initialise project

This commit is contained in:
Jake Howard 2014-08-10 19:51:47 +01:00
parent f27e88b3e3
commit b68d343297
12 changed files with 838 additions and 0 deletions

6
USB Lockdown/App.config Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
</startup>
</configuration>

39
USB Lockdown/Form1.Designer.cs generated Normal file
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namespace USB_Lockdown
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.Text = "Form1";
}
#endregion
}
}

20
USB Lockdown/Form1.cs Normal file
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace USB_Lockdown
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

22
USB Lockdown/Program.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace USB_Lockdown
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
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("USB Lockdown")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("USB Lockdown")]
[assembly: AssemblyCopyright("Copyright © 2014")]
[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("ffd4cfc3-e927-47b0-bf44-086a4c339ece")]
// 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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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace USB_Lockdown.Properties
{
/// <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 ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("USB_Lockdown.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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<?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.
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<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" />
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</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" />
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<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>
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<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>2.0</value>
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<resheader name="reader">
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</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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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace USB_Lockdown.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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<?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>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>USB_Lockdown</RootNamespace>
<AssemblyName>USB Lockdown</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Form1.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Form1.Designer.cs">
<DependentUpon>Form1.cs</DependentUpon>
</Compile>
<Compile Include="keyboardDisable.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "USB Lockdown", "USB Lockdown.csproj", "{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{347CAF7D-5114-4295-AC5D-13F5ABEC4D1D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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/// KEYBOARD.CS
/// (c) 2006 by Emma Burrows
/// This file contains the following items:
/// - KeyboardHook: class to enable low-level keyboard hook using
/// the Windows API.
/// - KeyboardHookEventHandler: delegate to handle the KeyIntercepted
/// event raised by the KeyboardHook class.
/// - KeyboardHookEventArgs: EventArgs class to contain the information
/// returned by the KeyIntercepted event.
///
/// Change history:
/// 17/06/06: 1.0 - First version.
/// 18/06/06: 1.1 - Modified proc assignment in constructor to make class backward
/// compatible with 2003.
/// 10/07/06: 1.2 - Added support for modifier keys:
/// -Changed filter in HookCallback to WM_KEYUP instead of WM_KEYDOWN
/// -Imported GetKeyState from user32.dll
/// -Moved native DLL imports to a separate internal class as this
/// is a Good Idea according to Microsoft's guidelines
/// 13/02/07: 1.3 - Improved modifier key support:
/// -Added CheckModifiers() method
