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.gitattributes
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63
.gitattributes
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###############################################################################
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# Set default behavior to automatically normalize line endings.
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###############################################################################
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* text=auto
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||||||
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||||||
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###############################################################################
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||||||
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# Set default behavior for command prompt diff.
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||||||
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#
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||||||
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# This is need for earlier builds of msysgit that does not have it on by
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||||||
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# default for csharp files.
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||||||
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# Note: This is only used by command line
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||||||
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###############################################################################
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||||||
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#*.cs diff=csharp
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||||||
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||||||
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###############################################################################
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||||||
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# Set the merge driver for project and solution files
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||||||
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#
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||||||
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# Merging from the command prompt will add diff markers to the files if there
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||||||
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# are conflicts (Merging from VS is not affected by the settings below, in VS
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||||||
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# the diff markers are never inserted). Diff markers may cause the following
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||||||
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# file extensions to fail to load in VS. An alternative would be to treat
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||||||
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# these files as binary and thus will always conflict and require user
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||||||
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# intervention with every merge. To do so, just uncomment the entries below
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###############################################################################
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#*.sln merge=binary
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#*.csproj merge=binary
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#*.vbproj merge=binary
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#*.vcxproj merge=binary
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#*.vcproj merge=binary
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#*.dbproj merge=binary
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#*.fsproj merge=binary
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#*.lsproj merge=binary
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#*.wixproj merge=binary
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#*.modelproj merge=binary
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#*.sqlproj merge=binary
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#*.wwaproj merge=binary
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###############################################################################
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# behavior for image files
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#
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# image files are treated as binary by default.
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||||||
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###############################################################################
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#*.jpg binary
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#*.png binary
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#*.gif binary
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###############################################################################
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# diff behavior for common document formats
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#
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||||||
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# Convert binary document formats to text before diffing them. This feature
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||||||
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# is only available from the command line. Turn it on by uncommenting the
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||||||
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# entries below.
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||||||
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###############################################################################
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||||||
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#*.doc diff=astextplain
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#*.DOC diff=astextplain
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#*.docx diff=astextplain
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#*.DOCX diff=astextplain
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#*.dot diff=astextplain
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#*.DOT diff=astextplain
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#*.pdf diff=astextplain
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#*.PDF diff=astextplain
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#*.rtf diff=astextplain
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#*.RTF diff=astextplain
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2
.gitignore
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2
.gitignore
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@ -108,3 +108,5 @@ _UpgradeReport_Files/
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Backup*/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.XML
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/.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/db.lock
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/.vs/slnx.sqlite
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BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide
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BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide
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Binary file not shown.
BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide-shm
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BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide-shm
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Binary file not shown.
BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide-wal
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BIN
.vs/HaoYue.BF3ChineseInput/v15/Server/sqlite3/storage.ide-wal
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Binary file not shown.
