要實作一個螢幕鍵盤,需要監聽所有鍵盤事件,無論窗體是否被激活。是以需要一個全局的鈎子,也就
是系統範圍的鈎子。
什麼是鈎子(Hook)
鈎子(Hook)是Windows提供的一種消息處理機制平台,是指在程式正常運作中接受資訊之前預先
啟動的函數,用來檢查和修改傳給該程式的資訊,(鈎子)實際上是一個處理消息的程式段,通
過系統調用,把它挂入系統。每當特定的消息發出,在沒有到達目的視窗前,鈎子程式就先捕獲
該消息,亦即鈎子函數先得到控制權。這時鈎子函數即可以加工處理(改變)該消息,也可以不
作處理而繼續傳遞該消息,還可以強制結束消息的傳遞。注意:安裝鈎子函數将會影響系統的性
能。監測“系統範圍事件”的系統鈎子特别明顯。因為系統在處理所有的相關事件時都将調用您的
鈎子函數,這樣您的系統将會明顯的減慢。是以應謹慎使用,用完後立即解除安裝。還有,由于您可
以預先截獲其它程序的消息,是以一旦您的鈎子函數出了問題的話必将影響其它的程序。
鈎子的作用範圍
一共有兩種範圍(類型)的鈎子,局部的和遠端的。局部鈎子僅鈎挂自己程序的事件。遠端的鈎
子還可以将鈎挂其它程序發生的事件。遠端的鈎子又有兩種: 基于線程的鈎子将捕獲其它程序中
某一特定線程的事件。簡言之,就是可以用來觀察其它程序中的某一特定線程将發生的事件。 系
統範圍的鈎子将捕捉系統中所有程序将發生的事件消息。
Hook 類型
Windows共有14種Hooks,每一種類型的Hook可以使應用程式能夠監視不同類型的系統消息處理機
制。下面描述所有可以利用的Hook類型的發生時機。詳細内容可以查閱MSDN,這裡隻介紹我們将要
用到的兩種類型的鈎子。
(1)WH_KEYBOARD_LL Hook
WH_KEYBOARD_LL Hook監視輸入到線程消息隊列中的鍵盤消息。
(2)WH_MOUSE_LL Hook
WH_MOUSE_LL Hook監視輸入到線程消息隊列中的滑鼠消息。
下面的 class 把 API 調用封裝起來以便調用。
1
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
// NativeMethods.cs
2
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
using System;
3
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
using System.Runtime.InteropServices;
4
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
using System.Drawing;
5
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
6
namespace CnBlogs.Youzai.ScreenKeyboard
{
7
[StructLayout(LayoutKind.Sequential)]
8
internal struct MOUSEINPUT
{
9
public int dx;
10
public int dy;
11
public int mouseData;
12
public int dwFlags;
13
public int time;
14
public IntPtr dwExtraInfo;
15
}
16
17
[StructLayout(LayoutKind.Sequential)]
18
internal struct KEYBDINPUT
{
19
public short wVk;
20
public short wScan;
21
public int dwFlags;
22
public int time;
23
public IntPtr dwExtraInfo;
24
}
25
26
[StructLayout(LayoutKind.Explicit)]
27
internal struct Input
{
28
[FieldOffset(0)]
29
public int type;
30
[FieldOffset(4)]
31
public MOUSEINPUT mi;
32
[FieldOffset(4)]
33
public KEYBDINPUT ki;
34
[FieldOffset(4)]
35
public HARDWAREINPUT hi;
36
}
37
38
[StructLayout(LayoutKind.Sequential)]
39
internal struct HARDWAREINPUT
{
40
public int uMsg;
41
public short wParamL;
42
public short wParamH;
43
}
44
45
internal class INPUT
{
46
public const int MOUSE = 0;
47
public const int KEYBOARD = 1;
48
public const int HARDWARE = 2;
49
}
50
51
internal static class NativeMethods
{
52
[DllImport("User32.dll", CharSet = CharSet.Auto, SetLastError = false)]
53
internal static extern IntPtr GetWindowLong(IntPtr hWnd, int nIndex);
54
55
[DllImport("User32.dll", CharSet = CharSet.Auto, SetLastError = false)]
56
internal static extern IntPtr SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
