C# 如何创建非窗口绑定的键盘快捷键
我正在创建一个C#应用程序,可以是WinForm,但最好是控制台应用程序,它需要捕获键盘快捷键,即使应用程序不在前台。一个人如何做到这一点,我知道这是可能的,因为鸣鸟可以做到这一点 此键盘快捷键的格式为ctrl+->C# 如何创建非窗口绑定的键盘快捷键,c#,windows,keyboard-shortcuts,global,C#,Windows,Keyboard Shortcuts,Global,我正在创建一个C#应用程序,可以是WinForm,但最好是控制台应用程序,它需要捕获键盘快捷键,即使应用程序不在前台。一个人如何做到这一点,我知道这是可能的,因为鸣鸟可以做到这一点 此键盘快捷键的格式为ctrl+-> 到目前为止,我还没有任何代码,因为我甚至不知道如何全局注册键盘快捷键。这可以通过Windows钩子的低级键盘钩子来完成 下面是一个示例,演示了整个过程。这可以通过Windows钩子捕获通过低级键盘钩子完成 下面是一个演示整个过程的示例。一种可能的方法是使用Windows挂钩。 但为
到目前为止,我还没有任何代码,因为我甚至不知道如何全局注册键盘快捷键。这可以通过Windows钩子的低级键盘钩子来完成
下面是一个示例,演示了整个过程。这可以通过Windows钩子捕获通过低级键盘钩子完成
下面是一个演示整个过程的示例。一种可能的方法是使用Windows挂钩。 但为了做到这一点,您需要创建一个本机DLL,并在其中编写回调函数作为钩子安装
查找起点。还有很多关于如何使用它的在线示例。一种可能的方法是使用Windows挂钩。 但为了做到这一点,您需要创建一个本机DLL,并在其中编写回调函数作为钩子安装 查找起点。还有很多关于如何使用它的在线示例。你应该使用而不是键盘挂钩 当您只需要一个全局热键时,使用全局键盘挂钩是对api的滥用。它也会对性能产生负面影响,因为每个键在到达目标程序之前都需要由您的程序进行处理。您应该使用而不是键盘挂钩
当您只需要一个全局热键时,使用全局键盘挂钩是对api的滥用。它也会对性能产生负面影响,因为每个密钥在到达目标程序之前都需要由您的程序进行处理。这里是一个示例代码,希望对您有所帮助。。。(祝你好运!!!) 用法:
_hotKey0 = new HotKey(Key.F9, KeyModifier.Shift | KeyModifier.Win, OnHotKeyHandler);
类别:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Net.Mime;
using System.Runtime.InteropServices;
using System.Text;
using System.Windows;
using System.Windows.Input;
using System.Windows.Interop;
namespace UnManaged
{
public class HotKey : IDisposable
{
private static Dictionary<int, HotKey> _dictHotKeyToCalBackProc;
[DllImport("user32.dll")]
private static extern bool RegisterHotKey(IntPtr hWnd, int id, UInt32 fsModifiers, UInt32 vlc);
[DllImport("user32.dll")]
private static extern bool UnregisterHotKey(IntPtr hWnd, int id);
public const int WmHotKey = 0x0312;
private bool _disposed = false;
public Key Key { get; private set; }
public KeyModifier KeyModifiers { get; private set; }
public Action<HotKey> Action { get; private set; }
public int Id { get; set; }
// ******************************************************************
public HotKey(Key k, KeyModifier keyModifiers, Action<HotKey> action, bool register = true)
{
Key = k;
KeyModifiers = keyModifiers;
Action = action;
if (register)
{
Register();
}
}
// ******************************************************************
public bool Register()
{
int virtualKeyCode = KeyInterop.VirtualKeyFromKey(Key);
Id = virtualKeyCode + ((int)KeyModifiers * 0x10000);
bool result = RegisterHotKey(IntPtr.Zero, Id, (UInt32)KeyModifiers, (UInt32)virtualKeyCode);
if (_dictHotKeyToCalBackProc == null)
{
_dictHotKeyToCalBackProc = new Dictionary<int, HotKey>();
ComponentDispatcher.ThreadFilterMessage += new ThreadMessageEventHandler(ComponentDispatcherThreadFilterMessage);
}
_dictHotKeyToCalBackProc.Add(Id, this);
Debug.Print(result.ToString() + ", " + Id + ", " + virtualKeyCode);
return result;
}
// ******************************************************************
public void Unregister()
{
HotKey hotKey;
if (_dictHotKeyToCalBackProc.TryGetValue(Id, out hotKey))
{
UnregisterHotKey(IntPtr.Zero, Id);
}
}
// ******************************************************************
private static void ComponentDispatcherThreadFilterMessage(ref MSG msg, ref bool handled)
{
if (!handled)
{
if (msg.message == WmHotKey)
{
HotKey hotKey;
if (_dictHotKeyToCalBackProc.TryGetValue((int)msg.wParam, out hotKey))
{
if (hotKey.Action != null)
{
hotKey.Action.Invoke(hotKey);
}
handled = true;
}
}
}
}
// ******************************************************************
// Implement IDisposable.
