Node.js Desktop Automation for Windows. Emulate the mouse and keyboard physical or virtual inputs, capture workwindow, register global hotkeys.
Install Windows Build Tools:
npm install --global windows-build-tools
Install node-gyp:
npm install -g node-gyp
Install keysender using npm:
npm install keysender
or yarn:
yarn add keysender
import { Hardware, GlobalHotkey } from "keysender";
const notepad = new Hardware(null, "Notepad"); // find Notepad handle by className and set it as workwindow
new GlobalHotkey({
// register hotkey
key: "f1",
mode: "once",
async action() {
if (
(notepad.workwindow.isOpen() || notepad.workwindow.refresh()) &&
notepad.workwindow.isForeground()
) {
notepad.workwindow.setView({ x: 0, y: 0 }); // move workwindow to top left corner of the screen
const { width, height } = notepad.workwindow.getView();
await notepad.mouse.humanMoveTo(width / 2, height / 2); // makes human similar mouse movement from current cursor position to middle of "Notepad" window
await notepad.keyboard.printText("hello"); // instantly types "hello"
await notepad.keyboard.sendKey("space", 50); // press key "space", await for 50 milliseconds, release key "space"
await notepad.keyboard.sendKeys(["w", "o", "r", "l", "d"], [25, 50], 50);
await notepad.keyboard.sendKey(["ctrl", "s"], 50); // press key combination "ctrl+s", await for 50 milliseconds, release key combination
}
},
});
- Hardware or Virtual
- GlobalHotkey
- LowLevelHook
- disableInput
- isButtonPressed
- textToImg
- getAllWindows
- getWindowChildren
- getScreenSize
- vkToString
- sleep
- Available keyboard buttons
/** Use entire desktop as workwindow */
constructor();
/** Use the first window with {handle} */
constructor(handle: number);
/**
* Use the first window with {title} and/or {className} and sets it as current workwindow
* */
constructor(title: string | null, className?: string | null);
/**
* Use the first child window with {childClassName} and/or {childTitle}
* of window with {parentHandle} and sets it as current workwindow
* */
constructor(
parentHandle: number,
childClassName: string | null,
childTitle?: string | null
);
/**
* Use the first child window with {childClassName} and/or {childTitle}
* of the first found window with {parentTitle} and/or {parentClassName}
* and sets it as current workwindow
* */
constructor(
parentTitle: string | null,
parentClassName: string | null,
childClassName: string | null,
childTitle?: string | null
);
Classes Hardware and Virtual provide the same keyboard, mouse and workwindow methods and have the same constructors, but:
-
Class Hardware provides keyboard and mouse methods implementations on hardware level by inserts the events serially into the keyboard or mouse input stream. These events are not interspersed with other keyboard or mouse input events inserted either by the user (with the keyboard or mouse).
-
Class Virtual provides keyboard and mouse methods implementations on virtual level by sending messages to workwindow, so it could work with background window.
Note: Virtual keyboard and mouse methods do not work for all windows, for example, input line in certain window may accept message from printText method, but sendKey method makes no effect outside input line, or the window may accept a keystroke message from sendKey method but not accept mouse movement message from moveTo method.
