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3 Commits

Author SHA1 Message Date
3872c5181f Add properties... 2024-11-03 14:11:26 +01:00
fd68adaff8 Code format 2024-11-03 14:11:26 +01:00
289f03fbfc Remove pixelcs 2024-11-03 13:03:50 +01:00
9 changed files with 438 additions and 204 deletions

2
.gitignore vendored
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@@ -1,5 +1,3 @@
.idea .idea
**/Debug
**/Properties
obj obj
bin bin

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@@ -56,7 +56,6 @@
<DependentUpon>Form1.cs</DependentUpon> <DependentUpon>Form1.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="HotKeyManager.cs"/> <Compile Include="HotKeyManager.cs"/>
<Compile Include="Pixel.cs"/>
<Compile Include="Program.cs"/> <Compile Include="Program.cs"/>
<Compile Include="Properties\AssemblyInfo.cs"/> <Compile Include="Properties\AssemblyInfo.cs"/>
<EmbeddedResource Include="Properties\Resources.resx"> <EmbeddedResource Include="Properties\Resources.resx">

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@@ -1,25 +0,0 @@
using System.Diagnostics;
using System.Drawing;
namespace DD2Switcher;
public class Pixel {
public Pixel(int x, int y, int R, int G, int B) {
this.x = x;
this.y = y;
this.R = R;
this.G = G;
this.B = B;
}
private int x { get; }
private int y { get; }
private int R { get; }
private int G { get; }
private int B { get; }
public bool ProcessBitmap(Bitmap bmp) {
var tempPixel = bmp.GetPixel(x, y);
return tempPixel.R >= R && tempPixel.B >= B && tempPixel.G >= G;
}
}

