The trick is to use the user32.dll feature set: GetWindowThreadProcessId , GetKeyboardLayout , GetKeyboardState and ToUnicodeEx .
- Use GetWindowThreadProcessId with your control handle to achieve the corresponding native thread identifier.
- Pass this GetKeyboardLayout stream ID to get the current keyboard layout.
- Call GetKeyboardState to get the current state of the keyboard. This helps the next method decide which character will be generated according to the state of the modifiers.
- , ToUnicodeEx key code ( ), state, ( ), (0) .
, .
public class KeyboardHelper
{
[DllImport("user32.dll", CharSet = CharSet.Unicode, ExactSpelling = true)]
private static extern int ToUnicodeEx(
uint wVirtKey,
uint wScanCode,
Keys[] lpKeyState,
StringBuilder pwszBuff,
int cchBuff,
uint wFlags,
IntPtr dwhkl);
[DllImport("user32.dll", ExactSpelling = true)]
internal static extern IntPtr GetKeyboardLayout(uint threadId);
[DllImport("user32.dll", ExactSpelling = true)]
internal static extern bool GetKeyboardState(Keys[] keyStates);
[DllImport("user32.dll", ExactSpelling = true)]
internal static extern uint GetWindowThreadProcessId(IntPtr hwindow, out uint processId);
public static string CodeToString(int scanCode)
{
uint procId;
uint thread = GetWindowThreadProcessId(Process.GetCurrentProcess().MainWindowHandle, out procId);
IntPtr hkl = GetKeyboardLayout(thread);
if (hkl == IntPtr.Zero)
{
Console.WriteLine("Sorry, that keyboard does not seem to be valid.");
return string.Empty;
}
Keys[] keyStates = new Keys[256];
if (!GetKeyboardState(keyStates))
return string.Empty;
StringBuilder sb = new StringBuilder(10);
int rc = ToUnicodeEx((uint)scanCode, (uint)scanCode, keyStates, sb, sb.Capacity, 0, hkl);
return sb.ToString();
}
}