import { Hardware, Virtual } from "keysender";
const foo = new Hardware("Some title");
const bar = new Virtual(null, "SomeClassName");
const foobar = new Hardware(
"Some parent title",
"SomeParentClassName",
"SomeChildClassName"
);
Provides methods to synthesize keystrokes
sendKey(
key: KeyboardButton | KeyboardButton[],
delayAfterPress?: number | [from: number, to: number],
delayAfterRelease?: number | [from: number, to: number]
): Promise<void>;
Pressing and releasing key or combination of keys
Argument | Description | Default Value |
---|---|---|
key | key or array with combination of keys | |
delayAfterPress | milliseconds to await after key pressed | 35 |
delayAfterRelease | milliseconds to await after key released | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.keyboard.sendKey("a");
await obj.keyboard.sendKey("a", 50);
await obj.keyboard.sendKey("a", 50, 90);
await obj.keyboard.sendKey(["ctrl", "shift", "a"], [25, 50]);
toggleKey(
key: KeyboardButton | KeyboardButton[],
state: boolean,
delay?: number | [from: number, to: number]
): Promise<void>;
Toggling key or combination of keys to provided state
Argument | Description | Default Value |
---|---|---|
key | key or array with combination of keys | |
state | key state selection: true for press, false for release |
|
delay | milliseconds to await after key toggling | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.keyboard.toggleKey("a", true);
await obj.keyboard.toggleKey("a", false, 50);
await obj.keyboard.toggleKey(["ctrl", "shift", "a"], true, [25, 50]);
sendKeys(
keys: (KeyboardButton | KeyboardButton[])[],
delayAfterPress?: number | [from: number, to: number],
delayAfterRelease?: number | [from: number, to: number],
delay?: number | [from: number, to: number]
): Promise<void>;
sendKeys.cancelCurrent(): Promise<void>
Pressing and releasing array of keys or combinations of keys
Argument | Description | Default Value |
---|---|---|
keys | array with keys | |
afterPressDelay | milliseconds to await after each key pressed | 35 |
afterReleaseDelay | milliseconds to await after each key released (excluding last) | 35 |
delay | milliseconds to await after last key released | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.keyboard.sendKeys(["a", "b"]);
await obj.keyboard.sendKeys(["a", "b"], 50);
await obj.keyboard.sendKeys(["a", "b"], 50, 90);
await obj.keyboard.sendKeys(["a", "b"], [25, 50], 25, 45);
printText(
text: string,
delayAfterCharTyping?: number | [from: number, to: number],
delay?: number | [from: number, to: number]
): Promise<void>;
printText.cancelCurrent(): Promise<void>
Prints given text
Argument | Description | Default Value |
---|---|---|
text | string to print | |
delayAfterCharTyping | milliseconds to await after each char typing (excluding last) | 0 |
delay | milliseconds to await after text printed | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.keyboard.printText("hello world");
await obj.keyboard.printText("hello world", 50);
await obj.keyboard.printText("hello world", [25, 50], 25);
Provides methods to synthesize mouse motions, and button clicks
click(
button?: MouseButton,
delayAfterPress?: number | [from: number, to: number],
delayAfterRelease?: number | [from: number, to: number]
): Promise<void>;
Argument | Description | Default Value |
---|---|---|
button | name of mouse button | "left" |
delayAfterPress | milliseconds to await after button pressed | 35 |
delayAfterRelease | milliseconds to await after button released | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.click();
await obj.mouse.click("right", 25, 15);
toggle(button: MouseButton, state: boolean, delay?: number | [from: number, to: number]): Promise<void>;
Switch mouse button state
Argument | Description | Default Value |
---|---|---|
button | name of mouse button | |
state | button state selection: true for press, false for release |
|
delay | milliseconds to await after switching button state | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.toggle("left", true);
await obj.mouse.toggle("right", false, 25);