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@@ -7,205 +7,213 @@ using System.Windows.Forms;
namespace DD2Switcher; namespace DD2Switcher;
internal static class Program { internal static class Program {
private static List<Process> processes = new(); private static List<Process> processes = new();
private static Process activeProcess; private static Process activeProcess;
private static readonly IntPtr defaultAffinity = new(0xFF000000); private static readonly IntPtr defaultAffinity = new(0xFF000000);
private static readonly IntPtr fullAffinity = new(0xFFFFFFFF); private static readonly IntPtr fullAffinity = new(0xFFFFFFFF);
[DllImport("user32.dll")] [DllImport("user32.dll")]
public static extern IntPtr GetForegroundWindow(); public static extern IntPtr GetForegroundWindow();
[DllImport("user32.dll")] [DllImport("user32.dll")]
public static extern bool SetForegroundWindow(IntPtr hWnd); public static extern bool SetForegroundWindow(IntPtr hWnd);
[DllImport("kernel32.dll", SetLastError = true)] [DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)] [return: MarshalAs(UnmanagedType.Bool)]
static extern bool AllocConsole(); static extern bool AllocConsole();
private static void AdjustAffinities() { private static void AdjustAffinities() {
List<Process> fuckedProcesses = new(); List<Process> fuckedProcesses = new();
foreach (var process in processes) foreach (var process in processes)
if (process != activeProcess) { if (process != activeProcess) {
try { try {
process.ProcessorAffinity = defaultAffinity; process.ProcessorAffinity = defaultAffinity;
} }
catch (Exception e) { catch (Exception e) {
fuckedProcesses.Add(process); fuckedProcesses.Add(process);
} }
} }
try { try {
activeProcess.ProcessorAffinity = fullAffinity; activeProcess.ProcessorAffinity = fullAffinity;
} }
catch (Exception e) { catch (Exception e) {
fuckedProcesses.Add(activeProcess); fuckedProcesses.Add(activeProcess);
} }
foreach (var fucked in fuckedProcesses) foreach (var fucked in fuckedProcesses)
processes.Remove(fucked); processes.Remove(fucked);
} }
private static void AdjustPriorities() { private static void AdjustPriorities() {
List<Process> fuckedProcesses = new(); List<Process> fuckedProcesses = new();
foreach (var process in processes) { foreach (var process in processes) {
try { try {
process.PriorityClass = ProcessPriorityClass.Idle; process.PriorityClass = ProcessPriorityClass.Idle;
} }
catch (Exception e) { catch (Exception e) {
fuckedProcesses.Add(process); fuckedProcesses.Add(process);
} }
} }
try { try {
activeProcess.PriorityClass = ProcessPriorityClass.High; activeProcess.PriorityClass = ProcessPriorityClass.High;
} }
catch (Exception e) { catch (Exception e) {
fuckedProcesses.Add(activeProcess); fuckedProcesses.Add(activeProcess);
} }
foreach (var fucked in fuckedProcesses) foreach (var fucked in fuckedProcesses)
processes.Remove(fucked); processes.Remove(fucked);
} }
private static void SwitchToProcess(int index) { private static void SwitchToProcess(int index) {
Console.WriteLine("Switching to process at index " + index); Console.WriteLine("Switching to process at index " + index);
if (index >= processes.Count) return; if (index >= processes.Count) return;
var targetWindowHandle = processes[processes.Count - 1 - index].MainWindowHandle; var targetWindowHandle = processes[processes.Count - 1 - index].MainWindowHandle;
if (targetWindowHandle == IntPtr.Zero) { if (targetWindowHandle == IntPtr.Zero) {
processes.RemoveAt(processes.Count - 1 - index); processes.RemoveAt(processes.Count - 1 - index);
return; return;
} }
SetForegroundWindow(targetWindowHandle);
activeProcess = processes[processes.Count - 1 - index];
AdjustAffinities();
AdjustPriorities();
}
private static void SwitchMainGame() { SetForegroundWindow(targetWindowHandle);
var foregroundWindow = GetForegroundWindow(); activeProcess = processes[processes.Count - 1 - index];
Process foregroundGame = null; AdjustAffinities();
var foregroundGameIndex = -1; AdjustPriorities();
var exists = false; }
foreach (var process in processes) private static void SwitchMainGame() {
if (foregroundWindow == process.MainWindowHandle) { var foregroundWindow = GetForegroundWindow();
exists = true; Process foregroundGame = null;
foregroundGame = process; var foregroundGameIndex = -1;
foregroundGameIndex = processes.IndexOf(process); var exists = false;
break;
}
if (exists) { foreach (var process in processes)
var tempGame = processes[0]; if (foregroundWindow == process.MainWindowHandle) {
processes[0] = foregroundGame; exists = true;
processes[foregroundGameIndex] = tempGame; foregroundGame = process;
} foregroundGameIndex = processes.IndexOf(process);
} break;
}
private static void ToggleGame() { if (exists) {
Console.WriteLine("Toggling foreground window as tracked..."); var tempGame = processes[0];
var foregroundWindow = GetForegroundWindow(); processes[0] = foregroundGame;
var systemProcesses = Process.GetProcesses(); processes[foregroundGameIndex] = tempGame;
Process foregroundProcess = null; }
}
foreach (var process in systemProcesses) private static void ToggleGame() {
if (foregroundWindow == process.MainWindowHandle) { Console.WriteLine("Toggling foreground window as tracked...");
foregroundProcess = process; var foregroundWindow = GetForegroundWindow();
break; var systemProcesses = Process.GetProcesses();
} Process foregroundProcess = null;
if (foregroundProcess == null) return; foreach (var process in systemProcesses)
Console.WriteLine("Foreground process: " + foregroundProcess.ProcessName); if (foregroundWindow == process.MainWindowHandle) {
var existingProcess = processes.Find(process => process.Id == foregroundProcess.Id); foregroundProcess = process;
if (existingProcess != null) { break;
Console.WriteLine("Removing foreground process from tracked..."); }
processes.Remove(existingProcess);
}
else {
Console.WriteLine("Adding foreground process to tracked...");
processes.Add(foregroundProcess);
}
}
[STAThread] if (foregroundProcess == null) return;
private static void Main() { Console.WriteLine("Foreground process: " + foregroundProcess.ProcessName);
// AllocConsole(); var existingProcess = processes.Find(process => process.Id == foregroundProcess.Id);
if (existingProcess != null) {
Console.WriteLine("Removing foreground process from tracked...");
processes.Remove(existingProcess);
}
else {
Console.WriteLine("Adding foreground process to tracked...");
