Files
wxWidgets/src/osx/uiaction_osx.cpp
Vadim Zeitlin cfc1681b4c 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.
2016-05-23 03:00:49 +02:00

303 lines
8.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: src/osx/uiaction_osx.cpp
// Purpose: wxUIActionSimulatorOSXImpl implementation
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// Copyright: (c) Kevin Ollivier
// (c) 2010 Steven Lamerton
// (c) 2010 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
#include "wx/object.h"
#endif
#if wxUSE_UIACTIONSIMULATOR
#include "wx/uiaction.h"
#include "wx/private/uiaction.h"
#include "wx/log.h"
#include "wx/osx/private.h"
#include "wx/osx/core/cfref.h"
#include "wx/evtloop.h"
namespace
{
CGEventTapLocation tap = kCGSessionEventTap;
CGEventType CGEventTypeForMouseButton(int button, bool isDown)
{
switch ( button )
{
case wxMOUSE_BTN_LEFT:
return isDown ? kCGEventLeftMouseDown : kCGEventLeftMouseUp;
case wxMOUSE_BTN_RIGHT:
return isDown ? kCGEventRightMouseDown : kCGEventRightMouseUp;
// All the other buttons use the constant OtherMouseDown but we still
// want to check for invalid parameters so assert first
default:
wxFAIL_MSG("Unsupported button passed in.");
wxFALLTHROUGH;// fall back to the only known remaining case
case wxMOUSE_BTN_MIDDLE:
return isDown ? kCGEventOtherMouseDown : kCGEventOtherMouseUp;
}
}
CGEventType CGEventTypeForMouseDrag(int button)
{
switch ( button )
{
case wxMOUSE_BTN_LEFT:
return kCGEventLeftMouseDragged;
break;
case wxMOUSE_BTN_RIGHT:
return kCGEventRightMouseDragged;
break;
// All the other buttons use the constant OtherMouseDown but we still
// want to check for invalid parameters so assert first
default:
wxFAIL_MSG("Unsupported button passed in.");
wxFALLTHROUGH;// fall back to the only known remaining case
case wxMOUSE_BTN_MIDDLE:
return kCGEventOtherMouseDragged;
break;
}
}
CGMouseButton CGButtonForMouseButton(int button)
{
switch ( button )
{
case wxMOUSE_BTN_LEFT:
return kCGMouseButtonLeft;
case wxMOUSE_BTN_RIGHT:
return kCGMouseButtonRight;
// All the other buttons use the constant OtherMouseDown but we still
// want to check for invalid parameters so assert first
default:
wxFAIL_MSG("Unsupported button passed in.");
wxFALLTHROUGH;// fall back to the only known remaining case
case wxMOUSE_BTN_MIDDLE:
return kCGMouseButtonCenter;
}
}
CGPoint GetMousePosition()
{
int x, y;
wxGetMousePosition(&x, &y);
CGPoint pos;
pos.x = x;
pos.y = y;
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 wxUIActionSimulatorOSXImpl::MouseDown(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, true);
wxCFRef<CGEventRef> event(
CGEventCreateMouseEvent(NULL, type, GetMousePosition(), CGButtonForMouseButton(button)));
if ( !event )
return false;
CGEventSetType(event, type);
CGEventPost(tap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
bool wxUIActionSimulatorOSXImpl::MouseMove(long x, long y)
{
CGPoint pos;
pos.x = x;
pos.y = y;
CGEventType type = kCGEventMouseMoved;
wxCFRef<CGEventRef> event(
CGEventCreateMouseEvent(NULL, type, pos, kCGMouseButtonLeft));
if ( !event )
return false;
CGEventSetType(event, type);
CGEventPost(tap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
bool wxUIActionSimulatorOSXImpl::MouseUp(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, false);
wxCFRef<CGEventRef> event(
CGEventCreateMouseEvent(NULL, type, GetMousePosition(), CGButtonForMouseButton(button)));
if ( !event )
return false;
CGEventSetType(event, type);
CGEventPost(tap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
bool wxUIActionSimulatorOSXImpl::MouseDblClick(int button)
{
CGEventType downtype = CGEventTypeForMouseButton(button, true);
CGEventType uptype = CGEventTypeForMouseButton(button, false);
wxCFRef<CGEventRef> event(
CGEventCreateMouseEvent(NULL, downtype, GetMousePosition(), CGButtonForMouseButton(button)));
if ( !event )
return false;
CGEventSetType(event,downtype);
CGEventPost(tap, event);
CGEventSetType(event, uptype);
CGEventPost(tap, event);
CGEventSetIntegerValueField(event, kCGMouseEventClickState, 2);
CGEventSetType(event, downtype);
CGEventPost(tap, event);
CGEventSetType(event, uptype);
CGEventPost(tap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
bool wxUIActionSimulatorOSXImpl::MouseDragDrop(long x1, long y1, long x2, long y2,
int button)
{
CGPoint pos1,pos2;
pos1.x = x1;
pos1.y = y1;
pos2.x = x2;
pos2.y = y2;
CGEventType downtype = CGEventTypeForMouseButton(button, true);
CGEventType uptype = CGEventTypeForMouseButton(button, false);
CGEventType dragtype = CGEventTypeForMouseDrag(button) ;
wxCFRef<CGEventRef> event(
CGEventCreateMouseEvent(NULL, kCGEventMouseMoved, pos1, CGButtonForMouseButton(button)));
if ( !event )
return false;
CGEventSetType(event,kCGEventMouseMoved);
CGEventPost(tap, event);
CGEventSetType(event,downtype);
CGEventPost(tap, event);
CGEventSetType(event, dragtype);
CGEventSetLocation(event,pos2);
CGEventPost(tap, event);
CGEventSetType(event, uptype);
CGEventPost(tap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
bool
wxUIActionSimulatorOSXImpl::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
{
CGKeyCode cgcode = wxCharCodeWXToOSX((wxKeyCode)keycode);
wxCFRef<CGEventRef>
event(CGEventCreateKeyboardEvent(NULL, cgcode, isDown));
if ( !event )
return false;
CGEventPost(kCGHIDEventTap, event);
wxCFEventLoop* loop = dynamic_cast<wxCFEventLoop*>(wxEventLoop::GetActive());
if (loop)
loop->SetShouldWaitForEvent(true);
return true;
}
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