I'm making a key press overlay for rhythm games. How would I go about obtaining keyboard inputs outside of the Python window's focus?
I would assume you would use the keyboard module, but I can't find any documentation on it other than how to have it record and simulate key presses. Upon importing it and looking at possible functions, I see that there are some that appear to have the functionality of getting keys down/up. I have no idea how to use them though. I'm not sure if I'm even on the right track with the keyboard module but maybe one of you guys know.
I am newbie who wants to learn python. English is not my primary language, please ignore grammer error.
Here's my question.
In tradingview charts, i want to take screenshot, click down button, take screenshot again, wait for 3 second then go to next stock.
As i am newbie on python as well as stackoverflow if my any action fell dumb or wrong then please give me guidence.
Keyboard module (python) to control keyboard
first we need install a module name- keyboard in python
pip3 install keyboard
First, let's import the module:
import keyboard
Next, you can also simulate key presses using the send() function:
it will press space:
keyboard.send("space")
This will press and release the space button. In fact, there is an equivalent function press_and_release() that does the same thing.
You can also pass multi-keys:
keyboard.send("windows+d")
The + operator means we press both buttons in the same time, you can also use multi-step hotkeys:
send ALT+F4 in the same time, and then send space,
keyboard.send("alt+F4, space")
But what if you want to press a specific key but you don't want to release it ? Well, press() and release() functions comes into play:
press CTRL button
keyboard.press("ctrl")
release the CTRL button
keyboard.release("ctrl")
So this will press CTRL button and then release it, you can do anything in between, such as sleeping for few seconds, etc.
But now what if you want to write a long text and not just specific buttons ? send() would be inefficient. Luckily for us, write() function does exactly that, it sends artificial keyboard events to the OS simulating the typing of a given text, let's try it out:
keyboard.write("Python Programming is always fun!", delay=0.1)
Setting delay to 0.1 indicates 0.1 seconds to wait between keypresses, this will look fancy like in hacking movies!
Saving your problem
note- in windows 10, hot key for tacking screen shot is "windows+PrtScn.
Use your own hot key
from selenium import webdriver
import keyboard
import time
driver = webdriver.Chrome(executable_path="C:\\Users\\hp\\Desktop\\webcontrol\\chromedriver.exe")
driver.get("url ypu want to reach")
keyboard.send("windows+PrtScn")
keyboard.send("down")
keyboard.send("windows+PrtScn")
time.sleep(3)
driver.get("next stock url you want")
note- for going to next stock you can also use buttons or you can use selenium to click that particular stock
THANKS!
So I've been working on a small project which will essentially be a macros program. The idea is to use a small external numpad with custom labels to click certain areas of the screen which correspond to buttons. I've got this all working beautifully with one minor (or major?) caveat which is the fact that I cannot differentiate between keyboards. Ideally I'd like to be able to still use my main keyboard and numpad normally. My code below for a sample key:
import keyboard
import pynput
from pynput.mouse import Button, Controller
import time
mouse = Controller()
tab = (1639, 16)
def handler():
print(keyboard.KeyboardEvent.device)
prev = mouse.position
mouse.position = tab
mouse.click(Button.left, 1)
mouse.position = prev
keyboard.add_hotkey("a", handler, suppress=True)
while True:
time.sleep(0.1)
So you can see here I am using the keyboard and pynput libraries. In the docs for the keyboard library, it notes an issue where on windows specifically, keyboard.KeyboardEvent.device returns "None" always.
I looked around a bit at various solutions for using raw input, but I wasn't able to really find anything applicable to my situation, and anything that looked remotely close was admittedly beyond my skill level. Anybody have any thoughts? Thanks.
I have a program in Python that starts another executable. Some automated operations need to be done in the ribbon of this open executable, so I use pyautogui to do so.
First the ribbon needs to be ‘active’, so I click on the left most part.
Then I need to use the arrows to change the ribbon menu selection (two times to the left).