processes.Add(foregroundProcess);
}
}
var processes = Process.GetProcesses(); [STAThread]
var currentProcess = Process.GetCurrentProcess(); private static void Main() {
// AllocConsole();
foreach (var process in processes) var processes = Process.GetProcesses();
if (process.Id != currentProcess.Id && process.ProcessName == currentProcess.ProcessName) { var currentProcess = Process.GetCurrentProcess();
process.Kill();
Process.GetCurrentProcess().Kill();
}
foreach (var process in processes)
HotKeyManager.RegisterHotKey(Keys.D1, KeyModifiers.Alt); if (process.Id != currentProcess.Id && process.ProcessName == currentProcess.ProcessName) {
HotKeyManager.RegisterHotKey(Keys.D2, KeyModifiers.Alt); process.Kill();
HotKeyManager.RegisterHotKey(Keys.D3, KeyModifiers.Alt); Process.GetCurrentProcess().Kill();
HotKeyManager.RegisterHotKey(Keys.D4, KeyModifiers.Alt); }
HotKeyManager.RegisterHotKey(Keys.D5, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D6, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D7, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D8, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D9, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.Oemtilde, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.Q, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.W, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.R, KeyModifiers.Alt);
HotKeyManager.HotKeyPressed += HotKeyManager_HotKeyPressed;
var pixelList = new System.Collections.Generic.List<Pixel>();
// pixelList.Add(new Pixel(1401, 1234, 224, 224, 224));
pixelList.Add(new Pixel(1359, 1235, 220, 220, 220));
static void HotKeyManager_HotKeyPressed(object sender, HotKeyEventArgs e) {
switch (e.Key) {
case Keys.D1:
SwitchToProcess(0);
break;
case Keys.D2:
SwitchToProcess(1);
break;
case Keys.D3:
SwitchToProcess(2);
break;
case Keys.D4:
SwitchToProcess(3);
break;
case Keys.D5:
SwitchToProcess(4);
break;
case Keys.D6:
SwitchToProcess(5);
break;
case Keys.D7:
SwitchToProcess(6);
break;
case Keys.D8:
SwitchToProcess(7);
break;
case Keys.D9:
SwitchToProcess(8);
break;
case Keys.Oemtilde:
ToggleGame();
break;
}
}
Console.CancelKeyPress += (sender, e) => { HotKeyManager.RegisterHotKey(Keys.D1, KeyModifiers.Alt);
Process.GetCurrentProcess().Kill(); HotKeyManager.RegisterHotKey(Keys.D2, KeyModifiers.Alt);
}; HotKeyManager.RegisterHotKey(Keys.D3, KeyModifiers.Alt);
while (true) HotKeyManager.RegisterHotKey(Keys.D4, KeyModifiers.Alt);
System.Threading.Thread.Sleep(100000); HotKeyManager.RegisterHotKey(Keys.D5, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D6, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D7, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D8, KeyModifiers.Alt);
HotKeyManager.RegisterHotKey(Keys.D9, KeyModifiers.Alt);
} HotKeyManager.RegisterHotKey(Keys.D1, KeyModifiers.Alt | KeyModifiers.Shift);
} HotKeyManager.RegisterHotKey(Keys.D2, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D3, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D4, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D5, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D6, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D7, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D8, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.D9, KeyModifiers.Alt | KeyModifiers.Shift);
HotKeyManager.RegisterHotKey(Keys.Oemtilde, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.Q, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.W, KeyModifiers.Alt);
// HotKeyManager.RegisterHotKey(Keys.R, KeyModifiers.Alt);
HotKeyManager.HotKeyPressed += HotKeyManager_HotKeyPressed;
var pixelList = new System.Collections.Generic.List<Pixel>();
// pixelList.Add(new Pixel(1401, 1234, 224, 224, 224));
pixelList.Add(new Pixel(1359, 1235, 220, 220, 220));
static void HotKeyManager_HotKeyPressed(object sender, HotKeyEventArgs e) {
switch (e.Key) {
case Keys.D1:
SwitchToProcess(0);
break;
case Keys.D2:
SwitchToProcess(1);
break;
case Keys.D3:
SwitchToProcess(2);
break;
case Keys.D4:
SwitchToProcess(3);
break;
case Keys.D5:
SwitchToProcess(4);
break;
case Keys.D6:
SwitchToProcess(5);
break;
case Keys.D7:
SwitchToProcess(6);
break;
case Keys.D8:
SwitchToProcess(7);
break;
case Keys.D9:
SwitchToProcess(8);
break;
case Keys.Oemtilde:
ToggleGame();
break;
}
}
Console.CancelKeyPress += (sender, e) => { Process.GetCurrentProcess().Kill(); };
while (true)
System.Threading.Thread.Sleep(100000);
}
}

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@@ -0,0 +1,35 @@
using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("DD2Switcher")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("DD2Switcher")]
[assembly: AssemblyCopyright("Copyright © 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("2AC26899-8E27-4B96-85A9-C387186EAD27")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@@ -0,0 +1,63 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace DD2Switcher.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("DD2Switcher.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}

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@@ -0,0 +1,123 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata"
id="root"
xmlns="">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0"/>
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string"/>
<xsd:attribute name="type" type="xsd:string"/>
<xsd:attribute name="mimetype" type="xsd:string"/>
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string"/>
<xsd:attribute name="name" type="xsd:string"/>
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2"/>
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1"/>
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3"/>
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4"/>
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required"/>
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
</value>
</resheader>
</root>

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@@ -0,0 +1,26 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace DD2Switcher.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute(
"Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance =
((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get { return defaultInstance; }
}
}
}

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@@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)"/>
</Profiles>
<Settings/>
</SettingsFile>