3
.vs/ProjectSettings.json
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3
.vs/ProjectSettings.json
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{
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"CurrentProjectSetting": null
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}
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6
.vs/VSWorkspaceState.json
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6
.vs/VSWorkspaceState.json
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{
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"ExpandedNodes": [
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""
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],
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"PreviewInSolutionExplorer": false
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}
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25
HaoYue.BF3ChineseInput.sln
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HaoYue.BF3ChineseInput.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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VisualStudioVersion = 15.0.27703.2026
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "HaoYue.BF3ChineseInput", "HaoYue.BF3ChineseInput\HaoYue.BF3ChineseInput.csproj", "{169CFAE3-0596-472E-B2B5-FE285F8582FA}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{169CFAE3-0596-472E-B2B5-FE285F8582FA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{169CFAE3-0596-472E-B2B5-FE285F8582FA}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{169CFAE3-0596-472E-B2B5-FE285F8582FA}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{169CFAE3-0596-472E-B2B5-FE285F8582FA}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {9B61E777-7209-4998-9649-2239EA54F621}
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EndGlobalSection
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EndGlobal
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9
HaoYue.BF3ChineseInput/App.xaml
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HaoYue.BF3ChineseInput/App.xaml
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<Application x:Class="HaoYue.BF3ChineseInput.App"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:local="clr-namespace:HaoYue.BF3ChineseInput"
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StartupUri="MainWindow.xaml">
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<Application.Resources>
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</Application.Resources>
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</Application>
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16
HaoYue.BF3ChineseInput/App.xaml.cs
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HaoYue.BF3ChineseInput/App.xaml.cs
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using System;
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using System.Collections.Generic;
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using System.Configuration;
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using System.Data;
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using System.Linq;
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using System.Windows;
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namespace HaoYue.BF3ChineseInput
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{
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/// <summary>
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/// App.xaml 的交互逻辑
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/// </summary>
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public partial class App : Application
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{
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}
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}
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HaoYue.BF3ChineseInput/HaoYue.BF3ChineseInput.csproj
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HaoYue.BF3ChineseInput/HaoYue.BF3ChineseInput.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{169CFAE3-0596-472E-B2B5-FE285F8582FA}</ProjectGuid>
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<OutputType>WinExe</OutputType>
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<RootNamespace>HaoYue.BF3ChineseInput</RootNamespace>