/// -Deleted LoWord/HiWord methods as they weren't necessary
/// -Implemented Barry Dorman's suggestion to AND GetKeyState
/// values with 0x8000 to get their result
/// 23/03/07: 1.4 - Fixed bug which made the Alt key appear stuck
/// - Changed the line
/// if (nCode >= 0 && (wParam == (IntPtr)WM_KEYUP || wParam == (IntPtr)WM_SYSKEYUP))
/// to
/// if (nCode >= 0)
/// {
/// if (wParam == (IntPtr)WM_KEYUP || wParam == (IntPtr)WM_SYSKEYUP)
/// ...
/// Many thanks to "Scottie Numbnuts" for the solution.
using System;
using System.Diagnostics;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Text;
/// <summary>
/// Low-level keyboard intercept class to trap and suppress system keys.
/// </summary>
namespace USB_Lockdown
{
internal class KeyboardLock // ##Made by me! (Needs testing)
{
private static KeyboardHook KH;
internal static void enable()
{
KH = new KeyboardHook();
}
internal static void disable()
{
KH.Dispose();
KH = null;
}
}
public class KeyboardHook : IDisposable
{
/// <summary>
/// Parameters accepted by the KeyboardHook constructor.
/// </summary>
public enum Parameters
{
None,
AllowAltTab,
AllowWindowsKey,
AllowAltTabAndWindows,
PassAllKeysToNextApp
}
//Internal parameters
private bool PassAllKeysToNextApp = false;
private bool AllowAltTab = false;
private bool AllowWindowsKey = false;
//Keyboard API constants
private const int WH_KEYBOARD_LL = 13;
private const int WM_KEYUP = 0x0101;
private const int WM_SYSKEYUP = 0x0105;
//Modifier key constants
private const int VK_SHIFT = 0x10;
private const int VK_CONTROL = 0x11;
private const int VK_MENU = 0x12;
private const int VK_CAPITAL = 0x14;
//Variables used in the call to SetWindowsHookEx
private HookHandlerDelegate proc;
private IntPtr hookID = IntPtr.Zero;
internal delegate IntPtr HookHandlerDelegate(
int nCode, IntPtr wParam, ref KBDLLHOOKSTRUCT lParam);
/// <summary>
/// Event triggered when a keystroke is intercepted by the
/// low-level hook.
/// </summary>
public event KeyboardHookEventHandler KeyIntercepted;
// Structure returned by the hook whenever a key is pressed
internal struct KBDLLHOOKSTRUCT
{
public int vkCode;
int scanCode;
public int flags;
int time;
int dwExtraInfo;
}
#region Constructors
/// <summary>
/// Sets up a keyboard hook to trap all keystrokes without
/// passing any to other applications.
/// </summary>
public KeyboardHook()
{
proc = new HookHandlerDelegate(HookCallback);
using (Process curProcess = Process.GetCurrentProcess())
using (ProcessModule curModule = curProcess.MainModule)
{
hookID = NativeMethods.SetWindowsHookEx(WH_KEYBOARD_LL, proc,
NativeMethods.GetModuleHandle(curModule.ModuleName), 0);
}
}
/// <summary>
/// Sets up a keyboard hook with custom parameters.
/// </summary>
/// <param name="param">A valid name from the Parameter enum; otherwise, the
/// default parameter Parameter.None will be used.</param>
public KeyboardHook(string param)
: this()
{
if (!String.IsNullOrEmpty(param) && Enum.IsDefined(typeof(Parameters), param))
{
SetParameters((Parameters)Enum.Parse(typeof(Parameters), param));
}
}
/// <summary>
/// Sets up a keyboard hook with custom parameters.
/// </summary>
/// <param name="param">A value from the Parameters enum.</param>
public KeyboardHook(Parameters param)
: this()
{
SetParameters(param);
}
private void SetParameters(Parameters param)
{
switch (param)
{
case Parameters.None:
break;
case Parameters.AllowAltTab:
AllowAltTab = true;
break;
case Parameters.AllowWindowsKey:
AllowWindowsKey = true;
break;
case Parameters.AllowAltTabAndWindows:
AllowAltTab = true;
AllowWindowsKey = true;
break;
case Parameters.PassAllKeysToNextApp:
PassAllKeysToNextApp = true;
break;
}
}
#endregion
#region Check Modifier keys
/// <summary>
/// Checks whether Alt, Shift, Control or CapsLock
/// is enabled at the same time as another key.
/// Modify the relevant sections and return type
/// depending on what you want to do with modifier keys.
/// </summary>
private void CheckModifiers()
{
StringBuilder sb = new StringBuilder();
if ((NativeMethods.GetKeyState(VK_CAPITAL) & 0x0001) != 0)
{
//CAPSLOCK is ON
sb.AppendLine("Capslock is enabled.");
}
