I'm currently trying to develop an application to use two mice to perform completely different actions in Windows. However, after having spent couple days on it, I'm starting to wonder if what I want to do is even possible using Windows APIs. As I'm far from being an expert in Windows APIs, I would like to get your opinions to know whether I'm going in the right direction or whether I should try to do it completely differently (maybe developing a driver ?).
Here's what I want to do : Imagine two mice are plugged in my computer. I would like to use the first one as a regular mouse, while the second one would be used to perform completely different actions. For instance, by clicking the second left mouse button, it would open a new tab in Firefox (sending a CTRL+T command to FireFox app) and when clicking the right button, it would send a CTRL+C. Then, by moving the second mouse upwards, it would zoom in, and when moving it downwards, the firefox page would zoom out (so the mouse cursor on screen would remain fix while doing that !). The idea is to recognize as well which application is currently used (which one has mouse/keyboard focus) and perform different actions depending on it. So for instance, the second mouse left click would generate a CTRL+T in FireFox, a CTRL+B in WORD and a CTRL+S in Notepad (in fact, the idea is to parameterize those actions at will). All of that while the first mouse must continue to act just as a regular mouse.
So, it's important to understand that my application will run in the background and will never, per se, interact directly with the user (no GUI as it doesn't require the user to input anything). Its purpose is just to modify the mouse inputs coming from the second mouse and send other inputs(messages) to the application currently being used.
So far, I'm using raw input. I'm able to differentiate which mouse is being used and I'm able to send messages (application specific) to other applications when an action is performed on the second mouse. I'm even able to lock the cursor on screen when the second mouse is moved (so as only the corresponding message is sent to the application of interest !). However, I'm unable to block the button messages sent by the second mouse to the app with the mouse focus. Hence, when clicking on the second mouse right button in Notepad for instance, my specific command ("aaa" for the moment as I'm just trying with letters for sake of simplicity) is sent (and displayed in the notepad window) BUT the contextual Notepad menu opens as well… (hence it's received as well a WM_RBUTTONDOWN message).
My question is then : How can I block the mouse button messages ((WM_RBUTTONDOWN, and so on…) to be received by other applications when the second mouse is used? Is it even possible ? The problem is that (in my understanding) those messages have higher priority over the WM_input messages… So when I read the WM_input message in my application and detects that the button was pressed from the second mouse, it's already too late and the WM_xBUTTONDOWN was already sent !)
I know that using the mouse hooks, I could block those but then, there is no way to differentiate the origin of the message (and of course, detecting which mouse is used is the main point of my application).
I've tried as well using DirectInput8 but it doesn't support anymore the usage of several mice (Windows specifically says to use raw input to this effect).
So, I guess that by know you've gotten that I'm quite lost and have no idea whether what I want to do it even achievable. Any help would be more than welcome.
Looking forward to reading your replies.
I was about to suggest hooks, but then I read that you looked into that already. I guess, the last resort for your problem would be to write your own driver.
After Windows installed the second mouse in it's usual way, you can go to the Device Manager and change the driver of the mouse you want to "repurpose" to your own driver.
Although, developing a driver is probably nothing one will do as a side task in a project.
I've made a simple click bot to automatically play an android game on my Windows PC. It currently identifies when certain things change on the screen then moves the mouse and clicks the correct button.
Currently I am using the following win32api functions to achieve this:
Win32api.SetCursorPos(Position)
Win32api.mouse_event(winn32con.MOUSEEVENTF_LEFTDOWN,0,0)
Win32api.mouse_event(winn32con.MOUSEEVENTF_LEFTUP,0,0)
These work great however when I use the bot it takes over my computer's mouse and I basically have to let it run. Is there anyway I could simulate a click without it actually using my mouse, or is there a way I could isolate the bot on one of my other screens and be able to work freely on the other?
There is a lib specific for deal with user interaction components and periferics: pyautogui
Here, is a short and easy to try documentation for performing/simulating mouse click DOWN & UP
https://pyautogui.readthedocs.org/en/latest/mouse.html#the-mousedown-and-mouseup-functions
I have a transparent window (WS_EX_TRANSPARENT) floating topmost.
Whenever there is a mouse move (anywhere on the screen) or keyboard stroke, it needs to display the related info (e.g. mouse position).
Is it possible to capture mouse/keyboard activities without using a global hook? Anti-virus software almost always triggers false alarms for the use of global
hooks.
Any idea greatly appreciated.
I guess, GetAsyncKeyState and GetCursorPos might help. You probably can have a thread calling these functions every 300-500 msec, and posting a message to your main thread.