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<AssemblyName>HaoYue.BF3ChineseInput</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Data" />
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<Reference Include="System.Windows.Forms" />
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<Reference Include="System.Xml" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="System.Xaml">
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<RequiredTargetFramework>4.0</RequiredTargetFramework>
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</Reference>
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<Reference Include="WindowsBase" />
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<Reference Include="PresentationCore" />
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<Reference Include="PresentationFramework" />
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</ItemGroup>
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<ItemGroup>
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<ApplicationDefinition Include="App.xaml">
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<Generator>MSBuild:Compile</Generator>
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<SubType>Designer</SubType>
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</ApplicationDefinition>
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<Page Include="MainWindow.xaml">
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<Generator>MSBuild:Compile</Generator>
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<SubType>Designer</SubType>
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</Page>
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<Compile Include="App.xaml.cs">
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<DependentUpon>App.xaml</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="KeyboardHook.cs" />
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<Compile Include="MainWindow.xaml.cs">
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<DependentUpon>MainWindow.xaml</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Properties\Resources.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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<Compile Include="Properties\Settings.Designer.cs">
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<AutoGen>True</AutoGen>
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<DependentUpon>Settings.settings</DependentUpon>
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<DesignTimeSharedInput>True</DesignTimeSharedInput>
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</Compile>
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<EmbeddedResource Include="Properties\Resources.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<None Include="Properties\Settings.settings">
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<Generator>SettingsSingleFileGenerator</Generator>
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<LastGenOutput>Settings.Designer.cs</LastGenOutput>
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</None>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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166
HaoYue.BF3ChineseInput/KeyboardHook.cs
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HaoYue.BF3ChineseInput/KeyboardHook.cs
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using System;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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//using System.Windows.Input;
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namespace HaoYue.BF3ChineseInput
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{
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/// <summary>
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/// 键盘钩子
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/// [以下代码来自某网友,并非本人原创]
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/// </summary>
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class KeyboardHook
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{
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public event System.Windows.Forms.KeyEventHandler KeyDownEvent;
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public event KeyPressEventHandler KeyPressEvent;
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public event System.Windows.Forms.KeyEventHandler KeyUpEvent;