moveTo(x: number, y: number, delay?: number | [from: number, to: number]): Promise<void>;
Move mouse to [x, y] in current workwindow
Argument | Description | Default Value |
---|---|---|
delay | milliseconds to await after mouse movement | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.moveTo(25, 25);
await obj.mouse.moveTo(50, 50, 50);
move(x: number, y: number, delay?: number | [from: number, to: number]): Promise<void>;
Move mouse from current position by [x, y] relatively
Argument | Description | Default Value |
---|---|---|
delay | milliseconds to await after mouse movement | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.move(25, 25);
await obj.mouse.move(-50, 50, 50);
humanMoveTo(
x: number,
y: number,
speed?: number,
deviation?: number,
delay?: number | [from: number, to: number]
): Promise<void>;
humanMoveTo.cancelCurrent(): Promise<void>
Simulate human similar mouse movement from current cursor position to [x, y] in current workwindow
Argument | Description | Default Value |
---|---|---|
speed | move speed | 5 |
deviation | movement curvature | 30 |
delay | milliseconds to await after movement end | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.humanMoveTo(25, 25);
scrollWheel(amount: number, delay?: number | [from: number, to: number]): Promise<void>;
Argument | Description | Default Value |
---|---|---|
amount | amount of wheel movement, positive value indicates that the wheel was rotated forward, away from the user, negative value indicates that the wheel was rotated backward, toward the user | |
delay | milliseconds to await after wheel scroll | 0 |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.scrollWheel(-1);
getPos(): Position;
Returns current cursor position relative to workwindow
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
await obj.mouse.moveTo(25, 50);
console.log(obj.mouse.getPos()); // {x: 25, y: 50}
Provides methods to work with workwindow
/** Sets entire desktop as current workwindow */
set();
/** Sets current workwindow by {handle} */
set(handle: number): void;
/**
* Finds the first window with {title}
* and/or {className} and sets it as current workwindow
* */
set(title: string | null, className?: string | null): void;
/**
* Finds the first child window with {childClassName}
* and/or {childTitle} of window with {parentHandle}
* and sets it as current workwindow
* */
set(parentHandle: number, childClassName: string | null, childTitle?: string | null): void;
/**
* Finds the first child window with {childClassName}
* and/or {childTitle} of the first found window with {parentTitle}
* and/or {parentClassName} and sets it as current workwindow
* */
set(parentTitle: string | null, parentClassName: string | null, childClassName: string | null, childTitle?: string | null): void;
Same as constructor.
import { Hardware } from "keysender";
const obj = new Hardware("Some title"); // or Virtual
obj.workwindow.set(null, "SomeClass");
get(): {
handle: number;
className: string;
title: string;
};
import { Hardware } from "keysender";
const obj = new Hardware("Some title"); // or Virtual
console.log(obj.workwindow.get()); // { handle, title, className }
refresh(): boolean;
Tries to find a new workwindow using already defined handle
, className
, childTitle
, childClassName
,
returns true
if new workwindow successfully find (new handle not equal to 0), false
if it is not
import { Hardware } from "keysender";
const obj = new Hardware("Some title"); // or Virtual
obj.workwindow.refresh();
setView(view: Partial<Position & Size>): void;
Sets workwindow position and/or size
Object field | Description |
---|---|
x | window x position |
y | window y position |
width | window width |
height | window height |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
obj.workwindow.setView({ x: 25 });
obj.workwindow.setView({ y: 25, width: 1200 });
obj.workwindow.setView({ x: 50, y: 25, width: 1200, height: 800 });
getView(): Position & Size;
Returns object with workwindow position and size
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