You could register for receiving raw input messages via RegisterRawInputDevices. Have a look over here, there are some links in the accepted answer of RRUZ, one points to a C# implementation. This works with window messages, no hooks involved.
(With this method you also get information about the specific device the input came from, so you could distinguish between multiple keyboards. That's where most questions having "use RegisterRawInputDevices" as answer are heading. But you can also use it to just capture the input, not caring about the source.)
You can get notified of keyboard/mouse activity (GetLastInputInfo), and I am fairly certain you can get the cursor position (GetMouseMovePointsEx). If you do not need the actual keyboard strokes, then that should do it. If you do, I do not think it can be done...
LASTINPUTINFO lastInputInfo = new LASTINPUTINFO();
UInt32 lastInputTick = lastInputInfo.dwTime;
return Environment.TickCount - (Int32)lastInputInfo.dwTime
This code (C#) return the inactivity time (keyboard and mouse both). So you can have the time since the user is inactive.
How to know if a mouse click is simulated or not? When mouse click send by a program or real mouse device
... I'm programming a system detection for a game to avoid bots, autoclicks,etc that only accept legit mouse clicks
This depends a bit on the kind of application you are writing, but if you can, I would watch the cursor movement, not the clicks.
Human mouse movement has non-uniform speeds, reaction times, imprecisions (clicks on different coordinates of your buttons, etc...).
Also, you can defend a gui against bots by randomly requiring an interaction that is hard to script. For example: If scripts depend upon buttons being always in the same position, I would make sure that, while trying to remain intuitive, the dialog should pop up in slightly different positions every time.
Otherwise: There is no way to detect if the mouse is a real one or a really well simulated one. The Windows HID/MacOS/Linux driver layer abstracts away the distinction between Mice, TrackPens, TrackBalls, draw-pads, touch screens... and of course script-mice...
Although the blog post itself is about a different issue, I refer you to Raymond Chen's excellent Old New Thing. In this specific blog post he talks about the validity of message parameters going into an application, but also makes the point that:
There's no point discussing the possibility that the sender of the message is playing tricks and lying to you because (1) your program should just go along with the ruse and respond to fake menu messages as if they were real menu messages, because (2) there's no way to tell that you're being lied to anyway. To detect lying, you'd have to be able to read into the mindset of the programmer who sent you the message.
Essentially the argument is that you should respond to mouse clicks as mouse clicks, regardless of how those clicks were generated.
Is mouse keys simulated mouse input or legit? The point of simulating mouse input is to make them look exactly like real mouse input. If the simulation is doing its job, then your job is impossible. Sorry, that's the blessing & curse of software for you. Here are some more imperfect ideas:
Use GetKeyboardState and verify that the button states are correct. If the message faker is using PostMessage, they will likely not be setting keyboard state and this would indicate fakery.
If you are targeting known applications that are doing the input simulation, detect them and complain. This is not perfect at all for many reasons.
Fuzzy logic, as many other people have suggested.
You need to be creative and figure out the difference between a simulated event and a real one to you, as there is no generalized answer.
It can't be done (reliably (with software alone anyway))
I've used WIN32API calls to read pixels/manipulate the mouse/send keystrokes to automate large portions of video games and other repetitive tasks. You could write a lot of code to analyze the input, but equally smart developers are just going to modify their code to match.
When I first try to automate a mouse click, that's all I'll do. Send a mouse click. And most of the time it works. You might have code that tracks the mouse movement and the entire stack of mouse events that would fire along with a legitimate click and say, 'That wasn't real - we ignore it' but nothing stops the developer from also implementing mouse movements.
The mouse events are more complex than keypresses; but it's essentially the same idea. If you write code that monitors the time between keypresses and determine that I'm sending the '2' key to your application in EXACTLY 250ms intervals, you might decide I'm a bot. But, all I'll do is modify my code to send the keystroke in 250ms + a random value between -25 and 25 ms.
It's a never-ending game of cat and mouse. The best solution is to make tasks non-trivial so simple forms of automation aren't applicable.
The question is a bit thin on details.
Events can be sent directly to controls without moving the mouse so find out where the mouse is when you get the click event and see if it's on the control. Keyboard input requires control focus, so check that too.
For situations where the mouse moves, you won't be able to tell if the mouse movement is recorded and played back. If its scripted then perhaps you could monitor the mouse behavior in the parent panel(s) of the control and use those events and movements to ascertain whether it is real or not. An automated click might appear from nowhere and cause an flurry of unlikely hover, focus events.