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public delegate int HookProc(int nCode, Int32 wParam, IntPtr lParam);
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static int hKeyboardHook = 0; //声明键盘钩子处理的初始值
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//值在Microsoft SDK的Winuser.h里查询
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// http://www.bianceng.cn/Programming/csharp/201410/45484.htm
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public const int WH_KEYBOARD_LL = 13; //线程键盘钩子监听鼠标消息设为2,全局键盘监听鼠标消息设为13
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HookProc KeyboardHookProcedure; //声明KeyboardHookProcedure作为HookProc类型
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//键盘结构
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[StructLayout(LayoutKind.Sequential)]
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public class KeyboardHookStruct
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{
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public int vkCode; //定一个虚拟键码。该代码必须有一个价值的范围1至254
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public int scanCode; // 指定的硬件扫描码的关键
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public int flags; // 键标志
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public int time; // 指定的时间戳记的这个讯息
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public int dwExtraInfo; // 指定额外信息相关的信息
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}
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//使用此功能,安装了一个钩子
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[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
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public static extern int SetWindowsHookEx(int idHook, HookProc lpfn, IntPtr hInstance, int threadId);
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//调用此函数卸载钩子
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[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
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public static extern bool UnhookWindowsHookEx(int idHook);
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//使用此功能,通过信息钩子继续下一个钩子
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[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
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public static extern int CallNextHookEx(int idHook, int nCode, Int32 wParam, IntPtr lParam);
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// 取得当前线程编号(线程钩子需要用到)
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[DllImport("kernel32.dll")]
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static extern int GetCurrentThreadId();
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//使用WINDOWS API函数代替获取当前实例的函数,防止钩子失效
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[DllImport("kernel32.dll")]
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public static extern IntPtr GetModuleHandle(string name);
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public void Start()
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{
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// 安装键盘钩子
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if (hKeyboardHook == 0)
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{
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KeyboardHookProcedure = new HookProc(KeyboardHookProc);
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hKeyboardHook = SetWindowsHookEx(WH_KEYBOARD_LL, KeyboardHookProcedure, GetModuleHandle(System.Diagnostics.Process.GetCurrentProcess().MainModule.ModuleName), 0);
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//hKeyboardHook = SetWindowsHookEx(WH_KEYBOARD_LL, KeyboardHookProcedure, Marshal.GetHINSTANCE(Assembly.GetExecutingAssembly().GetModules()[0]), 0);
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//************************************
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//键盘线程钩子
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//SetWindowsHookEx( 2,KeyboardHookProcedure, IntPtr.Zero, GetCurrentThreadId());//指定要监听的线程idGetCurrentThreadId(),
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//键盘全局钩子,需要引用空间(using System.Reflection;)
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//SetWindowsHookEx( 13,MouseHookProcedure,Marshal.GetHINSTANCE(Assembly.GetExecutingAssembly().GetModules()[0]),0);
