1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389
use crate::vk::Vk; use winapi::um::winuser; /// This structure is used by [`send_inputs`] to store information for synthesizing input /// events such as keystrokes, mouse movement, and mouse clicks. /// /// ## Example /// /// ```rust, ignore /// use winput::{Input, Action}; /// /// let input = Input::from_char('A', Action::Press); /// winput::send_inputs(&[input]); /// ``` /// /// [`send_inputs`]: fn.send_inputs.html #[derive(Clone)] #[repr(transparent)] pub struct Input(winuser::INPUT); impl Input { /// Creates an [`Input`] that causes the given action to be taken on the given /// character. If the given character is above `0x0000ffff`, `None` is returned. /// /// ## Example /// /// ```rust, ignore /// use winput::{Input, Action}; /// /// let input = Input::from_char('A', Action::Press).unwrap(); /// winput::send_inputs(&[input]); /// ``` /// /// [`Input`]: struct.Input.html pub fn from_char(c: char, action: Action) -> Option<Input> { let c_n = c as u32; if c_n > 0x0000ffff { return None; } unsafe { let mut input: winuser::INPUT = std::mem::zeroed(); input.type_ = winuser::INPUT_KEYBOARD; let ki = input.u.ki_mut(); ki.wVk = 0; // must be 0 for a unicode event ki.wScan = c as u16; ki.dwFlags = match action { Action::Release => winuser::KEYEVENTF_KEYUP | winuser::KEYEVENTF_UNICODE, Action::Press => winuser::KEYEVENTF_UNICODE, }; ki.time = 0; // let the system provide a time stamp Some(Self(input)) } } /// Creates an [`Input`] that causes the given action to be taken on the given /// Virtual-Key Code. /// /// ## Example /// /// ```rust, ignore /// use winput::{Input, Action, Vk}; /// /// let input = Input::from_vk(Vk::Enter, Action::Press); /// winput::send_inputs(&[input]); /// ``` /// /// [`Input`]: struct.Input.html pub fn from_vk(vk: Vk, action: Action) -> Input { unsafe { let mut input: winuser::INPUT = std::mem::zeroed(); input.type_ = winuser::INPUT_KEYBOARD; let ki = input.u.ki_mut(); ki.wVk = vk as u16; ki.wScan = 0; // we are using the Virtual-Key Code ki.dwFlags = match action { Action::Release => winuser::KEYEVENTF_KEYUP, Action::Press => 0, }; ki.time = 0; // let the system provide a time stamp Self(input) } } /// Creates an [`Input`] that causes the given action to be taken on the given mouse /// button. /// /// ## Example /// /// ```rust, ignore /// use winput::{Button, Action, Input}; /// /// let input = Input::from_button(Button::Left, Action::Press); /// winput::send_inputs(&[input]); /// ``` /// /// [`Input`]: struct.Input.html pub fn from_button(button: Button, action: Action) -> Input { unsafe { let mut input: winuser::INPUT = std::mem::zeroed(); input.type_ = winuser::INPUT_MOUSE; let mi = input.u.mi_mut(); mi.dx = 0; // the mouse is not going to move mi.dy = 0; mi.mouseData = match button { Button::X1 => 1, Button::X2 => 2, _ => 0, }; mi.dwFlags = match button { Button::Left => match action { Action::Press => winuser::MOUSEEVENTF_LEFTDOWN, Action::Release => winuser::MOUSEEVENTF_LEFTUP, }, Button::Right => match action { Action::Press => winuser::MOUSEEVENTF_RIGHTDOWN, Action::Release => winuser::MOUSEEVENTF_RIGHTUP, }, Button::Middle => match action { Action::Press => winuser::MOUSEEVENTF_MIDDLEDOWN, Action::Release => winuser::MOUSEEVENTF_MIDDLEUP, }, Button::X1 | Button::X2 => match action { Action::Press => winuser::MOUSEEVENTF_XDOWN, Action::Release => winuser::MOUSEEVENTF_XUP, }, }; mi.time = 0; // let the system provide a time stamp mi.dwExtraInfo = 0; // no extra information Self(input) } } /// Creates an [`Input`] that causes the mouse to move according to the given /// [`MouseMotion`]. /// /// ## Example /// /// ```rust, ignore /// use winput::{MouseMotion, Input}; /// /// let motion = MouseMotion::Relative { /// dx: 100, // 100 pixels right /// dy: 50, // 50 pixels down /// }; /// /// let input = Input::from_motion(motion); /// /// winput::send_inputs(&[input]); /// ``` /// /// [`Input`]: struct.Input.html /// [`MouseMotion`]: enum.MouseMotion.html pub fn from_motion(motion: MouseMotion) -> Self { unsafe { let mut input: winuser::INPUT = std::mem::zeroed(); input.type_ = winuser::INPUT_MOUSE; let mi = input.u.mi_mut(); mi.mouseData = 0; // no additional data // in any case, the mouse is goign to move mi.dwFlags = winuser::MOUSEEVENTF_MOVE; match motion { MouseMotion::Relative { dx, dy } => { mi.dx = dx; mi.dy = dy; } MouseMotion::Absolute { x, y, virtual_desk } => { const NORMAL_FACTOR: f32 = 65535.0; mi.dx = (x * NORMAL_FACTOR) as i32; mi.dy = (y * NORMAL_FACTOR) as i32; if virtual_desk { mi.dwFlags |= winuser::MOUSEEVENTF_VIRTUALDESK; } mi.dwFlags |= winuser::MOUSEEVENTF_ABSOLUTE; } } mi.time = 0; // let the system provide a time stamp mi.dwExtraInfo = 0; // no extra information Self(input) } } /// Creates an [`Input`] that causes the mouse wheel to rotate by the given amount and /// in the given [`WheelDirection`]. /// /// When the given direction is vertical, a positive motion means the wheel rotates /// forward, away from the user; a negative value means the