Virtualize wxUIActionSimulator implementation
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.
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@@ -2,11 +2,10 @@
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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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// Modified by:
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// Created: 2010-03-06
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// Copyright: (c) Kevin Ollivier
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// Copyright: (c) 2010 Kevin Ollivier
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// (c) 2010 Steven Lamerton
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// (c) 2010 Vadim Zeitlin
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// (c) 2010-2016 Vadim Zeitlin
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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@@ -22,11 +21,8 @@
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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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// Default dtor, copy ctor and assignment operator are ok (even though the
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// last two don't make much sense for this class).
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wxUIActionSimulator();
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~wxUIActionSimulator();
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// Mouse simulation
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@@ -82,10 +78,12 @@ private:
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void SimulateModifiers(int modifier, bool isDown);
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// The low-level port-specific function which really generates the key
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// presses. It should generate exactly one key event with the given
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// parameters.
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bool DoKey(int keycode, int modifiers, 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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