console.log(obj.workwindow.getView()); // { x, y, width, height }
setForeground(): void;
Makes the current workwindow the foreground window
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
obj.workwindow.setForeground();
isForeground(): boolean;
Checks if the current workwindow is a foreground window
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
console.log(obj.workwindow.isForeground());
isOpen(): boolean;
Checks if the current workwindow exist
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
console.log(obj.workwindow.isOpen());
kill(): void;
Terminates current workwindow by killing it's thread
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
obj.workwindow.kill();
close(): void;
Closes current workwindow by sending close message to it
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
obj.workwindow.close();
capture(part: Position & Size, format?: "rgba" | "bgra" | "grey"): Image;
capture(
part: Position & Size,
format: "monochrome",
threshold?: number
): Image;
capture(format?: "rgba" | "bgra" | "grey"): Image;
capture(format: "monochrome", threshold?: number): Image;
Takes a screenshot of the current workwindow (even if it is in the background) or the desktop
Argument | Description | Default Value |
---|---|---|
part | object { x, y, height, width } with position and size to be captured |
|
format | color format of returned image, could be "rgba" , "bgra" , "grey" or "monochrome" Note: the bgra format has the best performance, but the alpha channel of pixels is not always 255. |
"rgba" |
threshold | color limit for "monochrome" format, if the pixel value is smaller than the threshold, it is set to 0, otherwise it is set to 255 | 127 |
Returns object { data, width, height }
field | Description |
---|---|
data | Buffer with pixels |
width | width of captured img |
height | height of captured img |
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
const desktop = new Hardware();
obj.workwindow.capture();
desktop.workwindow.capture();
obj.workwindow.capture({ x: 25, y: 25, width: 500, height: 500 });
desktop.workwindow.capture({ x: 25, y: 25, width: 500, height: 500 });
obj.workwindow.capture("grey");
obj.workwindow.capture(
{ x: 25, y: 25, width: 500, height: 500 },
"monochrome",
200
);
colorAt(x: number, y: number, returnType?: "string"): string;
colorAt(x: number, y: number, returnType: "array"): RGB;
colorAt(x: number, y: number, returnType: "number"): number;
Returns pixel color in [x, y] of current workwindow (or screen if handle
was unset)
import { Hardware } from "keysender";
const obj = new Hardware(handle); // or Virtual
const desktop = new Hardware();
obj.workwindow.colorAt(25, 25); // returns workwindow color in [25, 25] in "rrggbb" format
obj.workwindow.colorAt(25, 25, "array"); // returns workwindow color in [25, 25] in [r,g,b] format
obj.workwindow.colorAt(25, 25, "number"); // returns workwindow color in [25, 25] in decimal format
desktop.workwindow.colorAt(25, 25); // returns screen color in [25, 25] in "rrggbb" format
Execution of some methods (sendKeys, printText, humanMoveTo) can be interrupted by calling cancelCurrent
method, as in the example below:
const obj = new Hardware();
obj.mouse.humanMoveTo(100, 100);
await obj.mouse.humanMoveTo.cancelCurrent();
You can call cancelCurrent
even if no method currently executing (it will have no effect and return resolved promise) or call it multiple times (each call will return the same promise as the first call)
enum Reason {
BY_KEYBOARD,
BY_ACTION,
BY_STOP,
}
type HotkeyOptions<S = never, R = never> = {
key: KeyboardRegularButton | number;
} & ([S] extends [never]
? {
defaultState?: undefined;
}
: {
defaultState: S;
}) &
(
| {
mode: "once";
action(this: GlobalHotkey<S, R>): void | Promise<void>;
}
| {
mode: "toggle" | "hold";
isEnable?(this: GlobalHotkey<S, R>): boolean | Promise<boolean>;
before?(this: GlobalHotkey<S, R>): void | Promise<void>;
action(this: GlobalHotkey<S, R>): boolean | Promise<boolean>;
after?(
this: GlobalHotkey<S, R>,
reason: Reason | R
): void | Promise<void>;