Only way it would be possible is with some specialist hardware and software on the mouse itself that sends evidence of the actual mechanical click. Via software this is not possible.
Although in my other answer I mention that you should ideally just respond to clicks as clicks, there is one possibility that could work, depending on how a "programmatic" click is generated.
I am assuming a Windows platform, due to the "vb.net" tag:
With the WinAPI you can send a message to any window in order to simulate, for example, a WM_LBUTTONDOWN event. In this message you would include the X and Y location of the mouse at the time the button was pressed - or where the receiving program expects it to be. When you handle the message you could use the GetCursorPos call to get the actual cursor position. Verify that the current position is close to that in the message, and handle it as a click, otherwise ignore it.
Bear in mind however that the nature of the message queue is such that it could take some time to handle the event, and the mouse can move a long way in a short space of time.
This solution would only work if the "click" is generated by a simple Send/PostMessage. If the application that is generating the click simulates the movement of the mouse also, then you should probably see the other answers :)
You can check the mouse event flags LLMHF_INJECTED and LLMHF_LOWER_IL_INJECTED or utilize input hooks to monitor mouse input data, where malformed data may indicated that input was injected.
https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-msllhookstruct
https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setwindowshookexa
I'm not sure there is a way to determine with perfect accuracy whether a mouse click is automated or not. I mean, you could write your own USB driver that sits in between the native mouse driver and the OS and relays only "real" clicks to you. However, even that can be defeated by plugging in a USB device (like a smartphone) that's programmed to send USB packets to host computer.
What are you trying to accomplish that requires you to distinguish between real mouse clicks and fake ones?
Create a statistical learning solution by logging the past X mouse events in your program. When the user clicks on the control, determine the probability based on the last X actions that it's a real click.
Train your solution using real clicks and a large variety of automated scenarios.
This is obviously not a guaranteed-to-work solution and is more for fun than anything else.
It is much more harder than what you think because input macro programs produce legit mouse and keyboard input messages to your game. I don't think there is a way to check if the input message is actually triggered by a physical hardware input (like mouse or keyboard) unless OS provides you with accessibility of input-driver-level.
Since this is specifically for a game, you can see how other games handle this situation. Some of the common methods are,
Check frequency of mouse clicks. (human beings cannot click as fast as programs.)
At random points or when it doubts, use CAPTCHA to verify. (Read this: http://www.threadmeters.com/v-1Vvd/CAPTCHA_The_Obvious_AntiBot_Solution/ )
Use outside monitoring tools to inspect all processes running in a machine to find out programs known for cheating purpose. Steam does this. Check Valve Anti-Cheat System Blizzard's WoW also does the same thing with Warden.
My own advice would be "Use your gameplay system". Since every game has its own rules and gameplay styles, it wouldn't be too hard to detect whether a player is cheating or not. This approach won't be a general solution and it could be silly but if it works for your game, why not? :)
There are two ways you could work around this problem.
Make a new Button with a Text proving that the user isn't AFK and if the user doesn't press the button, kick him or her out. Generate the button in random locations.
If the user isn't moving for a while, (for example, 10 mins) kick him or her out.
I have a Flash player (flash9.ocx) embedded in an ATL window and have coded functionality into the swf to respond to the return/enter key being pressed.
Works fine from the standalone swf player but as soon as its played from within my embedded player it doesn't execute. It's as if my window is getting in the way somehow?
Is there any way to pass the keypress through to the player?
FYI, there isn't anything to weird in place on the form.
Thanks!
I'm not VC++ developer, but I use Flash a lot.
Though not sure, it seems that the embedded player doesn't have the focus. Make sure you've got this part covered on the Flash side of things:
the stage exists ( you movie is properly initialized)
you set the KeyboardEvent listener to the stage.
You could use the FocusManager to make sure you've got the focus.
I don't know if you can pass the focus from you app to the SWF OLE through some tabIndex or something.
If still this doesn't work you can try using the External Interface to add callbacks from your app to flash player ( basically call and actionscript function from your app ).
This was achieved through fscommand before, but External Interface seems to be the thing to use now.
Good luck!
I don't use flash a lot but i'm a C++ programmer. =)
Let's see if I can help you.
I believe that your application is catching all the events before your flash movie. I don't know if there is a better way to do this but you could listen for any keyboard event on your form and use the SetVariable of your ActiveX component to set a variable inside Flash. Then, in the Flash Movie you could set a watch for any changes on this variable and trigger your Enter event.
Hope this helps.