I use the following Code to send Keystrokes to Windows:
[DllImport("user32.dll", SetLastError = true)]
private static extern void keybd_event(byte bVk, byte bScan, int dwFlags, int dwExtraInfo);
public const int KEYEVENTF_EXTENDEDKEY = 0x0001; //Key down flag
public const int KEYEVENTF_KEYUP = 0x0002; //Key up flag
keybd_event((byte)key, 0, KEYEVENTF_EXTENDEDKEY, 0);
keybd_event((byte)key, 0, KEYEVENTF_KEYUP, 0);
"key" can be any keycode. Simple ones like a character or also Function Keys and so on.
This works fine in "simple" Application. For example If I open NotePad++ and my Program runs in the Background everything works as desired.
But when I open a fullscreen-game (e.g. Pinball FX) the Keystrokes do not seem to be received.
I expect that DirectX or something similar is the issue here. Is there another way to send Keys there? Maybe through SharpDX?
I managed to solve this by using a different approach using DirectInput as described here: https://www.codeproject.com/questions/279641/c-sharp-directinput-send-key
[DllImport("user32.dll", SetLastError = true)]
private static extern uint SendInput(uint numberOfInputs, INPUT[] inputs, int sizeOfInputStructure);
private static void SendKeyDown(ushort keyCode)
{
var input = new KEYBDINPUT
{
Vk = keyCode
};
SendKeyboardInput(input);
}
private static void SendKeyUp(ushort keyCode)
{
var input = new KEYBDINPUT
{
Vk = keyCode,
Flags = 2
};
SendKeyboardInput(input);
}
private static void SendKeyboardInput(KEYBDINPUT keybInput)
{
INPUT input = new INPUT
{
Type = 1
};
input.Data.Keyboard = keybInput;
if (SendInput(1, new[] { input }, Marshal.SizeOf(typeof(INPUT))) == 0)
{
throw new Exception();
}
}