// Do not make this method virtual.
// A derived class should not be able to override this method.
public void Dispose()
{
Dispose(true);
// This object will be cleaned up by the Dispose method.
// Therefore, you should call GC.SupressFinalize to
// take this object off the finalization queue
// and prevent finalization code for this object
// from executing a second time.
GC.SuppressFinalize(this);
}
// ******************************************************************
// Dispose(bool disposing) executes in two distinct scenarios.
// If disposing equals true, the method has been called directly
// or indirectly by a user's code. Managed and unmanaged resources
// can be _disposed.
// If disposing equals false, the method has been called by the
// runtime from inside the finalizer and you should not reference
// other objects. Only unmanaged resources can be _disposed.
protected virtual void Dispose(bool disposing)
{
// Check to see if Dispose has already been called.
if (!this._disposed)
{
// If disposing equals true, dispose all managed
// and unmanaged resources.
if (disposing)
{
// Dispose managed resources.
Unregister();
}
// Note disposing has been done.
_disposed = true;
}
}
}
// ******************************************************************
[Flags]
public enum KeyModifier
{
None = 0x0000,
Alt = 0x0001,
Ctrl = 0x0002,
NoRepeat = 0x4000,
Shift = 0x0004,
Win = 0x0008
}
// ******************************************************************
}
使用系统;
使用System.Collections.Generic;
使用系统诊断;
使用System.Linq;
使用System.Net.Mime;
使用System.Runtime.InteropServices;
使用系统文本;
使用System.Windows;
使用System.Windows.Input;
使用System.Windows.Interop;
命名空间非托管
{
公共类热键:IDisposable
{
专用静态字典_dictHotKeyToCalBackProc;
[DllImport(“user32.dll”)]
专用静态外部bool寄存器hotkey(IntPtr hWnd、int id、UInt32 fsModifiers、UInt32 vlc);
[DllImport(“user32.dll”)]
私有静态外部bool unregister热键(IntPtr hWnd,intid);
public const int WmHotKey=0x0312;
private bool_disposed=false;
公钥{get;private set;}
public KeyModifier KeyModifier{get;private set;}
公共操作操作{get;private set;}
公共int Id{get;set;}
// ******************************************************************
公用热键(键k、键修改器、键修改器、动作动作、布尔寄存器=true)
{
Key=k;
KeyModifiers=KeyModifiers;
行动=行动;
如果(注册)
{
寄存器();
}
}
// ******************************************************************
公共布尔寄存器()
{
int virtualKeyCode=KeyInterop.VirtualKeyFromKey(键);
Id=virtualKeyCode+((int)键修饰符*0x10000);
bool result=RegisterHotKey(IntPtr.Zero,Id,(UInt32)键修饰符,(UInt32)虚拟代码);
如果(_dictHotKeyToCalBackProc==null)
{
_dictHotKeyToCalBackProc=新字典();
ComponentDispatcher.ThreadFilterMessage+=新的ThreadMessageEventHandler(ComponentDispatcherThreadFilterMessage);
}
_dictHotKeyToCalBackProc.Add(Id,this);
Debug.Print(result.ToString()+”、“+Id+”、“+virtualKeyCode”);
返回结果;
}
// ******************************************************************
公共作废注销()
{
热键热键;
if(_dictHotKeyToCalBackProc.TryGetValue(Id,out热键))
{
取消注册热键(IntPtr.Zero,Id);
}
}
// ******************************************************************
私有静态无效组件DispatcherThreadFilterMessage(ref MSG MSG,ref bool handled)
{
如果(!已处理)
{
如果(msg.message==WmHotKey)
{
热键热键;
if(_dictHotKeyToCalBackProc.TryGetValue((int)msg.wParam,out热键))
{
if(hotKey.Action!=null)
{
hotKey.Action.Invoke(热键);
}
已处理=正确;
}
}
}
}
// ******************************************************************
//实现IDisposable。
//不要将此方法设置为虚拟。
//派生类不能重写此方法。
公共空间处置()
{
处置(真实);
//此对象将通过Dispose方法清除。
//因此,您应该调用GC.superssfalize来
//将此对象从终结队列中移除
//并阻止此对象的终结代码
//从第二次执行开始。
总干事(本);
}
// ******************************************************************
//Dispose(bool disposing)在两种不同的场景中执行。
//如果disposing等于true,则直接调用该方法
//或通过用户的代码间接执行。托管和非托管
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Net.Mime;
using System.Runtime.InteropServices;
