Simulate Keyboard Button Press for arrow keys












-4















I've setup 2 functions to simulate keyboard button presses



void KeyboardButtonDown(DWORD a)
{
INPUT Input = { 0 };
// Set up a generic keyboard event.
Input.type = INPUT_KEYBOARD;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}

void KeyboardButtonUp(DWORD a)
{
INPUT Input = { 0 };
Input.type = INPUT_KEYBOARD;
Input.ki.dwFlags = KEYEVENTF_KEYUP;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}


It works in most cases, however it fails in some apps when simulating arrow keys, as a simple exampe



KeyboardButtonDown(VK_LEFT);
Sleep(50);
KeyboardButtonUp(VK_LEFT);
Sleep(50);


It works in notepad but when playing a game it does nothing. I've mapped the controls in game to use other keys instead and it then works fine.



What am I doing wrong here?










share|improve this question




















  • 1





    This question gets asked many times each week. Try searching for all the other times it has been asked.

    – David Heffernan
    Nov 14 '18 at 21:33











  • Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

    – zett42
    Nov 14 '18 at 22:53











  • Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

    – Hans Passant
    Nov 14 '18 at 23:34
















-4















I've setup 2 functions to simulate keyboard button presses



void KeyboardButtonDown(DWORD a)
{
INPUT Input = { 0 };
// Set up a generic keyboard event.
Input.type = INPUT_KEYBOARD;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}

void KeyboardButtonUp(DWORD a)
{
INPUT Input = { 0 };
Input.type = INPUT_KEYBOARD;
Input.ki.dwFlags = KEYEVENTF_KEYUP;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}


It works in most cases, however it fails in some apps when simulating arrow keys, as a simple exampe



KeyboardButtonDown(VK_LEFT);
Sleep(50);
KeyboardButtonUp(VK_LEFT);
Sleep(50);


It works in notepad but when playing a game it does nothing. I've mapped the controls in game to use other keys instead and it then works fine.



What am I doing wrong here?










share|improve this question




















  • 1





    This question gets asked many times each week. Try searching for all the other times it has been asked.

    – David Heffernan
    Nov 14 '18 at 21:33











  • Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

    – zett42
    Nov 14 '18 at 22:53











  • Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

    – Hans Passant
    Nov 14 '18 at 23:34














-4












-4








-4








I've setup 2 functions to simulate keyboard button presses



void KeyboardButtonDown(DWORD a)
{
INPUT Input = { 0 };
// Set up a generic keyboard event.
Input.type = INPUT_KEYBOARD;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}

void KeyboardButtonUp(DWORD a)
{
INPUT Input = { 0 };
Input.type = INPUT_KEYBOARD;
Input.ki.dwFlags = KEYEVENTF_KEYUP;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}


It works in most cases, however it fails in some apps when simulating arrow keys, as a simple exampe



KeyboardButtonDown(VK_LEFT);
Sleep(50);
KeyboardButtonUp(VK_LEFT);
Sleep(50);


It works in notepad but when playing a game it does nothing. I've mapped the controls in game to use other keys instead and it then works fine.



What am I doing wrong here?










share|improve this question
















I've setup 2 functions to simulate keyboard button presses



void KeyboardButtonDown(DWORD a)
{
INPUT Input = { 0 };
// Set up a generic keyboard event.
Input.type = INPUT_KEYBOARD;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}

void KeyboardButtonUp(DWORD a)
{
INPUT Input = { 0 };
Input.type = INPUT_KEYBOARD;
Input.ki.dwFlags = KEYEVENTF_KEYUP;
Input.ki.wVk = a;
SendInput(1, &Input, sizeof(INPUT));
}


It works in most cases, however it fails in some apps when simulating arrow keys, as a simple exampe



KeyboardButtonDown(VK_LEFT);
Sleep(50);
KeyboardButtonUp(VK_LEFT);
Sleep(50);


It works in notepad but when playing a game it does nothing. I've mapped the controls in game to use other keys instead and it then works fine.



What am I doing wrong here?







c++ winapi sendinput






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 14 '18 at 21:18









Swordfish

9,61911436




9,61911436










asked Nov 14 '18 at 21:03









linjoehanlinjoehan

111




111








  • 1





    This question gets asked many times each week. Try searching for all the other times it has been asked.

    – David Heffernan
    Nov 14 '18 at 21:33











  • Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

    – zett42
    Nov 14 '18 at 22:53











  • Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

    – Hans Passant
    Nov 14 '18 at 23:34














  • 1





    This question gets asked many times each week. Try searching for all the other times it has been asked.

    – David Heffernan
    Nov 14 '18 at 21:33











  • Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

    – zett42
    Nov 14 '18 at 22:53











  • Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

    – Hans Passant
    Nov 14 '18 at 23:34








1




1





This question gets asked many times each week. Try searching for all the other times it has been asked.

– David Heffernan
Nov 14 '18 at 21:33





This question gets asked many times each week. Try searching for all the other times it has been asked.

– David Heffernan
Nov 14 '18 at 21:33













Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

– zett42
Nov 14 '18 at 22:53





Possible duplicate of Simulating Keyboard with SendInput API in DirectInput applications

– zett42
Nov 14 '18 at 22:53













Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

– Hans Passant
Nov 14 '18 at 23:34





Games have a simple way to protect themselves against multi-player cheats, they use raw input. The only way to fool them is to inject keyboard input at the driver level, that is not a technique that the default keyboard driver puts up with. Replacing it has not been accomplished often.

– Hans Passant
Nov 14 '18 at 23:34












1 Answer
1






active

oldest

votes


















2














If the receiving application uses Direct Input you have to send scan codes instead of virtual key codes.






share|improve this answer


























  • In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

    – Remy Lebeau
    Nov 14 '18 at 21:57













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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2














If the receiving application uses Direct Input you have to send scan codes instead of virtual key codes.






share|improve this answer


























  • In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

    – Remy Lebeau
    Nov 14 '18 at 21:57


















2














If the receiving application uses Direct Input you have to send scan codes instead of virtual key codes.






share|improve this answer


























  • In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

    – Remy Lebeau
    Nov 14 '18 at 21:57
















2












2








2







If the receiving application uses Direct Input you have to send scan codes instead of virtual key codes.






share|improve this answer















If the receiving application uses Direct Input you have to send scan codes instead of virtual key codes.







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 14 '18 at 21:16

























answered Nov 14 '18 at 21:09









SwordfishSwordfish

9,61911436




9,61911436













  • In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

    – Remy Lebeau
    Nov 14 '18 at 21:57





















  • In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

    – Remy Lebeau
    Nov 14 '18 at 21:57



















In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

– Remy Lebeau
Nov 14 '18 at 21:57







In which case, look at MapVirtualKey/Ex() to get a scan code from a virtual key

– Remy Lebeau
Nov 14 '18 at 21:57






















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