57
58
[DllImport("User32.dll", EntryPoint = "SendInput", CharSet = CharSet.Auto)]
59
internal static extern UInt32 SendInput(UInt32 nInputs, Input[] pInputs, Int32 cbSize);
60
61
[DllImport("Kernel32.dll", EntryPoint = "GetTickCount", CharSet = CharSet.Auto)]
62
internal static extern int GetTickCount();
63
64
[DllImport("User32.dll", EntryPoint = "GetKeyState", CharSet = CharSet.Auto)]
65
internal static extern short GetKeyState(int nVirtKey);
66
67
[DllImport("User32.dll", EntryPoint = "SendMessage", CharSet = CharSet.Auto)]
68
internal static extern IntPtr SendMessage(IntPtr hWnd, int msg, IntPtr wParam, IntPtr lParam);
69
}
70
}
安裝鈎子
使用SetWindowsHookEx函數(API函數),指定一個Hook類型、自己的Hook過程是全局還是局部Hook,
同時給出Hook過程的進入點,就可以輕松的安裝自己的Hook過程。SetWindowsHookEx總是将你的Hook函
數放置在Hook鍊的頂端。你可以使用CallNextHookEx函數将系統消息傳遞給Hook鍊中的下一個函數。
對于某些類型的Hook,系統将向該類的所有Hook函數發送消息,這時,
Hook函數中的CallNextHookEx語句将被忽略。全局(遠端鈎子)Hook函數可以攔截系統中所有線程的某
個特定的消息,為了安裝一個全局Hook過程,必須在應用程式外建立一個DLL并将該Hook函數封裝到其中,
應用程式在安裝全局Hook過程時必須先得到該DLL子產品的句柄。将Dll名傳遞給LoadLibrary 函數,就會得
到該DLL子產品的句柄;得到該句柄 後,使用GetProcAddress函數可以得到Hook過程的位址。最後,使用
SetWindowsHookEx将 Hook過程的首址嵌入相應的Hook鍊中,SetWindowsHookEx傳遞一個子產品句柄,它為
Hook過程的進入點,線程辨別符置為0,該Hook過程同系統中的所有線程關聯。如果是安裝局部Hook此時
該Hook函數可以放置在DLL中,也可以放置在應用程式的子產品段。在C#中通過平台調用(前文已經介紹過)
來調用API函數。
1
public void Start( bool installMouseHook, bool installKeyboardHook)
{
2
if (hMouseHook == IntPtr.Zero && installMouseHook)
{
3
MouseHookProcedure = new HookProc(MouseHookProc);
4
hMouseHook = SetWindowsHookEx(
5
WH_MOUSE_LL,
6
MouseHookProcedure,
7
Marshal.GetHINSTANCE(
8
Assembly.GetExecutingAssembly().GetModules()[0]),
9
10
);
11
12
if (hMouseHook == IntPtr.Zero)
{
13
int errorCode = Marshal.GetLastWin32Error();
14
Stop(true, false, false);
15
16
throw new Win32Exception(errorCode);
17
}
18
}
19
20
if (hKeyboardHook == IntPtr.Zero && installKeyboardHook)
{
21
KeyboardHookProcedure = new HookProc(KeyboardHookProc);
22
//install hook
23
hKeyboardHook = SetWindowsHookEx(
24
WH_KEYBOARD_LL,
25
KeyboardHookProcedure,
26
Marshal.GetHINSTANCE(
27
Assembly.GetExecutingAssembly().GetModules()[0]),
28
0);
29
// If SetWindowsHookEx fails.
30
if (hKeyboardHook == IntPtr.Zero)
{
31
// Returns the error code returned by the last
32
// unmanaged function called using platform invoke
33
// that has the DllImportAttribute.SetLastError flag set.
34
int errorCode = Marshal.GetLastWin32Error();
35
//do cleanup
36
Stop(false, true, false);
37
//Initializes and throws a new instance of the
38
// Win32Exception class with the specified error.