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//
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//关于SetWindowsHookEx (int idHook, HookProc lpfn, IntPtr hInstance, int threadId)函数将钩子加入到钩子链表中,说明一下四个参数:
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//idHook 钩子类型,即确定钩子监听何种消息,上面的代码中设为2,即监听键盘消息并且是线程钩子,如果是全局钩子监听键盘消息应设为13,
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//线程钩子监听鼠标消息设为7,全局钩子监听鼠标消息设为14。lpfn 钩子子程的地址指针。如果dwThreadId参数为0 或是一个由别的进程创建的
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//线程的标识,lpfn必须指向DLL中的钩子子程。 除此以外,lpfn可以指向当前进程的一段钩子子程代码。钩子函数的入口地址,当钩子钩到任何
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//消息后便调用这个函数。hInstance应用程序实例的句柄。标识包含lpfn所指的子程的DLL。如果threadId 标识当前进程创建的一个线程,而且子
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||||||
|
//程代码位于当前进程,hInstance必须为NULL。可以很简单的设定其为本应用程序的实例句柄。threaded 与安装的钩子子程相关联的线程的标识符
|
||||||
|
//如果为0,钩子子程与所有的线程关联,即为全局钩子
|
||||||
|
//************************************
|
||||||
|
//如果SetWindowsHookEx失败
|
||||||
|
if (hKeyboardHook == 0)
|
||||||
|
{
|
||||||
|
Stop();
|
||||||
|
throw new Exception("安装键盘钩子失败");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void Stop()
|
||||||
|
{
|
||||||
|
bool retKeyboard = true;
|
||||||
|
|
||||||
|
|
||||||
|
if (hKeyboardHook != 0)
|
||||||
|
{
|
||||||
|
retKeyboard = UnhookWindowsHookEx(hKeyboardHook);
|
||||||
|
hKeyboardHook = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!(retKeyboard)) throw new Exception("卸载钩子失败!");
|
||||||
|
}
|
||||||
|
//ToAscii职能的转换指定的虚拟键码和键盘状态的相应字符或字符
|
||||||
|
[DllImport("user32")]
|
||||||
|
public static extern int ToAscii(int uVirtKey, //[in] 指定虚拟关键代码进行翻译。
|
||||||
|
int uScanCode, // [in] 指定的硬件扫描码的关键须翻译成英文。高阶位的这个值设定的关键,如果是(不压)
|
||||||
|
byte[] lpbKeyState, // [in] 指针,以256字节数组,包含当前键盘的状态。每个元素(字节)的数组包含状态的一个关键。如果高阶位的字节是一套,关键是下跌(按下)。在低比特,如果设置表明,关键是对切换。在此功能,只有肘位的CAPS LOCK键是相关的。在切换状态的NUM个锁和滚动锁定键被忽略。
|
||||||
|
byte[] lpwTransKey, // [out] 指针的缓冲区收到翻译字符或字符。
|
||||||
|
int fuState); // [in] Specifies whether a menu is active. This parameter must be 1 if a menu is active, or 0 otherwise.
|
||||||
|
|
||||||
|
//获取按键的状态
|
||||||
|
[DllImport("user32")]
|
||||||
|
public static extern int GetKeyboardState(byte[] pbKeyState);
|
||||||
|
|
||||||
|
|
||||||
|
[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
|
||||||
|
private static extern short GetKeyState(int vKey);
|
||||||
|
|
||||||
|
private const int WM_KEYDOWN = 0x100;//KEYDOWN
|
||||||
|
private const int WM_KEYUP = 0x101;//KEYUP
|
||||||
|
private const int WM_SYSKEYDOWN = 0x104;//SYSKEYDOWN
|
||||||
|
private const int WM_SYSKEYUP = 0x105;//SYSKEYUP
|
||||||
|
|
||||||
|
private int KeyboardHookProc(int nCode, Int32 wParam, IntPtr lParam)
|
||||||
|
{
|
||||||
|
// 侦听键盘事件
|
||||||
|
if ((nCode >= 0) && (KeyDownEvent != null || KeyUpEvent != null || KeyPressEvent != null))
|
||||||
|
{
|
||||||
|
KeyboardHookStruct MyKeyboardHookStruct = (KeyboardHookStruct)Marshal.PtrToStructure(lParam, typeof(KeyboardHookStruct));
|
||||||
|
// raise KeyDown
|
||||||
|
if (KeyDownEvent != null && (wParam == WM_KEYDOWN || wParam == WM_SYSKEYDOWN))
|
||||||
|
{
|
||||||
|
Keys keyData = (Keys)MyKeyboardHookStruct.vkCode;
|
||||||
|
System.Windows.Forms.KeyEventArgs e = new System.Windows.Forms.KeyEventArgs(keyData);
|
||||||
|
KeyDownEvent(this, e);
|
||||||
|
}
|
||||||
|
|
||||||
|
//键盘按下
|
||||||
|
if (KeyPressEvent != null && wParam == WM_KEYDOWN)
|
||||||
|
{
|
||||||
|
byte[] keyState = new byte[256];
|
||||||
|
GetKeyboardState(keyState);
|
||||||
|
|
||||||
|
byte[] inBuffer = new byte[2];
|
||||||
|
if (ToAscii(MyKeyboardHookStruct.vkCode, MyKeyboardHookStruct.scanCode, keyState, inBuffer, MyKeyboardHookStruct.flags) == 1)
|
||||||
|
{
|
||||||
|
KeyPressEventArgs e = new KeyPressEventArgs((char)inBuffer[0]);
|
||||||
|
KeyPressEvent(this, e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 键盘抬起
|
||||||
|
if (KeyUpEvent != null && (wParam == WM_KEYUP || wParam == WM_SYSKEYUP))
|
||||||
|
{
|
||||||
|
Keys keyData = (Keys)MyKeyboardHookStruct.vkCode;
|
||||||
|
System.Windows.Forms.KeyEventArgs e = new System.Windows.Forms.KeyEventArgs(keyData);
|
||||||
|
KeyUpEvent(this, e);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
//如果返回1,则结束消息,这个消息到此为止,不再传递。
|
||||||
|
//如果返回0或调用CallNextHookEx函数则消息出了这个钩子继续往下传递,也就是传给消息真正的接受者
|
||||||
|
return CallNextHookEx(hKeyboardHook, nCode, wParam, lParam);
|
||||||
|
}
|
||||||
|
