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.
		
			
				
	
	
		
			92 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /////////////////////////////////////////////////////////////////////////////
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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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| // Created:     2010-03-06
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| // Copyright:   (c) 2010 Kevin Ollivier
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| //              (c) 2010 Steven Lamerton
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| //              (c) 2010-2016 Vadim Zeitlin
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| // Licence:     wxWindows licence
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| /////////////////////////////////////////////////////////////////////////////
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| 
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| #ifndef _WX_UIACTIONSIMULATOR_H_
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| #define _WX_UIACTIONSIMULATOR_H_
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| 
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| #include "wx/defs.h"
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| 
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| #if wxUSE_UIACTIONSIMULATOR
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| 
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| #include "wx/mousestate.h"  // for wxMOUSE_BTN_XXX constants
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| 
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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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|     ~wxUIActionSimulator();
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| 
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| 
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|     // Mouse simulation
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|     // ----------------
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| 
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|     // Low level methods
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|     bool MouseMove(long x, long y);
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|     bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
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| 
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|     bool MouseDown(int button = wxMOUSE_BTN_LEFT);
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|     bool MouseUp(int button = wxMOUSE_BTN_LEFT);
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| 
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|     // Higher level interface, use it if possible instead
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|     bool MouseClick(int button = wxMOUSE_BTN_LEFT);
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|     bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
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|     bool MouseDragDrop(long x1, long y1, long x2, long y2,
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|                        int button = wxMOUSE_BTN_LEFT);
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|     bool MouseDragDrop(const wxPoint& p1, const wxPoint& p2,
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|                        int button = wxMOUSE_BTN_LEFT)
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|     { return MouseDragDrop(p1.x, p1.y, p2.x, p2.y, button); }
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| 
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|     // Keyboard simulation
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|     // -------------------
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| 
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|     // Low level methods for generating key presses and releases
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|     bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
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|         { return Key(keycode, modifiers, true); }
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| 
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|     bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
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|         { return Key(keycode, modifiers, false); }
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| 
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|     // Higher level methods for generating both the key press and release for a
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|     // single key or for all characters in the ASCII string "text" which can currently
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|     // contain letters, digits and characters for the definition of numbers [+-., ].
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|     bool Char(int keycode, int modifiers = wxMOD_NONE);
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| 
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|     bool Text(const char *text);
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| 
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|     // Select the item with the given text in the currently focused control.
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|     bool Select(const wxString& text);
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| 
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| private:
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|     // This is the common part of Key{Down,Up}() methods: while we keep them
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|     // separate at public API level for consistency with Mouse{Down,Up}(), at
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|     // implementation level it makes more sense to have them in a single
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|     // function.
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|     //
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|     // It calls DoModifiers() to simulate pressing the modifier keys if
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|     // necessary and then DoKey() for the key itself.
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|     bool Key(int keycode, int modifiers, bool isDown);
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| 
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|     // Call DoKey() for all modifier keys whose bits are set in the parameter.
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|     void SimulateModifiers(int modifier, bool isDown);
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| 
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| 
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| 
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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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| 
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|     wxDECLARE_NO_COPY_CLASS(wxUIActionSimulator);
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| };
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| 
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| #endif // wxUSE_UIACTIONSIMULATOR
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| 
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| #endif // _WX_UIACTIONSIMULATOR_H_
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