Then I need to hit enter to open the correct menu. (going from 'File' to 'Scripting')
The code I’m using for this is:
import pyautogui
pyautogui.click(x=0, y=30)
pyautogui.press(['left', 'left']) #this part does not work here
pyautogui.hotkey('enter')
Somehow, the click and enter do work, but the arrow-keys don’t work. I can use the physical arrow-keys to change the menu selection, but this code doesn’t perform these actions somehow.
Does someone know what is wrong here and how to solve this?
Best regards,
Ganesh
EDIT:
I tried to open both the program and the script with admin right, but that still didn't work. Somehow, the 'enter' and everything else works, except for the arrows.
Ganesh, it might not work with pyautogui as the program/ interface you're using might simply not register the key. To use the arrow keys or other special keys like 'enter' I would suggest using pydirectinput
First, install the library if not already
pip install pydirectinput
Then you can rewrite your code as
import pyautogui
import pydirectinput
pyautogui.click(x=0, y=30)
pydirectinput.press(['left', 'left']) #this is the updated line of code
pyautogui.hotkey('enter')
All in all, I'm trying to programmatically -and externally- control the Minecraft player's orientation.
No APIs, no Java mods to the game environment
Typically this requires the movement of the mouse, but every single mouse movement simulating python3 library that I've tried doesn't move the player's head in-game. Each library does something different, too.
For example, pyautogui doesn't do anything until you move the mouse manually after the script has finished. Doing this will jerk the player's view to where the program supposedly moved it to, before continuing to follow your current mouse movements. This happens for both mouse commands.
import pyautogui
pyautogui.moveTo(500, 500)
pyautogui.moveRel(100, 100)
The pynput library had the same weird result as pyautogui:
from pynput.mouse import Controller
mouse = Controller()
mouse.position = (100, 200)
mouse.move(200, -100)
Quartz doesn't do anything at all:
import Quartz
class Mouse():
down = [Quartz.kCGEventLeftMouseDown, Quartz.kCGEventRightMouseDown, Quartz.kCGEventOtherMouseDown]
up = [Quartz.kCGEventLeftMouseUp, Quartz.kCGEventRightMouseUp, Quartz.kCGEventOtherMouseUp]
[LEFT, RIGHT, OTHER] = [0, 1, 2]
def click_pos(self, x, y, button=LEFT):
self.move(x, y)
self.click(button)
def to_relative(self, x, y):
curr_pos = Quartz.CGEventGetLocation( Quartz.CGEventCreate(None) )
x += curr_pos.x;
y += curr_pos.y;
mouse = Mouse()
mouse.to_relative(200, 200)
And the python mouse library is outdated: the error showed that it will only run on Darwin (I'm on macOS High Sierra). I was sad on learning this because of the description on the Github page. It says "Global event hook on all mice devices (captures events regardless of focus)". I then thought that, somehow, Minecraft was sucking up all the simulated mouse movements on it's own. Either way, I'm not using the right interface for this game, and I need something that can bypass Minecraft's interesting mouse controls to get the movement that I want.
I even tried using mouse keys (mac's mouse-moving accessibility feature that lets you control the mouse with only keys) along with pyautogui.
import pyautogui # with mouse keys on
import time
# mouse keys is an accessibility feature on mac that controls the mouse with the keyboard
print("[ALERT]: Make sure mouse keys is on! (press option 5 times if shortcut is enabled)")
pyautogui.keyDown('8') # up in mouse keys
time.sleep(5)
pyautogui.keyUp('8')
I wasn't particularly surprised that the last one didn't work, but I think I'm running out of ways to try and bypass whatever is making Minecraft not take my python-mouse input. At this point, I'm pretty sure that there must be some distinction in the kind of input that I'm giving the computer. Minecraft as a program doesn't use the mouse like other programs do, and python mice don't control the mouse like other sources do, so there is a disconnect.
I'm on my macOS High Sierra running Minecraft in both fullscreen and windowed mode, trying everything I can to get this to function properly. I'll start the test script (python 3.6) in PyCharm, change windows (or window focus) to Minecraft (with adequate delay time in-program), and then witness what happens. Mouse clicking, keyboard presses, and even hotkeys that involve the command and escape keys all work fine in Minecraft with pyautogui, so I'm not worried about those at all. It's literally just the mouse movement that's not doing anything.
