I'm trying to make use of the WindowsInputSimulator library to help me simulate keyPresses.
The software will consist of a client and a server. When a key is entered on the Client, it's KeyEventArgs are sent to the Server. The server then does the following with it:
public void SendKeyDown(Keys keyCode, Keys modifiers)
{
uint nonVK = MapVirtualKey((uint)keyCode, 2);
char mappedChar = Convert.ToChar(nonVK);
if (modifiers.Equals(Keys.None))
{
VirtualKeyCode vkc;
if (Enum.TryParse(VkKeyScan(mappedChar).ToString(), out vkc))
{
InputSimulator.SimulateKeyDown(vkc);
}
}
else
{
//Find out which modifier we're working with.
uint modVK = MapVirtualKey((uint)modifiers, 2);
char modifierChar = Convert.ToChar(modVK);
VirtualKeyCode vkc, modVkc;
if (Enum.TryParse(VkKeyScan(mappedChar).ToString(), out vkc)
&& Enum.TryParse(VkKeyScan(modifierChar).ToString(), out modVkc))
{
InputSimulator.SimulateModifiedKeyStroke(modVkc, vkc);
}
}
}
Which works for single keys. However, I'm trying to work with modifier keys as well, and I'm running in to some trouble. For example, pressing SHIFT + K produces "k2" Which leads me to believe either my transation into VirtualKeyCodes is wonky, or something else is.
Also, when sending these commands, should I catch only the KeyDown / KeyUp events? Or should I also watch for the KeyPress event? I should be able to wrok with arrow keys and non-Character keys as well, which makes me think I should just ignore the KeyPress.
EDIT: Also, how would I know when I'm working with multiple modifiers? How should I be stringing them together?
Thoughts? Thanks!