I have a very simple chunk of code that is designed to simulate keyboard events. The simple example below should type "Cz" - the shift key goes down, the c key goes down, c comes up and shift comes up. Then the z key goes down and up.
It seems that sometimes the order gets muddled though. When I create a timer to call this routine every second, the output should be CzCzCzCz.... But here's what I get:
CZcZCZCzczCzczCzczCZCZCzCz
I'll run it again:
CzCzCzCzCZCzCZCzCZCzCZCzCZCzCzCz
Different. And equally wrong.
The code:
e1 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)56, true);
CGEventPost(kCGSessionEventTap, e1);
CFRelease(e1);
e2 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)8, true);
CGEventPost(kCGSessionEventTap, e2);
CFRelease(e2);
e3 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)8, false);
CGEventPost(kCGSessionEventTap, e3);
CFRelease(e3);
e4 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)56, false);
CGEventPost(kCGSessionEventTap, e4);
CFRelease(e4);
e7 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)6, true);
CGEventPost(kCGSessionEventTap, e7);
CFRelease(e7);
e8 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)6, false);
CGEventPost(kCGSessionEventTap, e8);
CFRelease(e8);
Is there something I'm missing in how to implement the keydown and keyup for the shift key? I think this might be a bug - where would I report it?
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