delay?: Delay;
}
);
class GlobalHotkey<S = never, R = never> {
constructor(options: HotkeyOptions<S, R>);
stop(reason?: Reason.BY_STOP | R): Promise<void> | undefined;
reassignment(newKey: KeyboardRegularButton | number): void;
unregister(): void;
delete(): void;
hotkeyState: boolean;
state: S;
static unregisterAll(): void;
static deleteAll(): void;
}
Registers a hotkey, if any hotkey is already registered for this key, unregisters the previous hotkey and registers a new hotkey
field | Description | Default Value |
---|---|---|
key | hotkey | |
mode | if "once" - action will call one time for each key press, if "hold" - action will repeat every delay milliseconds while key is pressed or action returns true , if "toggle" - action starts repeat repeat every delay milliseconds after key first time pressed and stops after key second time pressed or action returns false |
|
isEnable? | method to check if hotkey is need to be executing | () => true |
before? | if mode is "hold" or "toggle" - method to be executed before the action loop |
|
action | function to be call after hotkey was pressed | |
after? | if mode is "hold" or "toggle" - function to be call after hotkey work is end, first param is reason of ending, reason of action loop ending, can be one of Reason enum (if ended by action - Reason.BY_ACTION , if ended by keyboard - Reason.BY_KEYBOARD ) or reason from stop method |
|
delay? | if mode is "hold" or "toggle" - sets delay between action calls |
35 |
defaultState? | default state |
import { GlobalHotkey } from "keysender";
new GlobalHotkey({
// logs "hi" after pressing "num+"
key: "num+",
mode: "once",
action() {
console.log("hi");
},
});
new GlobalHotkey({
// logs "hi" every 50 milliseconds while "num*" is pressed
key: "num*",
mode: "hold",
action() {
console.log("hi");
return true;
},
delay: 50,
});
let i = 0;
new GlobalHotkey({
// logs "hi" every 50 milliseconds after "num/" is pressed
key: "num/", // until "num/" be pressed again or i become > 50
mode: "toggle",
action() {
i++;
if (i > 50) {
return false;
}
console.log("hi");
return true;
},
});
let j = 0;
new GlobalHotkey({
// after "a" is pressed if i <= 50 - logs "hi" every 50 milliseconds
key: "a", // until "a" be pressed again
mode: "toggle",
isEnable() {
return j <= 50;
},
action() {
j++;
console.log(j);
return true;
},
delay: 50,
});
new GlobalHotkey({
// logs "hi" every 50 milliseconds while "num-" is pressed,
key: "num-", // logs Release.BY_KEYBOARD when "num-" is released
mode: "hold",
action() {
console.log("hi");
return true;
},
after(reason) {
console.log(reason);
},
});
stop(reason?: Reason.BY_STOP | R): Promise<void>;
Stops the loop of action executing
Argument | Description | Default Value |
---|---|---|
reason | reason to after method | Reason.BY_STOP |
import { GlobalHotkey } from "keysender";
const hotkey = new GlobalHotkey<never, "someReason">({
key: "num-",
mode: "toggle",
action() {
// some action here
return true;
},
after(reason) {
if (reason === "someReason") {
console.log("stopped");
}
},
});
new GlobalHotkey({
key: "num+",
mode: "once",
async action() {
await hotkey.stop("someReason");
console.log("num- action was stopped");
},
});
reassignment(newHotkey: KeyboardRegularButton | number): void;
Reassignments hotkey
import { GlobalHotkey } from "keysender";
const foo = new GlobalHotkey({
key: "num+",
mode: "once",
action() {
console.log("hi");
},
});
foo.reassignment("a");
unregister(): void;
Unregisters a hotkey, but it can still be reassignment using the reassignment method
import { GlobalHotkey } from "keysender";
const foo = new GlobalHotkey({
key: "num+",
mode: "once",
action() {
console.log("hi");
},
});
foo.unregister();
delete(): void;
Delete a hotkey, it can't be reassignment
import { GlobalHotkey } from "keysender";
const foo = new GlobalHotkey({
key: "num+",
mode: "once",
action() {
console.log("hi");
},
});
foo.delete();
Any state that can be used via this
in isEnable, before, action, after methods or via GlobalHotkey instance
type State = { counter: number };
const hotkey = new GlobalHotkey<State>({
