///////////////////////////////////////////////////////////////////////////// // Name: src/unix/uiactionx11.cpp // Purpose: wxUIActionSimulator implementation // Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin // Modified by: // Created: 2010-03-06 // RCS-ID: $Id$ // Copyright: (c) Kevin Ollivier // (c) 2010 Steven Lamerton // (c) 2010 Vadim Zeitlin // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #include "wx/defs.h" #if wxUSE_UIACTIONSIMULATOR #include "wx/uiaction.h" #include #include "wx/unix/utilsx11.h" namespace { void SendButtonEvent(int button, bool isDown) { int xbutton; switch (button) { case wxMOUSE_BTN_LEFT: xbutton = 1; break; case wxMOUSE_BTN_MIDDLE: xbutton = 2; break; case wxMOUSE_BTN_RIGHT: xbutton = 3; break; default: wxFAIL_MSG("Unsupported button passed in."); return; } wxX11Display display; wxCHECK_RET(display, "No display available!"); XEvent event; memset(&event, 0x00, sizeof(event)); event.type = isDown ? ButtonPress : ButtonRelease; event.xbutton.button = xbutton; event.xbutton.same_screen = True; XQueryPointer(display, display.DefaultRoot(), &event.xbutton.root, &event.xbutton.window, &event.xbutton.x_root, &event.xbutton.y_root, &event.xbutton.x, &event.xbutton.y, &event.xbutton.state); event.xbutton.subwindow = event.xbutton.window; while (event.xbutton.subwindow) { event.xbutton.window = event.xbutton.subwindow; XQueryPointer(display, event.xbutton.window, &event.xbutton.root, &event.xbutton.subwindow, &event.xbutton.x_root, &event.xbutton.y_root, &event.xbutton.x, &event.xbutton.y, &event.xbutton.state); } XSendEvent(display, PointerWindow, True, 0xfff, &event); } } // anonymous namespace bool wxUIActionSimulator::MouseDown(int button) { SendButtonEvent(button, true); return true; } bool wxUIActionSimulator::MouseMove(long x, long y) { wxX11Display display; wxASSERT_MSG(display, "No display available!"); Window root = display.DefaultRoot(); XWarpPointer(display, None, root, 0, 0, 0, 0, x, y); return true; } bool wxUIActionSimulator::MouseUp(int button) { SendButtonEvent(button, false); return true; } bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown) { wxX11Display display; wxCHECK_MSG(display, false, "No display available!"); int mask, type; if ( isDown ) { type = KeyPress; mask = KeyPressMask; } else { type = KeyRelease; mask = KeyReleaseMask; } WXKeySym xkeysym = wxCharCodeWXToX(keycode); KeyCode xkeycode = XKeysymToKeycode(display, xkeysym); if ( xkeycode == NoSymbol ) return false; Window focus; int revert; XGetInputFocus(display, &focus, &revert); if (focus == None) return false; int mod = 0; if (modifiers & wxMOD_SHIFT) mod |= ShiftMask; //Mod1 is alt in the vast majority of cases if (modifiers & wxMOD_ALT) mod |= Mod1Mask; if (modifiers & wxMOD_CMD) mod |= ControlMask; XKeyEvent event; event.display = display; event.window = focus; event.root = DefaultRootWindow(event.display); event.subwindow = None; event.time = CurrentTime; event.x = 1; event.y = 1; event.x_root = 1; event.y_root = 1; event.same_screen = True; event.type = type; event.state = mod; event.keycode = xkeycode; XSendEvent(event.display, event.window, True, mask, (XEvent*) &event); return true; } #endif // wxUSE_UIACTIONSIMULATOR