~KeyboardHook()
|
||||||
|
{
|
||||||
|
Stop();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
13
HaoYue.BF3ChineseInput/MainWindow.xaml
Normal file
13
HaoYue.BF3ChineseInput/MainWindow.xaml
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
<Window x:Class="HaoYue.BF3ChineseInput.MainWindow"
|
||||||
|
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||||
|
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||||
|
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
|
||||||
|
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
|
||||||
|
xmlns:local="clr-namespace:HaoYue.BF3ChineseInput"
|
||||||
|
mc:Ignorable="d"
|
||||||
|
Title="MainWindow" Height="450" Width="800">
|
||||||
|
<Grid>
|
||||||
|
<TextBox x:Name="text1" HorizontalAlignment="Left" Height="23" Margin="67,96,0,0" TextWrapping="Wrap" Text="TextBox" VerticalAlignment="Top" Width="120"/>
|
||||||
|
|
||||||
|
</Grid>
|
||||||
|
</Window>
|
79
HaoYue.BF3ChineseInput/MainWindow.xaml.cs
Normal file
79
HaoYue.BF3ChineseInput/MainWindow.xaml.cs
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Windows;
|
||||||
|
using System.Windows.Controls;
|
||||||
|
using System.Windows.Data;
|
||||||
|
using System.Windows.Documents;
|
||||||
|
using System.Windows.Forms;
|
||||||
|
using System.Windows.Input;
|
||||||
|
using System.Windows.Media;
|
||||||
|
using System.Windows.Media.Imaging;
|
||||||
|
using System.Windows.Navigation;
|
||||||
|
using System.Windows.Shapes;
|
||||||
|
|
||||||
|
namespace HaoYue.BF3ChineseInput
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// MainWindow.xaml 的交互逻辑
|
||||||
|
/// </summary>
|
||||||
|
public partial class MainWindow : Window
|
||||||
|
{
|
||||||
|
|
||||||
|
KeyboardHook k_hook;
|
||||||
|
public MainWindow()
|
||||||
|
{
|
||||||
|
InitializeComponent();
|
||||||
|
k_hook = new KeyboardHook();
|
||||||
|
//k_hook.KeyDownEvent += new System.Windows.Forms.KeyEventHandler(hook_KeyDown);//钩住键按下
|
||||||
|
k_hook.KeyPressEvent += K_hook_KeyPressEvent;
|
||||||
|
k_hook.Start();//安装键盘钩子
|
||||||
|
}
|
||||||
|
|
||||||
|
private void K_hook_KeyPressEvent(object sender, KeyPressEventArgs e)
|
||||||
|
{
|
||||||
|
//tb1.Text += e.KeyChar;
|
||||||
|
char i = e.KeyChar;
|
||||||
|
//System.Windows.Forms.MessageBox.Show(i.ToString());
|
||||||
|
|
||||||
|
|
||||||
|
text1.Text += i;
|
||||||
|
|
||||||
|
//判断按下的键(Alt + A)
|
||||||
|
if (i == 'j' && (int)System.Windows.Forms.Control.ModifierKeys == (int)Keys.Alt)
|
||||||
|
{
|
||||||
|
System.Windows.Forms.MessageBox.Show("ddd");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[System.Runtime.InteropServices.DllImport("user32.dll", EntryPoint = "GetForegroundWindow", CharSet = System.Runtime.InteropServices.CharSet.Auto, ExactSpelling = true)]
|
||||||
|
public static extern IntPtr GetF(); //获得本窗体的句柄
|
||||||
|
[System.Runtime.InteropServices.DllImport("user32.dll", EntryPoint = "SetForegroundWindow")]
|
||||||
|
public static extern bool SetF(IntPtr hWnd); //设置此窗体为活动窗体
|
||||||
|
private void timer1_Tick(object sender, EventArgs e)
|
||||||
|
{
|
||||||
|
if (this.Handle != GetF()) //如果本窗口没有获得焦点
|
||||||
|
SetF(this.Handle); //设置本窗口获得焦点
|
||||||
|
}
|
||||||
|
|
||||||
|
private void hook_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
|
||||||
|
{
|
||||||
|
text1.Text += (char)e.KeyData;
|
||||||
|
|
||||||
|
|
||||||
|
//判断按下的键(Alt + A)
|
||||||
|
//if (e.KeyValue == (int)Keys.A && (int)System.Windows.Forms.Control.ModifierKeys == (int)Keys.Alt)
|
||||||
|
//{
|
||||||
|
// System.Windows.Forms.MessageBox.Show("ddd");
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Window_Unloaded(object sender, RoutedEventArgs e)
|
||||||
|
{
|
||||||
|
k_hook.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
55
HaoYue.BF3ChineseInput/Properties/AssemblyInfo.cs
Normal file
55
HaoYue.BF3ChineseInput/Properties/AssemblyInfo.cs
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
using System.Reflection;
|
||||||
|
using System.Resources;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
using System.Windows;
|
||||||
|
|
||||||
|
// 有关程序集的一般信息由以下
|
||||||
|
// 控制。更改这些特性值可修改
|
||||||
|
// 与程序集关联的信息。
|
||||||
|
[assembly: AssemblyTitle("HaoYue.BF3ChineseInput")]
|
||||||
|
[assembly: AssemblyDescription("")]
|
||||||
|
[assembly: AssemblyConfiguration("")]
|
||||||
|
[assembly: AssemblyCompany("")]
|
||||||
|
