox but that new window remains the focus and notepad is not activated or brought to the foremost position.
Can someone please explain to me what is going on with WinActivate?
I was having similar frustration with unexpected results making a windows script host file and I think I must be missing some fundamental detail in windows.
You are trying to activate a window that start with the literal text "startTitle".
You forgot(?) to either enter expression syntax with % or use the legacy way of referring to a variable %startTitle% (please don't use legacy).
Extra stuff:
You shouldn't specify SetTitleMatchMode and DetectHiddenWindows inside your hotkey statement. There is no need (unless there actually is) to set those every time you hit the hotkey. Just specify them at the top of your script once.
Both of them are useless for you though, below I'll show why. Also DetectHiddenWindows is already off by default.
WinGetTitle is not good to use for this. What you actually want to do is get the hwnd of the window you wish by using e.g. WinExist().
And then refer to the window by its hwnd. Much better than working with window titles, and impossible to match the wrong window as well. To refer to a window by its hwnd, you specify ahk_id followed by the hwnd on a WinTitle parameter.
And lastly, the concatenation operator . is redundant. Of course you may prefer to use it, but in case you didn't know, it can just be left out.
Here's your revised code:
F10::
_HWND := WinExist("A")
MsgBox, % "Start hwnd = <" _HWND ">"
InputBox, mode, Test box, Testing,,260,160
Sleep, 500
WinActivate, % "ahk_id " _HWND
Return

AutoHotKey WinActive returns wrong value when changing window focus

In my AutoHotKey script I'm using #IfWinActive to detect if the Roblox window is in focus, and then press the number 1 button whenever left clicking the mouse, like this:
#IfWinActive, Roblox
LButton::
MouseClick, Left
SendInput, {1}
return
#IfWinActive
It works great, except for when I'm clicking out of the Roblox window back to another window. It still fires this code on the first click, resulting in it typing the number 1 into Notepad (or whatever window I switch focus to).
I figured that when I'm clicking on Notepad the focus is still on the Roblox window, which is why the code still fires. So I tried changing the code to this:
#IfWinActive, Roblox
LButton::
Sleep, 100
if WinActive("Roblox")
{
MouseClick, Left
SendInput, {1}
}
return
#IfWinActive
Assuming that by the time the Sleep finished the focus would have shifted to the Notepad window and If WinActive("Roblox") would return false, but it still returns true and types 1 into Notepad.
I also tried using StartTimer and a label, thinking that maybe the Sleep wasn't asynchronous, but that has the same problem as well.
Anybody know how to get around this issue? Thanks in advance!
The main problem in this case is that the hotkey is fired immediately after LButton is pressed down and the Roblox window is still active.
The only solution I see is to fire the hotkey upon release of the LButton using the tilde prefix (~) to prevent AHK from blocking the key-down/up events:
#IfWinActive, Roblox
~LButton Up:: SendInput, 1
#IfWinActive
There are a couple of ways we can achieve this. TL;DR for solution, check the yellow part of this post.
Firstly I'll address the problems in your code:
Usage of MouseClick over Click. Technically nothing wrong, but Click is said to be more reliable in some situations and easier to use. Looks cleaner as well.
Wrapping 1 in {} is not needed and does nothing for you here. In some cases you may even produce unwanted behavior by doing this. In a send command, {} is used to escape keys that have special meaning, or to define keys that you can't just type in. More about this from the documentation.
Having a somewhat of a bad WinTitle that you're matching against. Again, nothing technically wrong, but right now you match any window that starts with the word Roblox. Shouldn't be too hard accidentally match the wrong window.
A quick and a very effective solution would be matching against the process name of your Roblox window.
So #IfWinActive, ahk_exe Roblox.exe or in an if-statement if (WinActive("ahk_exe Roblox.exe")) (assuming that's the process' name, I have no idea)
For an absolutely fool proof way could match against the hwnd of the Roblox window. However, that's maybe a bit overkill and you couldn't really use it with #IfWinActive either. An example I'll write below will use this that though.
However, problems 1 and 2 can be entirely avoided by doing this neat way of remapping a key (remapping is pretty much what you're doing here).
~LButton::1
Ok, so why does that work?
key::key is just the syntax to easily do a basic remap, and with ~ we specify that the hotkey isn't consumed when it fires.
Cool, but now onto the actual problem you're having.
So what went wrong with the sleeping thing? Well since you're consuming the hotkey, all you're actually doing is firing the hotkey, waiting 100ms, then checking if Roblox is active. Well yes, it will still be active since nothing was ever done to switch focus away from it.
If you were to not consume the left clicking action, it would work, but it's definitely not a good idea. You do not want to sleep inside a hotkey statement. AHK does not have true multithreading and unless you would've specified a higher #MaxThreadsPerHotkey for your hotkey, all subsequent presses of the hotkey would be totally ignored for that 100ms.
So yes, with specifying a higher amount of threads that can run for that hotkey, it would kind of make this solution work, but it's still bad practice. We can come up with something better.
With timers you can avoid sleeping in the hotkey statement. Sounds like you tried the timers already, but I can't be sure it went right since code wasn't provided so I'll go over it:
#IfWinActive, ahk_exe Roblox.exe
~LButton::SetTimer, OurTimersCallbackLabel, -100 ;-100 specifies that it runs ONCE after 100ms has passed
#IfWinActive
OurTimersCallbackLabel:
if (WinActive("ahk_exe Roblox.exe"))
SendInput, 1
return
And now onto the real solution, to which #user3419297 seems to have beat me to, just as I'm writing this line of text.
Using the up event of your LButton press as the hotkey.
#IfWinActive, ahk_exe Roblox.exe
~LButton Up::SendInput, 1
#IfWinActive
This way the down event has already switched focus of the window and our hotkey wont even fire.
Note that here we unfortunately can't use the key::key way of remapping I described above.
Bonus:
Here's something that could be used if the up event of our keypress wouldn't be desirable, or somehow the window switching of the active window was delayed.
RobloxHwnd := WinExist("ahk_exe Roblox.exe")
#If, RobloxUnderMouse()
~LButton::1
#If
RobloxUnderMouse()
{
global RobloxHwnd ;specify that we're using the variable defined outside of this function scope
;could've also ran the code to get Roblox's hwnd here every time, but that would be wasteful
MouseGetPos, , , HwndUnderMouse ;we don't need the first two parameters
return RobloxHwnd == HwndUnderMouse ;are they the same hwnd? (return true or false)
}
Here we're first storing the hwnd of our Roblox to the variable RobloxHwnd.
Note that Roblox would need to be running before we run this script, and if you restart robox, script would need to be restarted as well.
So adding some way of updating the value of this variable on the fly would be good, maybe under some hotkey.
Then by using #If we're evaluating an expression (in our case, running a function and evaluating its return value) every time we're about to attempt to fire the hotkey. If the expression evaluates to true, we fire the hotkey.
Usage of #If is actually not recommended, and it is good practice to avoid using if at all possible. However, you wont encounter any problems in a script this small, so using #If is going to be very convenient here.
If you were to have a bigger script in which there's a lot of code running often, you'd be likely to run into problems.