39
throw new Win32Exception(errorCode);
40
}
41
}
42
}
使用完鈎子後,要進行解除安裝,這個可以寫在析構函數中。
1
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
2
public void Stop()
{
3
this.Stop(true, true, true);
4
}
5
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
6
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
public void Stop( bool uninstallMouseHook, bool uninstallKeyboardHook,
7
bool throwExceptions)
{
8
// if mouse hook set and must be uninstalled
9
if (hMouseHook != IntPtr.Zero && uninstallMouseHook)
{
10
// uninstall hook
11
bool retMouse = UnhookWindowsHookEx(hMouseHook);
12
// reset invalid handle
13
hMouseHook = IntPtr.Zero;
14
// if failed and exception must be thrown
15
if (retMouse == false && throwExceptions)
{
16
// Returns the error code returned by the last unmanaged function
17
// called using platform invoke that has the DllImportAttribute.
18
// SetLastError flag set.
19
int errorCode = Marshal.GetLastWin32Error();
20
// Initializes and throws a new instance of the Win32Exception class
21
// with the specified error.
22
throw new Win32Exception(errorCode);
23
}
24
}
25
26
// if keyboard hook set and must be uninstalled
27
if (hKeyboardHook != IntPtr.Zero && uninstallKeyboardHook)
{
28
// uninstall hook
29
bool retKeyboard = UnhookWindowsHookEx(hKeyboardHook);
30
// reset invalid handle
31
hKeyboardHook = IntPtr.Zero;
32
// if failed and exception must be thrown
33
if (retKeyboard == false && throwExceptions)
{
34
// Returns the error code returned by the last unmanaged function
35
// called using platform invoke that has the DllImportAttribute.
36
// SetLastError flag set.
37
int errorCode = Marshal.GetLastWin32Error();
38
// Initializes and throws a new instance of the Win32Exception class
39
// with the specified error.
40
throw new Win32Exception(errorCode);
41
}
42
}
43
}
44
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
将這個檔案編譯成一個dll,即可在應用程式中調用。通過它提供的事件,便可監聽所有的鍵盤事件。
但是,這隻能監聽鍵盤事件,沒有鍵盤的情況下,怎麼會有鍵盤事件?其實很簡單,通過SendInput
API函數提供虛拟鍵盤代碼的調用即可模拟鍵盤輸入。下面的代碼模拟一個 KeyDown 和 KeyUp 過程,
把他們連接配接起來就是一次按鍵過程。
1
private void SendKeyDown( short key)
{
2
Input[] input = new Input[1];
3
input[0].type = INPUT.KEYBOARD;
4
input[0].ki.wVk = key;
5
input[0].ki.time = NativeMethods.GetTickCount();
6
7
if (NativeMethods.SendInput((uint)input.Length, input, Marshal.SizeOf(input[0]))
8
< input.Length)
{
9
throw new Win32Exception(Marshal.GetLastWin32Error());
10
}
11
}
12
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
13
private void SendKeyUp( short key)
{
14
Input[] input = new Input[1];
15
input[0].type = INPUT.KEYBOARD;
16
input[0].ki.wVk = key;
17
input[0].ki.dwFlags = KeyboardConstaint.KEYEVENTF_KEYUP;
18
input[0].ki.time = NativeMethods.GetTickCount();
19
20
if (NativeMethods.SendInput((uint)input.Length, input, Marshal.SizeOf(input[0]))
21
< input.Length)
{
22
throw new Win32Exception(Marshal.GetLastWin32Error());
23
}
24
}
自己實作一個 KeyBoardButton 控件用作按鈕,用 Visual Studio 或者 SharpDevelop 為螢幕鍵盤設計 UI,然後
在這些 Button 的 Click 事件裡面模拟一個按鍵過程。
1
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
2
private void ButtonOnClick( object sender, EventArgs e)
{
3
KeyboardButton btnKey = sender as KeyboardButton;
4
if (btnKey == null)
{
5
return;
6
}
7
8
SendKeyCommand(btnKey);
9
}
10
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
11