key: "f1",
mode: "toggle",
action() {
this.state.counter++;
console.log(this.state.counter);
return true;
},
defaultState: { counter: 0 },
});
new GlobalHotkey({
key: "f2",
mode: "once",
action() {
hotkey.state.counter--;
},
});
isRunning: boolean;
flag indicating that an action is currently being performed
static unregisterAll(): void;
Unregister all hotkeys, but they still can be reassignment by reassignment method
import { GlobalHotkey } from "keysender";
GlobalHotkey.unregisterAll();
static deleteAll(): void;
Delete all hotkeys
import { GlobalHotkey } from "keysender";
GlobalHotkey.deleteAll();
enum Reason {
BY_KEYBOARD,
BY_ACTION,
BY_STOP,
}
type LowLevelHookOptions<S = never, R = never> = (
| {
device: "keyboard";
button: KeyboardButton | number;
}
| {
device: "mouse";
button: MouseButton;
}
) &
([S] extends [never]
? {
defaultState?: undefined;
}
: {
defaultState: S;
}) &
(
| {
mode: "once";
action(this: LowLevelHook<S, R>): void | Promise<void>;
}
| {
mode: "toggle" | "hold";
isEnable?(this: LowLevelHook<S, R>): boolean | Promise<boolean>;
before?(this: LowLevelHook<S, R>): void | Promise<void>;
action(this: LowLevelHook<S, R>): boolean | Promise<boolean>;
after?(
this: LowLevelHook<S, R>,
reason: Reason | R
): void | Promise<void>;
delay?: Delay;
}
);
class LowLevelHook<S = never, R = never> {
constructor(options: LowLevelHookOptions<S, R>);
stop(reason?: Reason.BY_STOP | R): Promise<void> | undefined;
delete(): void;
isRunning: boolean;
state: S;
static deleteAll(): void;
static on<D extends "keyboard" | "mouse">(
device: D,
button: D extends "mouse" ? MouseButton | "wheel" : KeyboardButton | number,
state: boolean,
listener: () => void
): () => void;
}
Similar to GlobalHotkey, but also allows you to add callback for mouse, does not block the key itself, can't be provoked by synthetic clicks, can add multiple callbacks for the same button
import { LowLevelHook } from "keysender";
new LowLevelHook({
device: "keyboard",
key: "a",
mode: "hold",
action() {
console.log("'a' pressed");
return true;
},
});
new LowLevelHook({
device: "mouse",
key: "left",
mode: "once",
action() {
console.log("left mouse button was pressed");
},
});
static on<D extends "keyboard" | "mouse">(
device: D,
button: D extends "mouse" ? MouseButton | "wheel" : KeyboardButton | number,
state: boolean,
listener: () => void
): () => void;
Adds listener for given device, button and state
import { LowLevelHook } from "keysender";
LowLevelHook.on("mouse", "left", true, () => {
console.log("left mouse button was pressed");
});
LowLevelHook.on("keyboard", "a", false, () => {
console.log("a was released");
});
LowLevelHook.on("mouse", "wheel", true, () => {
console.log("wheel went forward");
});
type BlockedInput = {
state: boolean;
} & (
| {
device: "mouse";
button: MouseButton | "wheel";
}
| {
device: "keyboard";
button: KeyboardRegularButton | KeyboardSpecButton;
}
);
type DisableInputOptions = {
mouse?: (MouseButton | "wheel-forward" | "wheel-back" | "move")[];
keyboard?: KeyboardButton[];
};
function disableInput(disable: true, options?: DisableInputOptions): void;
function disableInput(
disable: false,
options?: DisableInputOptions
): BlockedInput[];
Disables or enables the device buttons provided in options, if some device was not provided, disables or enables all functionality of it.
Enabling returns array with information about blocked inputs since the last time disableInput execution (skips mouse move records because it is called too often)
import { disableInput } from "keysender";
disableInput(true); // disables all inputs from mouse and keyboard
disableInput(true, { mouse: [] }); // disables all inputs from keyboard
disableInput(true, { keyboard: [], mouse: ["move"] }); // disables mouse move
disableInput(false); // enables all inputs
function isButtonPressed<D extends "keyboard" | "mouse">(
device: D,
button: D extends "keyboard" ? KeyboardButton | number : MouseButton
): boolean;
Returns array with objects {handle, title, className} of all open windows
import { isButtonPressed } from "keysender";
