[英]Replace Thread.Sleep() with System.Windows.Forms.Timer()
public static class SampleMouseMove
{
static Random random = new Random();
static int mouseSpeed = 15;
public static void MoveMouse(int x, int y, int rx, int ry)
{
Point c = new Point();
GetCursorPos(out c);
x += random.Next(rx);
y += random.Next(ry);
double randomSpeed = Math.Max((random.Next(mouseSpeed) / 2.0 + mouseSpeed) / 10.0, 0.1);
WindMouse(c.X, c.Y, x, y, 9.0, 3.0, 10.0 / randomSpeed,
15.0 / randomSpeed, 10.0 * randomSpeed, 10.0 * randomSpeed);
}
static void WindMouse(double xs, double ys, double xe, double ye,
double gravity, double wind, double minWait, double maxWait,
double maxStep, double targetArea)
{
double dist, windX = 0, windY = 0, veloX = 0, veloY = 0, randomDist, veloMag, step;
int oldX, oldY, newX = (int)Math.Round(xs), newY = (int)Math.Round(ys);
double waitDiff = maxWait - minWait;
double sqrt2 = Math.Sqrt(2.0);
double sqrt3 = Math.Sqrt(3.0);
double sqrt5 = Math.Sqrt(5.0);
dist = Hypot(xe - xs, ye - ys);
while (dist > 1.0)
{
wind = Math.Min(wind, dist);
if (dist >= targetArea)
{
int w = random.Next((int)Math.Round(wind) * 2 + 1);
windX = windX / sqrt3 + (w - wind) / sqrt5;
windY = windY / sqrt3 + (w - wind) / sqrt5;
}
else
{
windX = windX / sqrt2;
windY = windY / sqrt2;
if (maxStep < 3)
maxStep = random.Next(3) + 3.0;
else
maxStep = maxStep / sqrt5;
}
veloX += windX;
veloY += windY;
veloX = veloX + gravity * (xe - xs) / dist;
veloY = veloY + gravity * (ye - ys) / dist;
if (Hypot(veloX, veloY) > maxStep)
{
randomDist = maxStep / 2.0 + random.Next((int)Math.Round(maxStep) / 2);
veloMag = Hypot(veloX, veloY);
veloX = (veloX / veloMag) * randomDist;
veloY = (veloY / veloMag) * randomDist;
}
oldX = (int)Math.Round(xs);
oldY = (int)Math.Round(ys);
xs += veloX;
ys += veloY;
dist = Hypot(xe - xs, ye - ys);
newX = (int)Math.Round(xs);
newY = (int)Math.Round(ys);
if (oldX != newX || oldY != newY)
SetCursorPos(newX, newY);
step = Hypot(xs - oldX, ys - oldY);
int wait = (int)Math.Round(waitDiff * (step / maxStep) + minWait);
Thread.Sleep(wait); //<---
}
int endX = (int)Math.Round(xe);
int endY = (int)Math.Round(ye);
if (endX != newX || endY != newY)
SetCursorPos(endX, endY);
}
static double Hypot(double dx, double dy)
{
return Math.Sqrt(dx * dx + dy * dy);
}
[DllImport("user32.dll")]
static extern bool SetCursorPos(int X, int Y);
[DllImport("user32.dll")]
public static extern bool GetCursorPos(out Point p);
}
這是我的代碼,將鼠標光標移動到特定點。
我想將上面的Thread.Sleep(wait)
替換為不會使UI線程凍結的異步操作。 我想出了如何制作計時器,但不確定在上面的示例中如何使用它。
var timer = new System.Windows.Forms.Timer();
timer.Interval = wait;
timer.Tick += (sender, args) => { /* do stuff */ };
timer.Start();
您正在使UI線程直接進入睡眠狀態。 如果您想做您想做的事情,則需要將while循環放入它自己的線程中,並使THAT線程進入睡眠狀態,而不是UI線程進入睡眠狀態。
要么,要么將整個WindMouse方法放到它自己的后台線程中。
將該方法的簽名更改為: private static async Task WindMouse()
替換Thread.Sleep(wait);
與await Task.Delay(wait);
請記住,應用程序的主線程將是處理來自Windows的消息的線程。 這包括響應鍵盤和鼠標事件以及重畫屏幕的能力。 如果您將主線程置於睡眠狀態(或只是使其進行大量同步工作),則UI似乎“凍結”,直到該線程可以繼續處理來自消息泵的事件為止。
在這樣的情況下,Timer對象可能很有用,但是過去,長時間運行的計時器在內存使用方面存在問題。 類的一種內存泄漏問題。 老實說,我不知道是否已解決。
也就是說,您可以編寫一個單獨的線程為您輕松完成此工作。
我已經包含了如下所述的代碼。 還請注意while循環的更改,以及“ StopMoveMouse”方法的添加。 我還添加了ManualResetEvent字段,當用戶請求停止移動鼠標而不必等待超時到期時,它將使您能夠“脫離睡眠”。 如果等待時間很短,那么這實際上不是必需的,但是為了以防萬一,我添加了例如。 我還添加了一個布爾字段,該字段使我可以檢查線程是否已在運行,以防止再次調用BeginMoveMouse而不先停止它。 可以很容易地修改此支票以簡單地返回而不做任何事情。
