Okay, so basically I want to be able to retrieve keyboard text. Like entering text into a text field or something. I\'m only writing my game for windows. I\'ve disregarded u
Maybe I'm not understanding the question, but why can't you use the XNA Keyboard and KeyboardState classes?
This page is on top of google result about WM_CHAR interception in xna, so i leave here some note. Maybe this will be useful for other (if they will be able to understand my English =)) ).
I try code with windowshook from Sekhat, but seems there should be WH_GETMESSAGE passed to SetWindowsHookEx instead Win32.HookType.WH_CALLWNDPROC (only with WH_GETMESSAGE code lparaw will point to Win32.Message ).
Also there is sometime duplicated messages (with wparam 0). (look here - http://msdn.microsoft.com/en-us/library/ms644981%28v=VS.85%29.aspx something about PM_NOREMOVE/PM_REMOVE in WPARAM )
When i add something like this
if (nCode >= 0 && wParam == 1)
{
Win32.TranslateMessage(ref lParam);
WndProc(ref lParam);
}
wm_keypress wm_char duplication stopped (i supose 1 is PM_NOREMOVE or PM_REMOVE).
P.S. nuclex variant now show 404 page, but can be viewed with webarchive. nuclex variant works, but it cause broken mouseWheel processing from native XNA MouseState (on XNA 3.1) =(
Here's a simple way, IMO, to have the space
, back
, A-Z
and then the special chars !,@,#,$,%,^,&,*,(,)
. (Note, you need to import System.Linq
) Here are the fields:
Keys[] keys;
bool[] IskeyUp;
string[] SC = { ")" , "!", "@", "#", "$", "%", "^", "&", "*", "("};//special characters
Constructor:
keys = new Keys[38];
Keys[] tempkeys;
tempkeys = Enum.GetValues(typeof(Keys)).Cast<Keys>().ToArray<Keys>();
int j = 0;
for (int i = 0; i < tempkeys.Length; i++)
{
if (i == 1 || i == 11 || (i > 26 && i < 63))//get the keys listed above as well as A-Z
{
keys[j] = tempkeys[i];//fill our key array
j++;
}
}
IskeyUp = new bool[keys.Length]; //boolean for each key to make the user have to release the key before adding to the string
for (int i = 0; i < keys.Length; i++)
IskeyUp[i] = true;
And Finally, the update method:
string result = "";
public override void Update(GameTime gameTime)
{
KeyboardState state = Keyboard.GetState();
int i = 0;
foreach (Keys key in keys)
{
if (state.IsKeyDown(key))
{
if (IskeyUp[i])
{
if (key == Keys.Back && result != "") result = result.Remove(result.Length - 1);
if (key == Keys.Space) result += " ";
if (i > 1 && i < 12)
{
if (state.IsKeyDown(Keys.RightShift) || state.IsKeyDown(Keys.LeftShift))
result += SC[i - 2];//if shift is down, and a number is pressed, using the special key
else result += key.ToString()[1];
}
if (i > 11 && i < 38)
{
if (state.IsKeyDown(Keys.RightShift) || state.IsKeyDown(Keys.LeftShift))
result += key.ToString();
else result += key.ToString().ToLower(); //return the lowercase char is shift is up.
}
}
IskeyUp[i] = false; //make sure we know the key is pressed
}
else if (state.IsKeyUp(key)) IskeyUp[i] = true;
i++;
}
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
}
Hopefull this well help. I personally thought it was easier to use than the hooks, and this also can easily be modified for special results (such as shuffling the keys).
I used the solution from this gamedev.net post and it works great :)
For adding a windows hook in XNA
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using System.Reflection;
/* Author: Sekhat
*
* License: Public Domain.
*
* Usage:
*
* Inherit from this class, and override the WndProc function in your derived class,
* in which you handle your windows messages.
*
* To start recieving the message, create an instance of your derived class, passing in the
* window handle of the window you want to listen for messages for.
*
* in XNA: this would be the Game.Window.Handle property
* in Winforms Form.Handle property
*/
namespace WindowsHookExample
{
public abstract class WindowsHook : IDisposable
{
IntPtr hHook;
IntPtr hWnd;
// Stored here to stop it from getting garbage collected
Win32.WndProcDelegate wndProcDelegate;
public WindowsHook(IntPtr hWnd)
{
this.hWnd = hWnd;
wndProcDelegate = WndProcHook;
CreateHook();
}
~WindowsHook()
{
Dispose(false);
}
private void CreateHook()
{
uint threadId = Win32.GetWindowThreadProcessId(hWnd, IntPtr.Zero);
hHook = Win32.SetWindowsHookEx(Win32.HookType.WH_CALLWNDPROC, wndProcDelegate, IntPtr.Zero, threadId);
}
private int WndProcHook(int nCode, IntPtr wParam, ref Win32.Message lParam)
{
if (nCode >= 0)
{
Win32.TranslateMessage(ref lParam); // You may want to remove this line, if you find your not quite getting the right messages through. This is here so that WM_CHAR is correctly called when a key is pressed.
WndProc(ref lParam);
}
return Win32.CallNextHookEx(hHook, nCode, wParam, ref lParam);
}
protected abstract void WndProc(ref Win32.Message message);
#region Interop Stuff
// I say thankya to P/Invoke.net.
// Contains all the Win32 functions I need to deal with
protected static class Win32
{
public enum HookType : int
{
WH_JOURNALRECORD = 0,
WH_JOURNALPLAYBACK = 1,
WH_KEYBOARD = 2,
WH_GETMESSAGE = 3,
WH_CALLWNDPROC = 4,
WH_CBT = 5,
WH_SYSMSGFILTER = 6,
WH_MOUSE = 7,
WH_HARDWARE = 8,
WH_DEBUG = 9,
WH_SHELL = 10,
WH_FOREGROUNDIDLE = 11,
WH_CALLWNDPROCRET = 12,
WH_KEYBOARD_LL = 13,
WH_MOUSE_LL = 14
}
public struct Message
{
public IntPtr lparam;
public IntPtr wparam;
public uint msg;
public IntPtr hWnd;
}
/// <summary>
/// Defines the windows proc delegate to pass into the windows hook
/// </summary>
public delegate int WndProcDelegate(int nCode, IntPtr wParam, ref Message m);
[DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)]
public static extern IntPtr SetWindowsHookEx(HookType hook, WndProcDelegate callback,
IntPtr hMod, uint dwThreadId);
[DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)]
public static extern bool UnhookWindowsHookEx(IntPtr hhk);
[DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)]
public static extern int CallNextHookEx(IntPtr hhk, int nCode, IntPtr wParam, ref Message m);
[DllImport("coredll.dll", SetLastError = true)]
public static extern IntPtr GetModuleHandle(string module);
[DllImport("user32.dll", EntryPoint = "TranslateMessage")]
public extern static bool TranslateMessage(ref Message m);
[DllImport("user32.dll")]
public extern static uint GetWindowThreadProcessId(IntPtr window, IntPtr module);
}
#endregion
#region IDisposable Members
public void Dispose()
{
Dispose(true);
}
private void Dispose(bool disposing)
{
if (disposing)
{
// Free managed resources here
}
// Free unmanaged resources here
if (hHook != IntPtr.Zero)
{
Win32.UnhookWindowsHookEx(hHook);
}
}
#endregion
}
}