Merge wxUIActionSimulator fixes from SOC2010_GUI_TEST branch.

Correct a lot of problems with the initial implementation, notably make the
API consistent across all platforms, e.g. all keyboard-related methods now
take just a wxKeyCode.

Add some useful higher-level helpers such as Text() and MouseDragDrop().

Improve documentation.

wxUIActionSimulator now works under MSW, GTK and OS X and is enabled by
default.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65385 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin
2010-08-22 22:15:42 +00:00
parent 6f07c007a5
commit 571d991bb3
22 changed files with 551 additions and 289 deletions

View File

@@ -1,11 +1,13 @@
/////////////////////////////////////////////////////////////////////////////
// Name: wx/uiaction.h
// Purpose: wxUIActionSimulator interface
// Author: Kevin Ollivier
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// RCS-ID: $Id: menu.cpp 54129 2008-06-11 19:30:52Z SC $
// Copyright: (c) Kevin Ollivier
// (c) 2010 Steven Lamerton
// (c) 2010 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
@@ -16,39 +18,64 @@
#if wxUSE_UIACTIONSIMULATOR
#include "wx/event.h"
#include "wx/dynarray.h"
#include "wx/mousestate.h" // for wxMOUSE_BTN_XXX constants
class WXDLLIMPEXP_CORE wxUIActionSimulator
{
public:
wxUIActionSimulator();
~wxUIActionSimulator();
wxUIActionSimulator() { }
// Mouse related
bool MouseMove(long x, long y);
bool MouseDown(int button = wxMOUSE_BTN_LEFT);
bool MouseUp(int button = wxMOUSE_BTN_LEFT);
bool MouseClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDragDrop(long x1, long y1, long x2, long y2, int button = wxMOUSE_BTN_LEFT);
// Keyboard related:
// Default dtor, copy ctor and assignment operator are ok (even though the
// last two don't make much sense for this class).
bool KeyDown(int keycode, bool shiftDown=false, bool cmdDown=false, bool altDown=false)
{ return Key(keycode, true, shiftDown, cmdDown, altDown); }
bool KeyUp(int keycode, bool shiftDown=false, bool cmdDown=false, bool altDown=false)
{ return Key(keycode, false, shiftDown, cmdDown, altDown); }
// Mouse simulation
// ----------------
bool Char(int keycode, bool shiftDown=false, bool cmdDown=false, bool altDown=false);
// Low level methods
bool MouseMove(long x, long y);
bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
protected:
// Implementation-wise, since key events take more code to set up on GTK and Mac, it makes
// sense to handle both key down and key up in one method. However, I wanted the API for pressing
// and releasing the mouse and keyboard to be consistent, and I don't really like using a bool
// for pressed state, so I'm leaving this as an implementation detail.
bool Key(int keycode, bool isDown=true, bool shiftDown=false, bool cmdDown=false, bool altDown=false);
bool MouseDown(int button = wxMOUSE_BTN_LEFT);
bool MouseUp(int button = wxMOUSE_BTN_LEFT);
// Higher level interface, use it if possible instead
bool MouseClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDragDrop(long x1, long y1, long x2, long y2,
int button = wxMOUSE_BTN_LEFT);
// Keyboard simulation
// -------------------
// Low level methods for generating key presses and releases
bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
{ return Key(keycode, modifiers, true); }
bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
{ return Key(keycode, modifiers, false); }
// Higher level methods for generating both the key press and release for a
// single key or for all characters in the ASCII string "text" which can
// currently contain letters only (no digits, no punctuation).
bool Char(int keycode, int modifiers = wxMOD_NONE);
bool Text(const char *text);
private:
// This is the common part of Key{Down,Up}() methods: while we keep them
// separate at public API level for consistency with Mouse{Down,Up}(), at
// implementation level it makes more sense to have them in a single
// function.
//
// This is a simple wrapper verifying the input parameters validity around
// the platform-specific DoKey() method implemented in platform-specific
// files.
bool Key(int keycode, int modifiers, bool isDown);
bool DoKey(int keycode, int modifiers, bool isDown);
};
#endif // wxUSE_UIACTIONSIMULATOR