cfc1681b4c
Extract platform-specific code in a wxUIActionSimulatorImpl-derived class instead of keeping it in wxUIActionSimulator itself. This will allow determining which implementation to use dynamically (i.e. at run-time and not compile-time) to use later and already allows to get rid of an __WXOSX__ #ifdef in common code.
92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/uiaction.h
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// Purpose: wxUIActionSimulator interface
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// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
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// Created: 2010-03-06
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// Copyright: (c) 2010 Kevin Ollivier
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// (c) 2010 Steven Lamerton
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// (c) 2010-2016 Vadim Zeitlin
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_UIACTIONSIMULATOR_H_
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#define _WX_UIACTIONSIMULATOR_H_
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#include "wx/defs.h"
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#if wxUSE_UIACTIONSIMULATOR
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#include "wx/mousestate.h" // for wxMOUSE_BTN_XXX constants
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class WXDLLIMPEXP_CORE wxUIActionSimulator
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{
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public:
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wxUIActionSimulator();
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~wxUIActionSimulator();
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// Mouse simulation
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// ----------------
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// Low level methods
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bool MouseMove(long x, long y);
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bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
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bool MouseDown(int button = wxMOUSE_BTN_LEFT);
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bool MouseUp(int button = wxMOUSE_BTN_LEFT);
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// Higher level interface, use it if possible instead
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bool MouseClick(int button = wxMOUSE_BTN_LEFT);
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bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
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bool MouseDragDrop(long x1, long y1, long x2, long y2,
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int button = wxMOUSE_BTN_LEFT);
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bool MouseDragDrop(const wxPoint& p1, const wxPoint& p2,
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int button = wxMOUSE_BTN_LEFT)
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{ return MouseDragDrop(p1.x, p1.y, p2.x, p2.y, button); }
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// Keyboard simulation
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// -------------------
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// Low level methods for generating key presses and releases
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bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
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{ return Key(keycode, modifiers, true); }
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bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
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{ return Key(keycode, modifiers, false); }
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// Higher level methods for generating both the key press and release for a
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// single key or for all characters in the ASCII string "text" which can currently
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// contain letters, digits and characters for the definition of numbers [+-., ].
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bool Char(int keycode, int modifiers = wxMOD_NONE);
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bool Text(const char *text);
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// Select the item with the given text in the currently focused control.
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bool Select(const wxString& text);
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private:
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// This is the common part of Key{Down,Up}() methods: while we keep them
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// separate at public API level for consistency with Mouse{Down,Up}(), at
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// implementation level it makes more sense to have them in a single
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// function.
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//
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// It calls DoModifiers() to simulate pressing the modifier keys if
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// necessary and then DoKey() for the key itself.
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bool Key(int keycode, int modifiers, bool isDown);
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// Call DoKey() for all modifier keys whose bits are set in the parameter.
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void SimulateModifiers(int modifier, bool isDown);
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// This pointer is allocated in the ctor and points to the
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// platform-specific implementation.
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class wxUIActionSimulatorImpl* const m_impl;
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wxDECLARE_NO_COPY_CLASS(wxUIActionSimulator);
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};
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#endif // wxUSE_UIACTIONSIMULATOR
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#endif // _WX_UIACTIONSIMULATOR_H_
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