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.
This commit is contained in:
Vadim Zeitlin
2016-05-21 18:34:45 +02:00
parent e82c619402
commit cfc1681b4c
7 changed files with 280 additions and 50 deletions

View File

@@ -1,6 +1,6 @@
/////////////////////////////////////////////////////////////////////////////
// Name: src/osx/uiaction_osx.cpp
// Purpose: wxUIActionSimulator implementation
// Purpose: wxUIActionSimulatorOSXImpl implementation
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
@@ -19,6 +19,7 @@
#if wxUSE_UIACTIONSIMULATOR
#include "wx/uiaction.h"
#include "wx/private/uiaction.h"
#include "wx/log.h"
@@ -111,9 +112,38 @@ CGPoint GetMousePosition()
return pos;
}
class wxUIActionSimulatorOSXImpl : public wxUIActionSimulatorImpl
{
public:
// Returns a pointer to the global simulator object: as it's stateless, we
// can reuse the same one without having to allocate it on the heap all the
// time.
static wxUIActionSimulatorOSXImpl* Get()
{
static wxUIActionSimulatorOSXImpl s_impl;
return &s_impl;
}
virtual bool MouseMove(long x, long y) wxOVERRIDE;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseDblClick(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseDragDrop(long x1, long y1, long x2, long y2,
int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
private:
// This class has no public ctors, use Get() instead.
wxUIActionSimulatorOSXImpl() { }
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorOSXImpl);
};
} // anonymous namespace
bool wxUIActionSimulator::MouseDown(int button)
bool wxUIActionSimulatorOSXImpl::MouseDown(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, true);
wxCFRef<CGEventRef> event(
@@ -131,7 +161,7 @@ bool wxUIActionSimulator::MouseDown(int button)
return true;
}
bool wxUIActionSimulator::MouseMove(long x, long y)
bool wxUIActionSimulatorOSXImpl::MouseMove(long x, long y)
{
CGPoint pos;
pos.x = x;
@@ -154,7 +184,7 @@ bool wxUIActionSimulator::MouseMove(long x, long y)
return true;
}
bool wxUIActionSimulator::MouseUp(int button)
bool wxUIActionSimulatorOSXImpl::MouseUp(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, false);
wxCFRef<CGEventRef> event(
@@ -172,7 +202,7 @@ bool wxUIActionSimulator::MouseUp(int button)
return true;
}
bool wxUIActionSimulator::MouseDblClick(int button)
bool wxUIActionSimulatorOSXImpl::MouseDblClick(int button)
{
CGEventType downtype = CGEventTypeForMouseButton(button, true);
CGEventType uptype = CGEventTypeForMouseButton(button, false);
@@ -201,7 +231,7 @@ bool wxUIActionSimulator::MouseDblClick(int button)
return true;
}
bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
bool wxUIActionSimulatorOSXImpl::MouseDragDrop(long x1, long y1, long x2, long y2,
int button)
{
CGPoint pos1,pos2;
@@ -241,7 +271,7 @@ bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
}
bool
wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
wxUIActionSimulatorOSXImpl::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
{
CGKeyCode cgcode = wxCharCodeWXToOSX((wxKeyCode)keycode);
@@ -258,5 +288,15 @@ wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
return true;
}
#endif // wxUSE_UIACTIONSIMULATOR
wxUIActionSimulator::wxUIActionSimulator()
: m_impl(wxUIActionSimulatorOSXImpl::Get())
{
}
wxUIActionSimulator::~wxUIActionSimulator()
{
// We can use a static wxUIActionSimulatorOSXImpl object because it's
// stateless, so no need to delete it.
}
#endif // wxUSE_UIACTIONSIMULATOR