using System.Text;
using System.Windows;
using System.Windows.Input;
using System.Windows.Interop;
namespace UnManaged
{
public class HotKey : IDisposable
{
private static Dictionary<int, HotKey> _dictHotKeyToCalBackProc;
[DllImport("user32.dll")]
private static extern bool RegisterHotKey(IntPtr hWnd, int id, UInt32 fsModifiers, UInt32 vlc);
[DllImport("user32.dll")]
private static extern bool UnregisterHotKey(IntPtr hWnd, int id);
public const int WmHotKey = 0x0312;
private bool _disposed = false;
public Key Key { get; private set; }
public KeyModifier KeyModifiers { get; private set; }
public Action<HotKey> Action { get; private set; }
public int Id { get; set; }
// ******************************************************************
public HotKey(Key k, KeyModifier keyModifiers, Action<HotKey> action, bool register = true)
{
Key = k;
KeyModifiers = keyModifiers;
Action = action;
if (register)
{
Register();
}
}
// ******************************************************************
public bool Register()
{
int virtualKeyCode = KeyInterop.VirtualKeyFromKey(Key);
Id = virtualKeyCode + ((int)KeyModifiers * 0x10000);
bool result = RegisterHotKey(IntPtr.Zero, Id, (UInt32)KeyModifiers, (UInt32)virtualKeyCode);
if (_dictHotKeyToCalBackProc == null)
{
_dictHotKeyToCalBackProc = new Dictionary<int, HotKey>();
ComponentDispatcher.ThreadFilterMessage += new ThreadMessageEventHandler(ComponentDispatcherThreadFilterMessage);
}
_dictHotKeyToCalBackProc.Add(Id, this);
Debug.Print(result.ToString() + ", " + Id + ", " + virtualKeyCode);
return result;
}
// ******************************************************************
public void Unregister()
{
HotKey hotKey;
if (_dictHotKeyToCalBackProc.TryGetValue(Id, out hotKey))
{
UnregisterHotKey(IntPtr.Zero, Id);
}
}
// ******************************************************************
private static void ComponentDispatcherThreadFilterMessage(ref MSG msg, ref bool handled)
{
if (!handled)
{
if (msg.message == WmHotKey)
{
HotKey hotKey;
if (_dictHotKeyToCalBackProc.TryGetValue((int)msg.wParam, out hotKey))
{
if (hotKey.Action != null)
{
hotKey.Action.Invoke(hotKey);
}
handled = true;
}
}
}
}
// ******************************************************************
// Implement IDisposable.
// Do not make this method virtual.
// A derived class should not be able to override this method.
public void Dispose()
{
Dispose(true);
// This object will be cleaned up by the Dispose method.
// Therefore, you should call GC.SupressFinalize to
// take this object off the finalization queue
// and prevent finalization code for this object
// from executing a second time.
GC.SuppressFinalize(this);
}
// ******************************************************************
// Dispose(bool disposing) executes in two distinct scenarios.
// If disposing equals true, the method has been called directly
// or indirectly by a user's code. Managed and unmanaged resources
// can be _disposed.
// If disposing equals false, the method has been called by the
// runtime from inside the finalizer and you should not reference
// other objects. Only unmanaged resources can be _disposed.
protected virtual void Dispose(bool disposing)
{
// Check to see if Dispose has already been called.
if (!this._disposed)
{
// If disposing equals true, dispose all managed
// and unmanaged resources.
if (disposing)
{
// Dispose managed resources.
Unregister();
}
// Note disposing has been done.
_disposed = true;
}
}
}
// ******************************************************************
[Flags]
public enum KeyModifier
{
None = 0x0000,
Alt = 0x0001,
Ctrl = 0x0002,
NoRepeat = 0x4000,
Shift = 0x0004,
Win = 0x0008
}
// ******************************************************************
}