Ableton Issue while trying to control click

Even though I have read the docs and watched tutorials I am a complete beginner so I apologize If its a silly question. I have tried for quite a while to do this with no results.
I want to have NUMPAD0 key to press the global recording button in Ableton Live but I do not want to do it through mouse coordinates (1. Because the windows might be minimized when I need to record and 2. Because I want to implement this in the future in order to be able to press the recording button also on individual tracks as I create them, which might range from 1 to 80 new tracks for example)
The thing is that the Windows class dynamically changes and the Control ID is not shown in winspy.
This is what I have been doing:
GroupAdd, Live, ahk_class
Afx:0000000140000000:0:0000000000000000:0000000000900015:00000000007A04C3
GroupAdd, Live, ahk_class
Afx:0000000140000000:0:0000000000000000:0000000000900015:0000000000200651
GroupAdd, Live, ahk_class
Afx:0000000140000000:0:0000000000000000:0000000000900015:0000000000290651
GroupAdd, Live, ahk_class
Afx:0000000140000000:0:0000000000000000:0000000000900015:00000000001E05F1
curMode := 1
return
Numpad0::
SetControlDelay -1
controlclick, ahk_group Live0,,,,,NA
return
So, my issues are these: 1. In the GroupAdd command I have put the window classes that I have seen yet I believe there might be more classes, that appear everytime I open a new Ableton window. 2. In the Control Click command, I havent put the control ID because I couldnt find it.
Any advice on how to finish this code or change it to a different it in order to press that Record button in Ableton, without using coordinates?
EDIT:
This is the code Im trying now, following suggestions but I havent got any results yet:
SetTitleMatchMode, Regex
SetTitleMatchMode, Slow
#IfWinActive, .*als
Numpad0::F9
#IfWinActive
return
And this is the 2 version of that, which is not working either
SetTitleMatchMode, Regex
SetTitleMatchMode, Slow
#IfWinActive, Afx:0000000140000000
Numpad0::F9
#IfWinActive
return
While I've never used GroupAdd, if there's a finite number of Class permutations, it seems to me you could RegExMatch against those and then form your group inside that. The GroupAdd spec seems to make all parameters optional beyond the GroupName, so perhaps you could skip the Class declaration after confirming you've got the right window.
Example:
WinGetTitle, Title, A
WinGetClass, Class, A
if (RegExMatch(Title, "Ableton Live.*") AND (RegExMatch(Class, "(AbletonClass1|AbletonClass2|AbletonClass3)")))
{
; Do stuff
}

traytip when window becomes active?

