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