First of all, is this the right place to ask this question? Is there anything else to try, or is there something crucial that I'm missing, that would allow my mouse input to be responded to correctly?
I am trying to do the same thing, and I got mine to move the view in Minecraft (Java edition).
What worked for me was to use pynput with relative mouse commands. It also needed 'Raw Input' to be off in the Minecraft settings. [Esc -> Options... -> Controls... -> Mouse Settings... -> Raw input: OFF]
import pynput
mouse = pynput.mouse.Controller()
mouse.move(10, 10)
Also, here's the beginnings to a smooth movement of the mouse if anyone wants it:
def move_smooth(xm, ym, t):
for i in range(t):
if i < t/2:
h = i
else:
h = t - i
mouse.move(h*xm, h*ym)
time.sleep(1/60)
move_smooth(2, 2, 40)
Now, onto trying to make the keyboard work :P
I managed to make it work with the mouse library. Instead of using mouse.move(x,y,absolute,duration) I used mouse._os_mouse.move_to(x,y) and mouse._os_mouse.move_relative(x,y). Take into account that if you want a smooth effect you'll have to implement it yourself using something like time.sleep(s).
This question has also bothered me for a while and I finally found a solution to this question.(macOS Monterey 12.2, M1 chip 2020)
I have tried multiple python library and macro apps which none worked and rawinput also didn't help. However, pointer control in system preferences works with Minecraft mouse movement. The mouse keys option allows you to control mouse movement with keystrokes,
Where to find Mouse Keys in system preferences
System Preferences -> Accessibility -> Pointer control(under Motor) -> Enable Mouse Keys
so I tried to simulate the keyboard to move the mouse. For some reason, none of the python library or macro apps will work with mouse keys except for apple script. So I wrote an apple script and embedded it in python, which worked moving the mouse in Minecraft when the mouse key option is on.
The mouse keys option will allow you to use the numpad keys to control you mouse.
https://eastmanreference.com/complete-list-of-applescript-key-codes
This link will tell you the key code for the keystroke you want to press.
import os
cmd=""" osascript -e '
repeat 500 times
tell application "System Events" to key code 88 --right
end repeat'
"""
os.system(cmd)
In the script key code 88 matches numpad key 6, which will move your cursor right, change the key code to customize where the cursor will move.
I am in a similar situation to you. I was also unable to find a way to register my mouse movements in games such as minecraft.
However, I learned that you can use Java and the built-in robot library to achieve the mouse movement as desired. I don't know if you are set on python but if not it's worth checking out.
In the Minecraft Options... go to Controls... go to Mouse Settings... and there turn off Raw Input.
That should do it (you're on mac tho and I don't know if this setting is on
the mac version of minecraft)
I was struggling with this too and I found the following findings (tested on Ubuntu 20.04):
If you activate RawInput, you can use mouse.position=(dx, dy) which (although it is intended to be absolute) causes relative motion of the head! And it also works with negative values for dx and dy.
This is much faster and more accurate. You can for instance chain
mouse.position = (0, -100000) # turn head all the way up
mouse.position = (0, 600) # turn head exactly to horizon level
The horizon is 600 "pitch-pixels" down from upright, when mouse sensitivity is set to 100%. You don't need any delay between the calls and they happen so fast that in the vast majority of cases, the player does not seem to look up in between, but looks to the horizon right away. When I used the relative motion with raw input off, I needed sleeps in between and the speed was also capped at some value.
The only issue is, that you need to switch between this hacky way of controlling the mouse and the normal way using mouse.move(dx, dy) or with actually absolute screen coordinates mouse.position=(x, y) when you are on the crafting screen / in a menu. But I found that if you also create a pynput mouse listener, you will see that Minecraft sets the mouse position to the center of its window everytime you enter a menu and it does it another two times when you go back to the game. So I use these as triggers.
Try running python as admin and run the game in windowed mode. Pyautogui should work then.