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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: wx/uiaction.h | |
3 | // Purpose: wxUIActionSimulator interface | |
4 | // Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin | |
5 | // Modified by: | |
6 | // Created: 2010-03-06 | |
7 | // Copyright: (c) Kevin Ollivier | |
8 | // (c) 2010 Steven Lamerton | |
9 | // (c) 2010 Vadim Zeitlin | |
10 | // Licence: wxWindows licence | |
11 | ///////////////////////////////////////////////////////////////////////////// | |
12 | ||
13 | #ifndef _WX_UIACTIONSIMULATOR_H_ | |
14 | #define _WX_UIACTIONSIMULATOR_H_ | |
15 | ||
16 | #include "wx/defs.h" | |
17 | ||
18 | #if wxUSE_UIACTIONSIMULATOR | |
19 | ||
20 | #include "wx/mousestate.h" // for wxMOUSE_BTN_XXX constants | |
21 | ||
22 | class WXDLLIMPEXP_CORE wxUIActionSimulator | |
23 | { | |
24 | public: | |
25 | wxUIActionSimulator() { } | |
26 | ||
27 | ||
28 | // Default dtor, copy ctor and assignment operator are ok (even though the | |
29 | // last two don't make much sense for this class). | |
30 | ||
31 | ||
32 | // Mouse simulation | |
33 | // ---------------- | |
34 | ||
35 | // Low level methods | |
36 | bool MouseMove(long x, long y); | |
37 | bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); } | |
38 | ||
39 | bool MouseDown(int button = wxMOUSE_BTN_LEFT); | |
40 | bool MouseUp(int button = wxMOUSE_BTN_LEFT); | |
41 | ||
42 | // Higher level interface, use it if possible instead | |
43 | bool MouseClick(int button = wxMOUSE_BTN_LEFT); | |
44 | bool MouseDblClick(int button = wxMOUSE_BTN_LEFT); | |
45 | bool MouseDragDrop(long x1, long y1, long x2, long y2, | |
46 | int button = wxMOUSE_BTN_LEFT); | |
47 | bool MouseDragDrop(const wxPoint& p1, const wxPoint& p2, | |
48 | int button = wxMOUSE_BTN_LEFT) | |
49 | { return MouseDragDrop(p1.x, p1.y, p2.x, p2.y, button); } | |
50 | ||
51 | // Keyboard simulation | |
52 | // ------------------- | |
53 | ||
54 | // Low level methods for generating key presses and releases | |
55 | bool KeyDown(int keycode, int modifiers = wxMOD_NONE) | |
56 | { return Key(keycode, modifiers, true); } | |
57 | ||
58 | bool KeyUp(int keycode, int modifiers = wxMOD_NONE) | |
59 | { return Key(keycode, modifiers, false); } | |
60 | ||
61 | // Higher level methods for generating both the key press and release for a | |
62 | // single key or for all characters in the ASCII string "text" which can currently | |
63 | // contain letters, digits and characters for the definition of numbers [+-., ]. | |
64 | bool Char(int keycode, int modifiers = wxMOD_NONE); | |
65 | ||
66 | bool Text(const char *text); | |
67 | ||
68 | private: | |
69 | // This is the common part of Key{Down,Up}() methods: while we keep them | |
70 | // separate at public API level for consistency with Mouse{Down,Up}(), at | |
71 | // implementation level it makes more sense to have them in a single | |
72 | // function. | |
73 | // | |
74 | // It calls DoModifiers() to simulate pressing the modifier keys if | |
75 | // necessary and then DoKey() for the key itself. | |
76 | bool Key(int keycode, int modifiers, bool isDown); | |
77 | ||
78 | // Call DoKey() for all modifier keys whose bits are set in the parameter. | |
79 | void SimulateModifiers(int modifier, bool isDown); | |
80 | ||
81 | ||
82 | // The low-level port-specific function which really generates the key | |
83 | // presses. It should generate exactly one key event with the given | |
84 | // parameters. | |
85 | bool DoKey(int keycode, int modifiers, bool isDown); | |
86 | }; | |
87 | ||
88 | #endif // wxUSE_UIACTIONSIMULATOR | |
89 | ||
90 | #endif // _WX_UIACTIONSIMULATOR_H_ |