console.log(isButtonPressed("mouse", "x1"));
console.log(isButtonPressed("keyboard", "f1"));
function textToImg(
text: string,
path: string,
fontSize: number,
options?: TextToImgOptions
): Image;
Draws text using the specified font (supports .ttf and .otf only)
Argument | Description |
---|---|
text | text to draw |
path | font path |
fontSize | font size in px |
options | object with options |
Options object:
Field | Description | Default Value |
---|---|---|
enableActualHeight | if true - height of returned img be equal to fontSize (some characters may be trimmed top or bottom) |
false |
enableAntiAliasing | if true - anti-aliasing enabled |
true |
color | text color, could be in [r, g, b] or "rrggbb" or number formats | 0xffffff (white) |
backgroundColor | background color, could be in [r, g, b] or "rrggbb" or number formats | 0 (black) |
format | color format of return data, could be "rgba" , "bgra" , "grey" Note: "bgra" format has the best performance, but alpha chanel of each pixel will be 0 |
"rgba" |
Returns:
Field | Description |
---|---|
data | Buffer with pixels |
width | width of drawn text |
height | height of drawn text |
import { textToImg } from "keysender";
const img1 = textToImg("Hello World!", "./path/to/font.ttf", 12);
const img2 = textToImg("Hello World!", "./path/to/font.otf", 24, {
enableAntiAliasing: false,
format: "grey",
});
const img3 = textToImg("Hello World!", "./path/to/font.otf", 36, {
enableActualHeight: true,
color: "ff0000",
backgroundColor: [0, 255, 0],
});
function getAllWindows(): Array<{
handle: number;
className: string;
title: string;
}>;
Returns array with objects {handle, title, className} of all open windows
import { getAllWindows } from "keysender";
console.log(getAllWindows());
function getWindowChildren(parentHandle: number): {
handle: number;
className: string;
title: string;
}[];
function getWindowChildren(
parentTitle: string | null,
parentClassName?: string | null
): {
handle: number;
className: string;
title: string;
}[];
Returns array with objects {handle, title, className} with all children of given window
import { getWindowChildren } from "keysender";
console.log(getWindowChildren(parentHandle));
console.log(getWindowChildren("Some title"));
console.log(getWindowChildren(null, "SomeClass"));
console.log(getWindowChildren("Some title", "SomeClass"));
function getScreenSize(): size;
Returns object with screen size
import { getScreenSize } from "keysender";
console.log(getScreenSize());
function vkToString(virtualKey: number): KeyboardButton;
Returns string name of virtualKey
import { vkToString } from "keysender";
console.log(vkToString(66)); // "b"
function sleep(ms: number | [from: number, to: number]): Promise<void>;
This method used under the hood of all async methods
import { sleep } from "keysender";
await sleep(25);
await sleep([25, 50]);
toggleKey, sendKey, sendKeys, GlobalHotkey supports for following keys or numbers(virtual key codes)
type KeyboardRegularButton =
| "backspace"
| "tab"
| "enter"
| "pause"
| "capsLock"
| "escape"
| "space"
| "pageUp"
| "pageDown"
| "end"
| "home"
| "left"
| "up"
| "right"
| "down"
| "printScreen"
| "insert"
| "delete"
| "0"
| "1"
| "2"
| "3"
| "4"
| "5"
| "6"
| "7"
| "8"
| "9"
| "a"
| "b"
| "c"
| "d"
| "e"
| "f"
| "g"
| "h"
| "i"
| "j"
| "k"
| "l"
| "m"
| "n"
| "o"
| "p"
| "q"
| "r"
| "s"
| "t"
| "u"
| "v"
| "w"
| "x"
| "y"
| "z"
| "num0"
| "num0"
| "num1"
| "num2"
| "num3"
| "num4"
| "num5"
| "num6"
| "num7"
| "num8"
| "num9"
| "num*"
| "num+"
| "num,"
| "num-"
| "num."
| "num/"
| "f1"
| "f2"
| "f3"
| "f4"
| "f5"
| "f6"
| "f7"
| "f8"
| "f9"
| "f10"
| "f11"
| "f12"
| "f13"
| "f14"
| "f15"
| "f16"
| "f17"
| "f18"
| "f19"
| "f20"
| "f21"
| "f22"
| "f23"
| "f24"
| "numLock"
| "scrollLock"
| ";"
| "="
| ","
| "-"
| "."
| "/"
| "`"
| "["
| "\\"
| "]"
| "'";
type KeyboardSpecButton =
| "alt"
| "ctrl"
| "shift"
| "lShift"
| "rShift"
| "lCtrl"
| "rCtrl"
| "lAlt"
| "rAlt"
| "lWin"
| "rWin";
type KeyboardButton = KeyboardRegularButton | KeyboardSpecButton | number;
MIT © Krombik