public class SampleMouseMove
{
delegate void BeginMoveMouseDelegate(int x, int y, int rx, int ry);
Random random = new Random();
int mouseSpeed = 15;
bool killMove = false;
bool running = false;
ManualResetEvent mre = new ManualResetEvent(false);
public SampleMouseMove()
{ }
public void BeginMoveMouse(int x, int y, int rx, int ry)
{
if (running)
throw new Exception("Mouse is already being moved.");
BeginMoveMouseDelegate del = new BeginMoveMouseDelegate(MoveMouse);
del.BeginInvoke(x, y, rx, ry, new AsyncCallback(BeginMoveMouseCallback), del);
running = true;
}
public void StopMoveMouse()
{
killMove = true;
mre.Set();
}
void BeginMoveMouseCallback(IAsyncResult state)
{
BeginMoveMouseDelegate del = (BeginMoveMouseDelegate)state.AsyncState;
del.EndInvoke(state);
mre.Reset();
killMove = false;
running = false;
}
public void MoveMouse(int x, int y, int rx, int ry)
{
Point c = new Point();
GetCursorPos(out c);
x += random.Next(rx);
y += random.Next(ry);
double randomSpeed = Math.Max((random.Next(mouseSpeed) / 2.0 + mouseSpeed) / 10.0, 0.1);
WindMouse(c.X, c.Y, x, y, 9.0, 3.0, 10.0 / randomSpeed,
15.0 / randomSpeed, 10.0 * randomSpeed, 10.0 * randomSpeed);
}
void WindMouse(double xs, double ys, double xe, double ye,
double gravity, double wind, double minWait, double maxWait,
double maxStep, double targetArea)
{
double dist, windX = 0, windY = 0, veloX = 0, veloY = 0, randomDist, veloMag, step;
int oldX, oldY, newX = (int)Math.Round(xs), newY = (int)Math.Round(ys);
double waitDiff = maxWait - minWait;
double sqrt2 = Math.Sqrt(2.0);
double sqrt3 = Math.Sqrt(3.0);
double sqrt5 = Math.Sqrt(5.0);
dist = Hypot(xe - xs, ye - ys);
while (dist > 1.0 && !killMove)
{
wind = Math.Min(wind, dist);
if (dist >= targetArea)
{
int w = random.Next((int)Math.Round(wind) * 2 + 1);
windX = windX / sqrt3 + (w - wind) / sqrt5;
windY = windY / sqrt3 + (w - wind) / sqrt5;
}
else
{
windX = windX / sqrt2;
windY = windY / sqrt2;
if (maxStep < 3)
maxStep = random.Next(3) + 3.0;
else
maxStep = maxStep / sqrt5;
}
veloX += windX;
veloY += windY;
veloX = veloX + gravity * (xe - xs) / dist;
veloY = veloY + gravity * (ye - ys) / dist;
if (Hypot(veloX, veloY) > maxStep)
{
randomDist = maxStep / 2.0 + random.Next((int)Math.Round(maxStep) / 2);
veloMag = Hypot(veloX, veloY);
veloX = (veloX / veloMag) * randomDist;
veloY = (veloY / veloMag) * randomDist;
}
oldX = (int)Math.Round(xs);
oldY = (int)Math.Round(ys);
xs += veloX;
ys += veloY;
dist = Hypot(xe - xs, ye - ys);
newX = (int)Math.Round(xs);
newY = (int)Math.Round(ys);
if (oldX != newX || oldY != newY)
SetCursorPos(newX, newY);
step = Hypot(xs - oldX, ys - oldY);
int wait = (int)Math.Round(waitDiff * (step / maxStep) + minWait);
mre.WaitOne(wait); // <-- this works like Thread.Sleep(), but we can cancel the "wait" by calling mre.Set();
}
int endX = (int)Math.Round(xe);
int endY = (int)Math.Round(ye);
if (endX != newX || endY != newY)
SetCursorPos(endX, endY);
}
double Hypot(double dx, double dy)
{
return Math.Sqrt(dx * dx + dy * dy);
}
[DllImport("user32.dll")]
static extern bool SetCursorPos(int X, int Y);
[DllImport("user32.dll")]
public static extern bool GetCursorPos(out Point p);
}
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.