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Vanz

Mouse movements

6 posts in this topic

Hi, what are the commands to make the mouse cursor move and to make it click... basically I want to make a mouse curse mirror my movements from one computer to a second computer I am networked with, I want to be able to move then click and execute an icon on the 2nd machine...

 

Thanks,

 

rh

 

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I think you can use GetCursorPos and SetCursorPos on windows to get and set the positions. Not sure about the button presses, I use XInput for mine and you probably don't want to do that.

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If you want to just check the press of its buttons, you can use GetKeyState on the button keys:

 

if ((GetKeyState(VK_LBUTTON) & 0x80) != 0)
{
   // left button pressed, do something
}
if ((GetKeyState(VK_RBUTTON) & 0x80) != 0)
{
   // right button pressed, do something
}
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If you want to just check the press of its buttons, you can use GetKeyState on the button keys:

 



if ((GetKeyState(VK_LBUTTON) & 0x80) != 0)
{
   // left button pressed, do something
}
if ((GetKeyState(VK_RBUTTON) & 0x80) != 0)
{
   // right button pressed, do something
}

No I can read the mouse fine, I need to move a mouse on a second computer now, and make it simulate an actual mouse button click...

 

I'll try SetCursorPos Viper for moving the cursor...

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You really want to use the SendInput() api for this, and you can also simulate a keyboard with it too. It's a bit hard to get the hang of it at first, but it's not too bad once you got the idea. What's cool about SendInput() is that it's like having a second mouse or keyboard instead of overwritting the one you have.

 

Here's some (obsolete) code from my RemotePC project, take what you need from it

 

void CSomeClass::ProcessInputMsg(DWORD MsgType, DWORD DataLen, DWORD *lParam){	// Init the INPUT structure	INPUT Input;	ZeroMemory(&Input, sizeof(Input));	switch(MsgType)	{	case MSG_MOUSE_INPUT:		// Create and init a stucture to read our recved buffer		MousePacketDataStruct MouseDat;		memcpy(&MouseDat, pBuffer, DataLen);		// Calculate the mouse cursor position		Input.type = INPUT_MOUSE;		if(MouseDat.Msg != WM_MOUSEWHEEL){			Input.mi.dx = (WORD)(MouseDat.xPos * 0xFFFF);			Input.mi.dy = (WORD)(MouseDat.yPos * 0xFFFF);					DWORD x = (DWORD)(MouseDat.xPos * GetSystemMetrics(SM_CXSCREEN));			DWORD y = (DWORD)(MouseDat.yPos * GetSystemMetrics(SM_CYSCREEN));			*lParam = x | (y << 15);			// We're gonna use Absolute value (0..65535)			Input.mi.dwFlags = MOUSEEVENTF_ABSOLUTE;			// Select the action to simulate			switch(MouseDat.Msg)			{			case WM_MOUSEMOVE  : Input.mi.dwFlags |= MOUSEEVENTF_MOVE;                            break;			case WM_LBUTTONDOWN: Input.mi.dwFlags |= MOUSEEVENTF_LEFTDOWN;   *lParam |= (2 << 29); break;			case WM_LBUTTONUP  : Input.mi.dwFlags |= MOUSEEVENTF_LEFTUP;     *lParam |= (3 << 29); break;			case WM_MBUTTONDOWN: Input.mi.dwFlags |= MOUSEEVENTF_MIDDLEDOWN; *lParam |= (4 << 29); break;			case WM_MBUTTONUP  : Input.mi.dwFlags |= MOUSEEVENTF_MIDDLEUP;   *lParam |= (5 << 29); break;			case WM_RBUTTONDOWN: Input.mi.dwFlags |= MOUSEEVENTF_RIGHTDOWN;  *lParam |= (6 << 29); break;			case WM_RBUTTONUP  : Input.mi.dwFlags |= MOUSEEVENTF_RIGHTUP;    *lParam |= (7 << 29); break;				}		} else {			Input.mi.dx = 0;			Input.mi.dy = 0;			Input.mi.dwFlags = MOUSEEVENTF_WHEEL;					DWORD x = (DWORD)(MouseDat.xPos * GetSystemMetrics(SM_CXSCREEN));			DWORD y = (DWORD)(MouseDat.yPos * GetSystemMetrics(SM_CYSCREEN));			*lParam = MouseDat.NumRoll | (1 << 29);		}		break;	case MSG_KEYBOARD_INPUT:			// Create and init a stucture to read our recved buffer		KeyboardPacketDataStruct KbDat;		memcpy(&KbDat, pBuffer, DataLen);		// Fill our structure with the given key data		Input.type = INPUT_KEYBOARD;		switch(KbDat.Msg)		{		case WM_KEYDOWN: Input.ki.dwFlags = 0;               break;		case WM_KEYUP  : Input.ki.dwFlags = KEYEVENTF_KEYUP; break;		}		if(KbDat.IsExtended)			Input.ki.dwFlags |= KEYEVENTF_EXTENDEDKEY;		Input.ki.wVk   = KbDat.vkCode;		Input.ki.wScan = KbDat.ScanCode;						//		*lParam = Input.ki.wVk | (Input.ki.wScan << 16) | (KbDat.Msg == WM_KEYUP ? 1 << 24 : 0);		break;	}	// Simulate the mouse/keyboard	SendInput(1, &Input, sizeof(Input));}

 

I said obsolete because i later commented this code and processed input by batch, instead of 1 message at the time,  to limit bandwith waste, still it's easier to start this way. This code is just to give you an idea, it wont compile since it's just a piece of the whole program. Just look how i fill out the Input structure.

Edited by jbadams
Restored post contents from history.
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It is, my program work just fine, i use it to remote control my mother computer when she need help lol

 

Although i have to say, this is one of my most complex project i've ever made, since it's multithreaded and all...

Edited by Vortez
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