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Simulate Python keypresses for controlling a game

I'm trying to control a game (my two test games are Half Life 2 and Minecraft) using my Kinect and Python. Everything works except for one thing. The game will respond to simulated mouse events and simulated mouse movement (mouse events are done via ctypes and mouse movement is done using pywin32). The problem however is that the games ignore simulated keypresses. Both of them will pick up the simulated keypresses in either the chat window (Minecraft) or the developer console (Half Life 2) but not while playing the actual game.

I've tried several ways of sending the keypresses:

import win32com.client as client
wsh = client.Dispatch('WScript.Shell')
wsh.AppActivate(gameName)
wsh.SendKeys(key)

and:

import win32api
win32api.keybd_event(keyHexCode, 0, 0)

and:

import ctypes
import time

SendInput = ctypes.windll.user32.SendInput

# C struct redefinitions 
PUL = ctypes.POINTER(ctypes.c_ulong)
class KeyBdInput(ctypes.Structure):
    _fields_ = [("wVk", ctypes.c_ushort),
                ("wScan", ctypes.c_ushort),
                ("dwFlags", ctypes.c_ulong),
                ("time", ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class HardwareInput(ctypes.Structure):
    _fields_ = [("uMsg", ctypes.c_ulong),
                ("wParamL", ctypes.c_short),
                ("wParamH", ctypes.c_ushort)]

class MouseInput(ctypes.Structure):
    _fields_ = [("dx", ctypes.c_long),
                ("dy", ctypes.c_long),
                ("mouseData", ctypes.c_ulong),
                ("dwFlags", ctypes.c_ulong),
                ("time",ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class Input_I(ctypes.Union):
    _fields_ = [("ki", KeyBdInput),
                 ("mi", MouseInput),
                 ("hi", HardwareInput)]

class Input(ctypes.Structure):
    _fields_ = [("type", ctypes.c_ulong),
                ("ii", Input_I)]

# Actuals Functions

def PressKey(hexKeyCode):

    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( hexKeyCode, 0x48, 0, 0, ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

def ReleaseKey(hexKeyCode):

    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( hexKeyCode, 0x48, 0x0002, 0, ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

I should point out the code in the last one isn't mine, it's off another question here on Stack Overflow.

Does anyone know why none of these work and what the correct way to do this is?

like image 840
user573949 Avatar asked Jan 23 '13 20:01

user573949


2 Answers

I just had the same problem trying to simulate keypresses in Half-Life 2. As Robin said, the solution is to use ScanCodes instead of VKs.

I edited your last code example such that it uses ScanCodes. I tried it with Half-Life 2 and it works just fine:

import ctypes
import time

SendInput = ctypes.windll.user32.SendInput

# C struct redefinitions 
PUL = ctypes.POINTER(ctypes.c_ulong)
class KeyBdInput(ctypes.Structure):
    _fields_ = [("wVk", ctypes.c_ushort),
                ("wScan", ctypes.c_ushort),
                ("dwFlags", ctypes.c_ulong),
                ("time", ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class HardwareInput(ctypes.Structure):
    _fields_ = [("uMsg", ctypes.c_ulong),
                ("wParamL", ctypes.c_short),
                ("wParamH", ctypes.c_ushort)]

class MouseInput(ctypes.Structure):
    _fields_ = [("dx", ctypes.c_long),
                ("dy", ctypes.c_long),
                ("mouseData", ctypes.c_ulong),
                ("dwFlags", ctypes.c_ulong),
                ("time",ctypes.c_ulong),
                ("dwExtraInfo", PUL)]

class Input_I(ctypes.Union):
    _fields_ = [("ki", KeyBdInput),
                 ("mi", MouseInput),
                 ("hi", HardwareInput)]

class Input(ctypes.Structure):
    _fields_ = [("type", ctypes.c_ulong),
                ("ii", Input_I)]

# Actuals Functions

def PressKey(hexKeyCode):
    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008, 0, ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

def ReleaseKey(hexKeyCode):
    extra = ctypes.c_ulong(0)
    ii_ = Input_I()
    ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008 | 0x0002, 0, ctypes.pointer(extra) )
    x = Input( ctypes.c_ulong(1), ii_ )
    ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))

# directx scan codes http://www.gamespp.com/directx/directInputKeyboardScanCodes.html
while (True):
    PressKey(0x11)
    time.sleep(1)
    ReleaseKey(0x11)
    time.sleep(1)
like image 178
hodka Avatar answered Nov 14 '22 12:11

hodka


It's likely that the game is using DirectInput devices.

So, the game is expecting DirectInput key presses. According to the last post of this forum thread, DirectInput responds to ScanCodes, not VKs. You can try sending DirectInput key presses using this tool. The dev also supplies the source and a detailed explanation.

If this works, you could just try sending appropriate ScanCodes instead of VKs (list of scancodes).

There's also an older project called DirectPython that allows you to interface with DirectX/DirectInput.

like image 7
Robin Avatar answered Nov 14 '22 10:11

Robin