private void SendKeyCommand(KeyboardButton keyButton)
{
12
short key = keyButton.VKCode;
13
if (combinationVKButtonsMap.ContainsKey(key))
{
14
if (keyButton.Checked)
{
15
SendKeyUp(key);
16
} else
{
17
SendKeyDown(key);
18
}
19
} else
{
20
SendKeyDown(key);
21
SendKeyUp(key);
22
}
23
}
其中 combinationVKButtonsMap 是一個 IDictionary<short, IList<KeyboardButton>>, key 存儲的是
VK_SHIFT, VK_CONTROL 等組合鍵的鍵盤碼。左右兩個按鈕對應同一個鍵盤碼,是以需要放在一個 List 裡。
标準鍵盤上的每一個鍵都有虛拟鍵碼( VK_CODE)與之對應。還有一些其他的常量,
把它寫在一個靜态 class 裡吧。
1
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
// KeyboardConstaint.cs
2
internal static class KeyboardConstaint
{
3
internal static readonly short VK_F1 = 0x70;
4
internal static readonly short VK_F2 = 0x71;
5
internal static readonly short VK_F3 = 0x72;
6
internal static readonly short VK_F4 = 0x73;
7
internal static readonly short VK_F5 = 0x74;
8
internal static readonly short VK_F6 = 0x75;
9
internal static readonly short VK_F7 = 0x76;
10
internal static readonly short VK_F8 = 0x77;
11
internal static readonly short VK_F9 = 0x78;
12
internal static readonly short VK_F10 = 0x79;
13
internal static readonly short VK_F11 = 0x7A;
14
internal static readonly short VK_F12 = 0x7B;
15
16
internal static readonly short VK_LEFT = 0x25;
17
internal static readonly short VK_UP = 0x26;
18
internal static readonly short VK_RIGHT = 0x27;
19
internal static readonly short VK_DOWN = 0x28;
20
21
internal static readonly short VK_NONE = 0x00;
22
internal static readonly short VK_ESCAPE = 0x1B;
23
internal static readonly short VK_EXECUTE = 0x2B;
24
internal static readonly short VK_CANCEL = 0x03;
25
internal static readonly short VK_RETURN = 0x0D;
26
internal static readonly short VK_ACCEPT = 0x1E;
27
internal static readonly short VK_BACK = 0x08;
28
internal static readonly short VK_TAB = 0x09;
29
internal static readonly short VK_DELETE = 0x2E;
30
internal static readonly short VK_CAPITAL = 0x14;
31
internal static readonly short VK_NUMLOCK = 0x90;
32
internal static readonly short VK_SPACE = 0x20;
33
internal static readonly short VK_DECIMAL = 0x6E;
34
internal static readonly short VK_SUBTRACT = 0x6D;
35
36
internal static readonly short VK_ADD = 0x6B;
37
internal static readonly short VK_DIVIDE = 0x6F;
38
internal static readonly short VK_MULTIPLY = 0x6A;
39
internal static readonly short VK_INSERT = 0x2D;
40
41
internal static readonly short VK_OEM_1 = 0xBA; // ';:' for US
42
internal static readonly short VK_OEM_PLUS = 0xBB; // '+' any country
43
44
internal static readonly short VK_OEM_MINUS = 0xBD; // '-' any country
45
46
internal static readonly short VK_OEM_2 = 0xBF; // '/?' for US
47
internal static readonly short VK_OEM_3 = 0xC0; // '`~' for US
48
internal static readonly short VK_OEM_4 = 0xDB; // '[{' for US
49
internal static readonly short VK_OEM_5 = 0xDC; // '\|' for US
50
internal static readonly short VK_OEM_6 = 0xDD; // ']}' for US
51
internal static readonly short VK_OEM_7 = 0xDE; // ''"' for US
52
internal static readonly short VK_OEM_PERIOD = 0xBE; // '.>' any country
53
internal static readonly short VK_OEM_COMMA = 0xBC; // ',<' any country
54
internal static readonly short VK_SHIFT = 0x10;
55
internal static readonly short VK_CONTROL = 0x11;
56
internal static readonly short VK_MENU = 0x12;
57
internal static readonly short VK_LWIN = 0x5B;
58
