What I wish is to catch the keypress using JScript .NET, and compile the code using that jsc.exe. So, is there any equivalent of "addEventListener("keyDown", keyCheck)" from FLASH actionscript. Or GetAsyncKeyState() from C++. And what library do I have to use? Please be kind enough to share a small, simple example.
Here's a simple solution if you're writing a console app.
import System;
Console.Write("Press the M key... ");
var key:ConsoleKeyInfo;
while (1) {
while (!Console.KeyAvailable) {
System.Threading.Thread.Sleep(1);
}
key = Console.ReadKey(1);
if (key.Key == ConsoleKey.M) break;
}
Console.Write("Accepted.");
Read more about ConsoleKeyInfo.
If you need GetAsyncKeyState()
, it is possible to access the method in JScript.NET. A couple days ago I came across a JScript.NET function that exposes Win32 API methods via P/Invoke. Here it is, slightly modified for simpler syntax (allowing pass-through of arguments from API function definitions).
import System;
import System.Reflection;
import System.Reflection.Emit;
// Invoke a Win32 P/Invoke call.
// credit: http://cx20.main.jp/blog/hello/2013/03/07/hello-win32-api-jscript-net-world/
function InvokeWin32(dllName:String, returnType:Type, methodName:String, params:Object[]) {
var paramTypes:Type[] = new Type[params.length];
for (var i:int in params) {
paramTypes[i] = params[i].GetType();
}
// Begin to build the dynamic assembly
var domain = AppDomain.CurrentDomain;
var name = new System.Reflection.AssemblyName('PInvokeAssembly');
var assembly = domain.DefineDynamicAssembly(name, AssemblyBuilderAccess.Run);
var module = assembly.DefineDynamicModule('PInvokeModule');
var type = module.DefineType('PInvokeType',TypeAttributes.Public
+ TypeAttributes.BeforeFieldInit);
// Define the actual P/Invoke method
var method = type.DefineMethod(methodName, MethodAttributes.Public
+ MethodAttributes.HideBySig + MethodAttributes.Static +
MethodAttributes.PinvokeImpl, returnType, paramTypes);
// Apply the P/Invoke constructor
var ctor = System.Runtime.InteropServices.DllImportAttribute.GetConstructor(
[System.String]
);
var attr = new System.Reflection.Emit.CustomAttributeBuilder(ctor, [dllName]);
method.SetCustomAttribute(attr);
// Create the temporary type, and invoke the method.
var realType = type.CreateType();
return realType.InvokeMember(methodName, BindingFlags.Public + BindingFlags.Static
+ BindingFlags.InvokeMethod, null, null, params);
}
With this function, you can expose Win32 DLL methods with the following syntax. (See? Told you it was simpler.)
// ShowWindowAsync(hWnd:IntPtr, nCmdShow:int);
function ShowWindowAsync(... args:Object[]):boolean {
return InvokeWin32("user32.dll", System.Boolean, "ShowWindowAsync", args);
}
// GetWindowLong(hWnd:IntPtr, nIndex:int);
function GetWindowLong(... args:Object[]):int {
return InvokeWin32("user32.dll", System.Int32, "GetWindowLong", args);
}
// FindWindowEx(parentHandle:IntPtr, childAfter:IntPtr,
// lclassName:IntPtr, windowTitle:String);
function FindWindowEx(... args:Object[]):IntPtr {
return InvokeWin32("user32.dll", System.IntPtr, "FindWindowEx", args);
}
And I've never used GetAsyncKeyState()
; but since it's a user32.dll
method, I'm guessing it'll work the same way. (Edit: It does.)
// GetAsyncKeyState(vKey:int);
function GetAsyncKeyState(... args:Object[]):short {
return InvokeWin32("user32.dll", System.Int16, "GetAsyncKeyState", args);
}
Then for a trivial example:
import System; // for Console methods
import System.Windows.Forms; // for Keys object constants
Console.Write("Press the M key... ");
// while the M key is not being pressed, sleep
while (!GetAsyncKeyState(Keys.M)) {
System.Threading.Thread.Sleep(1);
}
// flush input buffer
while (Console.KeyAvailable) Console.ReadKey(1);
Console.WriteLine("Accepted.");