if ((NativeMethods.GetKeyState(VK_SHIFT) & 0x8000) != 0)
{
//SHIFT is pressed
sb.AppendLine("Shift is pressed.");
}
if ((NativeMethods.GetKeyState(VK_CONTROL) & 0x8000) != 0)
{
//CONTROL is pressed
sb.AppendLine("Control is pressed.");
}
if ((NativeMethods.GetKeyState(VK_MENU) & 0x8000) != 0)
{
//ALT is pressed
sb.AppendLine("Alt is pressed.");
}
Console.WriteLine(sb.ToString());
}
#endregion Check Modifier keys
#region Hook Callback Method
/// <summary>
/// Processes the key event captured by the hook.
/// </summary>
private IntPtr HookCallback(
int nCode, IntPtr wParam, ref KBDLLHOOKSTRUCT lParam)
{
bool AllowKey = PassAllKeysToNextApp;
//Filter wParam for KeyUp events only
if (nCode >= 0)
{
if (wParam == (IntPtr)WM_KEYUP || wParam == (IntPtr)WM_SYSKEYUP)
{
// Check for modifier keys, but only if the key being
// currently processed isn't a modifier key (in other
// words, CheckModifiers will only run if Ctrl, Shift,
// CapsLock or Alt are active at the same time as
// another key)
if (!(lParam.vkCode >= 160 && lParam.vkCode <= 164))
{
CheckModifiers();
}
// Check for key combinations that are allowed to
// get through to Windows
//
// Ctrl+Esc or Windows key
if (AllowWindowsKey)
{
switch (lParam.flags)
{
//Ctrl+Esc
case 0:
if (lParam.vkCode == 27)
AllowKey = true;
break;
//Windows keys
case 1:
if ((lParam.vkCode == 91) || (lParam.vkCode == 92))
AllowKey = true;
break;
}
}
// Alt+Tab
if (AllowAltTab)
{
if ((lParam.flags == 32) && (lParam.vkCode == 9))
AllowKey = true;
}
OnKeyIntercepted(new KeyboardHookEventArgs(lParam.vkCode, AllowKey));
}
//If this key is being suppressed, return a dummy value
if (AllowKey == false)
return (System.IntPtr)1;
}
//Pass key to next application
return NativeMethods.CallNextHookEx(hookID, nCode, wParam, ref lParam);
}
#endregion
#region Event Handling
/// <summary>
/// Raises the KeyIntercepted event.
/// </summary>
/// <param name="e">An instance of KeyboardHookEventArgs</param>
public void OnKeyIntercepted(KeyboardHookEventArgs e)
{
if (KeyIntercepted != null)
KeyIntercepted(e);
}
/// <summary>
/// Delegate for KeyboardHook event handling.
/// </summary>
/// <param name="e">An instance of InterceptKeysEventArgs.</param>
public delegate void KeyboardHookEventHandler(KeyboardHookEventArgs e);
/// <summary>
/// Event arguments for the KeyboardHook class's KeyIntercepted event.
/// </summary>
public class KeyboardHookEventArgs : System.EventArgs
{
private string keyName;
private int keyCode;
private bool passThrough;
/// <summary>
/// The name of the key that was pressed.
/// </summary>
public string KeyName
{
get { return keyName; }
}
/// <summary>
/// The virtual key code of the key that was pressed.
/// </summary>
public int KeyCode
{
get { return keyCode; }
}
/// <summary>
/// True if this key combination was passed to other applications,
/// false if it was trapped.
/// </summary>
public bool PassThrough
{
get { return passThrough; }
}
public KeyboardHookEventArgs(int evtKeyCode, bool evtPassThrough)
{
keyName = ((Keys)evtKeyCode).ToString();
keyCode = evtKeyCode;
passThrough = evtPassThrough;
}
}
#endregion
#region IDisposable Members
/// <summary>
/// Releases the keyboard hook.
/// </summary>
public void Dispose()
{
NativeMethods.UnhookWindowsHookEx(hookID);
}
#endregion
#region Native methods
[ComVisibleAttribute(false),
System.Security.SuppressUnmanagedCodeSecurity()]
internal class NativeMethods
{
[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
public static extern IntPtr GetModuleHandle(string lpModuleName);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
public static extern IntPtr SetWindowsHookEx(int idHook,
HookHandlerDelegate lpfn, IntPtr hMod, uint dwThreadId);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool UnhookWindowsHookEx(IntPtr hhk);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
public static extern IntPtr CallNextHookEx(IntPtr hhk, int nCode,
IntPtr wParam, ref KBDLLHOOKSTRUCT lParam);
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true, CallingConvention = CallingConvention.Winapi)]
public static extern short GetKeyState(int keyCode);
}
#endregion
}
}