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: src/unix/uiactionx11.cpp
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// Purpose: wxUIActionSimulator implementation
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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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@@ -18,6 +17,8 @@
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#include "wx/event.h"
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#include "wx/evtloop.h"
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#include "wx/private/uiaction.h"
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#if wxUSE_XTEST
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@@ -29,6 +30,31 @@
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namespace
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{
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class wxUIActionSimulatorX11Impl : public wxUIActionSimulatorImpl
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{
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public:
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// Returns a pointer to the global simulator object: as it's stateless, we
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// can reuse the same one without having to allocate it on the heap all the
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// time.
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static wxUIActionSimulatorX11Impl* Get()
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{
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static wxUIActionSimulatorX11Impl s_impl;
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return &s_impl;
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}
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virtual bool MouseMove(long x, long y) wxOVERRIDE;
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virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
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virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
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virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
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private:
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// This class has no public ctors, use Get() instead.
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wxUIActionSimulatorX11Impl() { }
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wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorX11Impl);
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};
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void SendButtonEvent(int button, bool isDown)
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{
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int xbutton;
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@@ -83,13 +109,13 @@ void SendButtonEvent(int button, bool isDown)
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} // anonymous namespace
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bool wxUIActionSimulator::MouseDown(int button)
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bool wxUIActionSimulatorX11Impl::MouseDown(int button)
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{
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SendButtonEvent(button, true);
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return true;
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}
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bool wxUIActionSimulator::MouseMove(long x, long y)
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bool wxUIActionSimulatorX11Impl::MouseMove(long x, long y)
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{
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wxX11Display display;
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wxASSERT_MSG(display, "No display available!");
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@@ -114,13 +140,13 @@ bool wxUIActionSimulator::MouseMove(long x, long y)
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return true;
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}
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bool wxUIActionSimulator::MouseUp(int button)
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bool wxUIActionSimulatorX11Impl::MouseUp(int button)
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{
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SendButtonEvent(button, false);
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return true;
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}
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bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown)
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bool wxUIActionSimulatorX11Impl::DoKey(int keycode, int modifiers, bool isDown)
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{
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wxX11Display display;
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wxCHECK_MSG(display, false, "No display available!");
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@@ -188,4 +214,15 @@ bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown)
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#endif // !wxUSE_XTEST
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}
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wxUIActionSimulator::wxUIActionSimulator()
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: m_impl(wxUIActionSimulatorX11Impl::Get())
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{
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}
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wxUIActionSimulator::~wxUIActionSimulator()
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{
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// We can use a static wxUIActionSimulatorX11Impl object because it's
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// stateless, so no need to delete it.
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}
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#endif // wxUSE_UIACTIONSIMULATOR
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