[assembly: AssemblyProduct("HaoYue.BF3ChineseInput")]
|
||||||
|
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||||
|
[assembly: AssemblyTrademark("")]
|
||||||
|
[assembly: AssemblyCulture("")]
|
||||||
|
|
||||||
|
// 将 ComVisible 设置为 false 会使此程序集中的类型
|
||||||
|
//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
|
||||||
|
//请将此类型的 ComVisible 特性设置为 true。
|
||||||
|
[assembly: ComVisible(false)]
|
||||||
|
|
||||||
|
//若要开始生成可本地化的应用程序,请设置
|
||||||
|
//.csproj 文件中的 <UICulture>CultureYouAreCodingWith</UICulture>
|
||||||
|
//例如,如果您在源文件中使用的是美国英语,
|
||||||
|
//使用的是美国英语,请将 <UICulture> 设置为 en-US。 然后取消
|
||||||
|
//对以下 NeutralResourceLanguage 特性的注释。 更新
|
||||||
|
//以下行中的“en-US”以匹配项目文件中的 UICulture 设置。
|
||||||
|
|
||||||
|
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
|
||||||
|
|
||||||
|
|
||||||
|
[assembly: ThemeInfo(
|
||||||
|
ResourceDictionaryLocation.None, //主题特定资源词典所处位置
|
||||||
|
//(未在页面中找到资源时使用,
|
||||||
|
//或应用程序资源字典中找到时使用)
|
||||||
|
ResourceDictionaryLocation.SourceAssembly //常规资源词典所处位置
|
||||||
|
//(未在页面中找到资源时使用,
|
||||||
|
//、应用程序或任何主题专用资源字典中找到时使用)
|
||||||
|
)]
|
||||||
|
|
||||||
|
|
||||||
|
// 程序集的版本信息由下列四个值组成:
|
||||||
|
//
|
||||||
|
// 主版本
|
||||||
|
// 次版本
|
||||||
|
// 生成号
|
||||||
|
// 修订号
|
||||||
|
//
|
||||||
|
// 可以指定所有值,也可以使用以下所示的 "*" 预置版本号和修订号
|
||||||
|
// 方法是按如下所示使用“*”: :
|
||||||
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
|
[assembly: AssemblyVersion("1.0.0.0")]
|
||||||
|
[assembly: AssemblyFileVersion("1.0.0.0")]
|
71
HaoYue.BF3ChineseInput/Properties/Resources.Designer.cs
generated
Normal file
71
HaoYue.BF3ChineseInput/Properties/Resources.Designer.cs
generated
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
//------------------------------------------------------------------------------
|
||||||
|
// <auto-generated>
|
||||||
|
// 此代码由工具生成。
|
||||||
|
// 运行时版本: 4.0.30319.42000
|
||||||
|
//
|
||||||
|
// 对此文件的更改可能导致不正确的行为,如果
|
||||||
|
// 重新生成代码,则所做更改将丢失。
|
||||||
|
// </auto-generated>
|
||||||
|
//------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
namespace HaoYue.BF3ChineseInput.Properties
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 强类型资源类,用于查找本地化字符串等。
|
||||||
|
/// </summary>
|
||||||
|
// 此类是由 StronglyTypedResourceBuilder
|
||||||
|
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
|
||||||
|
// 若要添加或删除成员,请编辑 .ResX 文件,然后重新运行 ResGen
|
||||||
|
// (以 /str 作为命令选项),或重新生成 VS 项目。
|
||||||
|
[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>
|
||||||
|
/// 返回此类使用的缓存 ResourceManager 实例。
|
||||||
|
/// </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("HaoYue.BF3ChineseInput.Properties.Resources", typeof(Resources).Assembly);
|
||||||
|
resourceMan = temp;
|
||||||
|
}
|
||||||
|
return resourceMan;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 覆盖当前线程的 CurrentUICulture 属性
|
||||||
|
/// 使用此强类型的资源类的资源查找。
|
||||||
|
/// </summary>
|
||||||
|
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||||
|
internal static global::System.Globalization.CultureInfo Culture
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return resourceCulture;
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
resourceCulture = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
117
HaoYue.BF3ChineseInput/Properties/Resources.resx
Normal file
117
HaoYue.BF3ChineseInput/Properties/Resources.resx
Normal file
@ -0,0 +1,117 @@
|
|||||||
|
<?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 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" />
|
||||||
|
</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>
|
30
HaoYue.BF3ChineseInput/Properties/Settings.Designer.cs
generated
Normal file
30
HaoYue.BF3ChineseInput/Properties/Settings.Designer.cs
generated
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
//------------------------------------------------------------------------------
|
||||||
|
// <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 HaoYue.BF3ChineseInput.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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
7
HaoYue.BF3ChineseInput/Properties/Settings.settings
Normal file
7
HaoYue.BF3ChineseInput/Properties/Settings.settings
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
|
||||||
|
<Profiles>
|
||||||
|
<Profile Name="(Default)" />
|
||||||
|
</Profiles>
|
||||||
|
<Settings />
|
||||||
|
</SettingsFile>
|
Loading…
Reference in New Issue
Block a user