wheel rotates backward, /// toward the user. /// /// When the given direction is horizontal, a positive motion means the wheel rotates /// to the right; a negative value means the wheel rotates to the left. /// /// ## Example /// /// ```rust, ignore /// use winput::{WheelDirection, Input}; /// /// let input = Input::from_wheel(100.0, WheelDirection::Vertical); /// winput::send_inputs(&[input]); /// ``` /// /// [`Input`]: struct.Input.html /// [`WheelDirection`]: enum.WheelDirection.html pub fn from_wheel(motion: f32, direction: WheelDirection) -> Self { unsafe { let mut input: winuser::INPUT = std::mem::zeroed(); input.type_ = winuser::INPUT_MOUSE; let mi = input.u.mi_mut(); mi.dx = 0; // there is no mouse movement mi.dy = 0; const MOUSE_DELTA: f32 = 120.0; mi.mouseData = (motion * MOUSE_DELTA) as i32 as u32; mi.dwFlags = match direction { WheelDirection::Vertical => winuser::MOUSEEVENTF_WHEEL, WheelDirection::Horizontal => winuser::MOUSEEVENTF_HWHEEL, }; mi.time = 0; // let the system provide a time stamp mi.dwExtraInfo = 0; // no extra information Self(input) } } } /// Synthesizes keystrokes, mouse motions, and button clicks. /// /// ## Returns /// /// This function returns the number of events that were successfully inserted onto the /// keyboard or mouse input stream. /// /// If no events were successfully sent, the input stream was already blocked by another /// thread. You can use [`winput::WindowsError::from_last_error`] to retrieve additional /// information about this function failing to send events. /// /// ## Example /// /// ```rust, ignore /// use winput::{Vk, Input, Action}; /// /// let inputs = [ /// Input::from_vk(Vk::Shift, Action::Press), /// Input::from_vk(Vk::A, Action::Press), /// Input::from_vk(Vk::A, Action::Release), /// Input::from_vk(Vk::Shift, Action::Release), /// ]; /// /// winput::send_inputs(&inputs); /// ``` /// /// [`winput::WindowsError::from_last_error`]: struct.WindowsError.html#method.from_last_error pub fn send_inputs(inputs: impl AsRef<[Input]>) -> u32 { use std::mem; // Calling C code unsafe { winuser::SendInput( inputs.as_ref().len() as _, inputs.as_ref().as_ptr() as _, mem::size_of::<winuser::INPUT>() as _, ) } } /// Represents an action that can be taken on a key or button. #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)] pub enum Action { /// The action of pressing the key. Press, /// The action of releasing the key. Release, } impl Action { /// Creates a new [`Action`] from the given `bool`. /// /// * If `is_press` is `true`, `Action::Press` is returned. /// * If `is_press` is `false`, `Action::Release` is returned. /// /// ## Example /// /// ```rust /// use winput::Action; /// /// assert_eq!(Action::from_press(true), Action::Press); /// assert_eq!(Action::from_press(false), Action::Release); /// ``` /// /// [`Action`]: enum.Action.html pub fn from_press(is_press: bool) -> Self { if is_press { Self::Press } else { Self::Release } } /// Creates a new [`Action`] from the given `bool`. /// /// * If `is_release` is `true`, `Action::Release` is returned. /// * If `is_release` is `false`, `Action::Press` is returned. /// /// ## Example /// /// ```rust /// use winput::Action; /// /// assert_eq!(Action::from_release(true), Action::Release); /// assert_eq!(Action::from_release(false), Action::Press); /// ``` /// /// [`Action`]: enum.Action.html pub fn from_release(is_release: bool) -> Self { if is_release { Self::Release } else { Self::Press } } } /// A mouse button. #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)] pub enum Button { /// The left mouse button. Left, /// The right mouse button. Right, /// The middle mouse button. Middle, /// The X1 mouse button. X1, /// The X2 mouse button. X2, } /// Describes a mouse motion. #[derive(Clone, Copy, Debug)] pub enum MouseMotion { /// Describes a relative mouse motion, in pixels. /// /// Relative mouse motion is subject to the effects of the mouse speed and the /// two-mouse threshold values. A user sets these three values with the Pointer Speed /// slider of the Control Panel's Mouse Properties sheet. Relative { /// The number of pixels the mouse should move, on the horizontal axis. dx: i32, /// The number of pixels the mouse should move, on the vertical axis. A positive /// value makes the mouse go down. dy: i32, }, /// Describes an absolute mouse motion, in normalized coordinates. Absolute { /// The normalized position of the mouse on the horizontal axis. A value of /// `0.0` maps to the left of the screen and a value of `1.0` maps to the /// right of the screen. x: f32, /// The normalized position of the mouse on the vertical axis. A value of `0.0` /// maps to the top of the screen and a value of `1.0` maps to the bottom on the /// screen. y: f32, /// Whether the given normalized coordinates should map to the entier virtual /// desktop (if multiple monitors are used, for example). virtual_desk: bool, }, } /// Describes the direction of a mouse wheel. #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug)] pub enum WheelDirection { Vertical, Horizontal, }