I want to simply display a tooltip when a window becomes active.
Why doesn't this work? It launches the tooltip as soon as the script is loaded.
#IfWinActive, Untitled - Notepad
{
TrayTip, Notepad Has Focus, test
Tab::
MsgBox Window Found
return
}
Tab detection works as expected, it shows the Message Box only if the window is active.
As per the #If... docs, #IfWinActive creates context-sensitive hotkeys and hotstrings. To be a bit more precise, this is what happens when you use #IfWin...:
Whenever you press a hotkey or type a hotstring, AHK looks up the corresponding #IfWin... definition (if available) and evaluates it (e.g. "Is notepad active?"). If it is true, the hotkey/hotstring label will be executed, otherwise the native key will be sent.
Looking at this procedure, you will recognize that executing arbitrary code below a #IfWin... statement won't work; AHK doesn't fire an event when a specified window becomes active/existent etc, it rather checks the conditions when a corresponding hotkey/hotstring is fired.
Ergo, you will have to write code that waits for notepad, shows a notification and possibly repeats this procedure:
#Persistent
SetTimer, WaitForNotepad, -1
Exit
WaitForNotepad:
WinWaitActive, ahk_class Notepad
TrayTip, Warning, Notepad is active!
WinWaitNotActive
SetTimer, WaitForNotepad, -1
return
Please note that this would also work without SetTimer in some kind of loop. But whenever you're waiting a potentially large amount of time, it is reasonable to use timers, since they virtually allow other threads to run in between.
You also noticed that I used the window class (ahk_class) instead of the window title, since it's usually more reliable.

Send command, isn't something wrong with AutoHotkey?

So I have this game, called AirMech. It doesn't recognize mouse buttons as controls (yet) so I tried to use AutoHotkey to circumvent it until it's implemented.
#IfWinActive, AirMech
XButton1::Send c
Didn't work. So I tried SendGame, SendPlay and everything else, didn't work either. I googled it, and found out that some games don't recognize any Send commands at all.
Before giving up, I just tried a simple mapping:
#IfWinActive, AirMech
XButton1::c
It actually worked.
Is it expected than no Send command works, but the latter does? What if I wanted to trigger other actions ('c' plus a MsgBox, for instance)?
AutoHotkey has the ability to send keystrokes in a variety of different ways (SendRaw / SendInput / SendPlay / SendEvent). I'm not quite sure what approach the simple key::key mapping uses, but it must be one of them. My guess is that one of SendRaw, SendInput, SendPlay, or SendEvent will work the same as key::key.
Also #IfWinActive sometimes doesn't work exactly the way you expect, especially with fullscreen games. So I usually test my AHK scripts without the #IfWinActive to make sure they're working correctly. Once it's working, I introduce the conditional.
UPDATE
From http://www.autohotkey.com/docs/misc/Remap.htm:
When a script is launched, each remapping is translated into a pair of
hotkeys. For example, a script containing a::b actually contains the
following two hotkeys instead:
*a::
SetKeyDelay -1 ; If the destination key is a mouse button, SetMouseDelay is used instead.
Send {Blind}{b DownTemp} ; DownTemp is like Down except that other Send commands in the script won't assume "b" should stay down during their Send.
return
*a up::
SetKeyDelay -1 ; See note below for why press-duration is not specified with either of these SetKeyDelays. If the destination key is a mouse button, SetMouseDelay is used instead.
Send {Blind}{b Up}
return
My notes:
I suspect the reason a::b is working but a::Send b is not is because of how a::b breaks button down and button up handlers into two separate mappings. The game's gameloop probably polls the gameplay keys for "keydown" state, which would not be maintained consistently if AHK is synthesizing repeats. Remapping a_down->b_down and a_up->b_up probably makes AHK emulate more accurately the act of holding the key down, which may matter for programs which test for key state in particular ways (GetAsyncKeyState?).
The asterisk in the mapping means "Fire the hotkey even if extra modifiers are being held down."