Comments (5)
Thanks for the tip, I will check it out
from enigo.
Also, the simulated mouse move is a bit weird.
I have a work around where I used SetCursorPos
to move the mouse to my expected position and use this MOUSEEVENTF
to move x by -1 and 1 so the game actually detect the mouse input in the right position.
I haven't do things around with keyboard input.
My (experimental) crate has a switchable input back end. So, I just change around how do I want my input to be simulated which is convenient. ( Enigo is the default ☜(゚ヮ゚☜) )
from enigo.
Has anyone investigated this yet? DirectInput support would be extremely helpful.
from enigo.
Related Issues (20)
- Should we rename key_sequence? HOT 1
- key_click causes app crash when using Tauri HOT 18
- Fix enigo for multiple monitors HOT 1
- key_down crash with raw keys HOT 4
- macOS: CapsLock not working HOT 1
- Improve equivalence of keys across platforms HOT 2
- Collection of differences between Rustdesks version and our version HOT 1
- Wrong input on Mac 13.3 HOT 10
- install error HOT 3
- Can't get enigo working in Tauri app on MacOS HOT 5
- key_sequence() method doesn't take line return into account. HOT 2
- Do not panic when `SetCursorPos` fails HOT 4
- I am offline until the end of the month HOT 1
- Media keys Windows only? HOT 2
- Core dumped when invoking `mouse_location()` on Linux. HOT 3
- Mouse does not move on macOS unless `mouse_location` is called after moving the mouse HOT 2
- [Performance Issue] Enigo blocks other inputs while clicking HOT 2
- How to extend window size by dragging window boundaries HOT 2
- [Feature request] Allow listening to keyboard input and replacing it with something else HOT 4
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from enigo.