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')
I am trying to control an old DirectX application from a Python script. The application concerned is from 2003 (ish). Launches full screen (in a Desktop space) in OSX and requires the mouse be 'freed' via a command. Once the mouse is freed you can use it normally.
I have tried scripting to simulate a mouse click. I have used AppleScript and Python to no avail.
Keyboard simulation does work. For example the first thing any scripting does is swap into the relevant desktop space with a shortcut then hit a keyboard shortcut in the app. This works.
Moving the mouse around the app with scripting works.
However the following will not work.
1) Simulated clicks from code.
2) Turning on mouse keys and simulating a keyboard click in code. Note if I turn on mouse keys and manually hit the mouse click key in the app this does work.
Doesn't work -
import pyautogui
pyyautogui.click()
from pynput import Button,Controller
mouse = Controller()
mouse.click(Button.left, 2)
So basically simulating the keyboard works in the app but I am struggling to simulate a mouse click (moving the mouse works fine). Any ideas?
are you saying you want to write with pyautogui? you can use this:
import pyautogui
pyautogui.write('An example')
I am trying to hold shift key and at the same time click with the mouse. I searched the internet and found a stackoverflow question about this. This is the post: Pyautogui - Need to hold shift and click
Also the code in this post was working for like three times!
Then suddenly it stopped working. It is really strange. I also tried it with pynput. Here is my post: Holding shift key + mouse click
It seems like holding shift and clicking the mouse are working seperately.
However, together it seems not to work
This is the code:
import pyautogui
import time
time.sleep(2)
pyautogui.keyDown('shift')
pyautogui.click()
pyautogui.keyUp('shift')
I am running on windows OS
It looks working fine?
Maybe use more keydown('shift') will make it
I will suggest you not to use pyautogui.
Its easy and simple with other modules. Install keyboard(for controlling keyboard) and mouse(for controlling mouse)
Here is a sample code that does what you want:
import keyboard, mouse #< Importing the required modules
keyboard.press("shift") #< Presses and holds the key
mouse.click("left") #< Makes Left click
keyboard.release("shift") #< Releases the held key
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.
For educational purposes I've set out to write a python script using cwiid and Xlib so that I can use my wiimote like a mouse.
So far I've gotten the cursor to move by calling disp.warp_pointer(dx,dy) then calling disp.sync() every set time interval. I'm afraid that it might not be the most efficient way to do it but at least for now, it's simple and works well enough.
The problem I'm having more difficulty with is mouse clicks. How do I simulate a mouse click in Xlib? I would like separate press and release events so that I can drag and drop stuff. I've come across this post, but all of the solutions there seem to use other libraries.
using only python Xlib :
from Xlib import X
from Xlib.display import Display
from Xlib.ext.xtest import fake_input
d = Display()
fake_input(d, X.ButtonPress, 1)
d.sync()
fake_input(d, X.ButtonRelease, 1)
d.sync()
The third parameter to fake_input selects the mouse button being simulated. 1/2/3 being left/middle/right buttons, 4/5 and 6/7 should do vertical and horizontal wheel scrolls.
On plain Xlib (C language), you can use the XTestExtension or XSendEvent(). I'm not sure about their python bindings. There are probably bindings for their xcb versions using xpyb.
There's also a binary called xte from the xautomation package (on Debian, sudo apt-get install xautomation and then man xte). xte is very easy to use, and you can also look at its source code to learn how to use the XTestExtension.
Pointers:
http://cgit.freedesktop.org/xorg/lib/libXtst/
http://cgit.freedesktop.org/xcb/xpyb/
http://hoopajoo.net/projects/xautomation.html
http://linux.die.net/man/1/xte