internal static readonly short VK_RWIN = 0x5C;
59
internal static readonly short VK_APPS = 0x5D;
60
61
internal static readonly short VK_LSHIFT = 0xA0;
62
internal static readonly short VK_RSHIFT = 0xA1;
63
internal static readonly short VK_LCONTROL = 0xA2;
64
internal static readonly short VK_RCONTROL = 0xA3;
65
internal static readonly short VK_LMENU = 0xA4;
66
internal static readonly short VK_RMENU = 0xA5;
67
68
internal static readonly short VK_SNAPSHOT = 0x2C;
69
internal static readonly short VK_SCROLL = 0x91;
70
internal static readonly short VK_PAUSE = 0x13;
71
internal static readonly short VK_HOME = 0x24;
72
73
internal static readonly short VK_NEXT = 0x22;
74
internal static readonly short VK_PRIOR = 0x21;
75
internal static readonly short VK_END = 0x23;
76
77
internal static readonly short VK_NUMPAD0 = 0x60;
78
internal static readonly short VK_NUMPAD1 = 0x61;
79
internal static readonly short VK_NUMPAD2 = 0x62;
80
internal static readonly short VK_NUMPAD3 = 0x63;
81
internal static readonly short VK_NUMPAD4 = 0x64;
82
internal static readonly short VK_NUMPAD5 = 0x65;
83
internal static readonly short VK_NUMPAD5NOTHING = 0x0C;
84
internal static readonly short VK_NUMPAD6 = 0x66;
85
internal static readonly short VK_NUMPAD7 = 0x67;
86
internal static readonly short VK_NUMPAD8 = 0x68;
87
internal static readonly short VK_NUMPAD9 = 0x69;
88
89
internal static readonly short KEYEVENTF_EXTENDEDKEY = 0x0001;
90
internal static readonly short KEYEVENTF_KEYUP = 0x0002;
91
92
internal static readonly int GWL_EXSTYLE = -20;
93
internal static readonly int WS_DISABLED = 0X8000000;
94
internal static readonly int WM_SETFOCUS = 0X0007;
95
}
螢幕鍵盤必須是一個不能獲得輸入焦點的窗體,在這個窗體的構造函數裡,可以安裝
一個全局滑鼠鈎子,再通過調用 SetWindowLong API 函數完成。
1
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
UserActivityHook hook = new UserActivityHook( true , true );
2
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
hook.MouseActivity += HookOnMouseActivity;
3
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIiZpdmLl52bO9CXzJ3b0F2YpRmbJdmbp5WasRXdP9CXzV2Zh1WSvwVbvNmLzd2bsJmbj5yd3d3Lc9CX6MHc0RHaiojIsJye.gif)
4
private void HookOnMouseActivity( object sener, HookEx.MouseExEventArgs e)
{
5
Point location = e.Location;
6
7
if (e.Button == MouseButtons.Left)
{
8
Rectangle captionRect = new Rectangle(this.Location, new Size(this.Width,
9
SystemInformation.CaptionHeight));
10
if (captionRect.Contains(location))
{
11
NativeMethods.SetWindowLong(this.Handle, KeyboardConstaint.GWL_EXSTYLE,
12
(int)NativeMethods.GetWindowLong(this.Handle, KeyboardConstaint.GWL_EXSTYLE)
13
& (~KeyboardConstaint.WS_DISABLED));
14
NativeMethods.SendMessage(this.Handle, KeyboardConstaint.WM_SETFOCUS, IntPtr.Zero, IntPtr.Zero);
15
} else
{
16
NativeMethods.SetWindowLong(this.Handle, KeyboardConstaint.GWL_EXSTYLE,
17
(int)NativeMethods.GetWindowLong(this.Handle, KeyboardConstaint.GWL_EXSTYLE) |
18
KeyboardConstaint.WS_DISABLED);
19
}
20
}
21
}
滑鼠單擊标題欄,讓螢幕鍵盤可以接收焦點,并激活,單擊其他部分則不激活窗體(如果激活了,其他程式必然取消激活,
輸入就無法進行了),這樣才可以進行輸入,并且保證了可以拖動窗體到其他位置。
至此,一個螢幕鍵盤程式差不多完成了,能夠實作與實際鍵盤完全同步。至于窗體,按鍵重繪,以及 Num Lock, Caps Lock,
Scroll Lock 等鍵盤燈的模拟,這裡就不講了,如果有興趣,可以下載下傳完整的代碼。最後我們的螢幕鍵盤程式運作的效果如
下圖:
點選下載下傳完整源代碼
說明:本程式參考了 Jeffrey Richter 先生的著作 CLR via C#, Second Edition, MSDN 以及一些網絡資料。
轉載于:https://www.cnblogs.com/youzai/archive/2008/05/19/1202732.html