wxWidgets/samples/uiaction/uiaction.cpp

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/////////////////////////////////////////////////////////////////////////////
// Name: uiaction.cpp
// Purpose: wxUIActionSimulator sample
// Author: Kevin Ollivier
// Modified by:
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Kevin Ollivier
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#if wxUSE_UIACTIONSIMULATOR
// for all others, include the necessary headers (this file is usually all you
// need because it includes almost all "standard" wxWidgets headers)
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include "wx/uiaction.h"
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows and OS/2 it is in resources and even
// though we could still include the XPM here it would be unused)
#if !defined(__WXMSW__) && !defined(__WXPM__)
#include "../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
TheButton = 100,
RunSimulation
};
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
virtual bool OnInit();
};
// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
// ctor(s)
MyFrame(const wxString& title);
void OnButtonPressed(wxCommandEvent&);
void OnRunSimulation(wxCommandEvent&);
bool ButtonPressed() const { return m_buttonPressed; }
bool MenuSelected() const { return m_menuSelected; }
private:
bool m_buttonPressed;
bool m_menuSelected;
DECLARE_EVENT_TABLE()
};
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_BUTTON(TheButton, MyFrame::OnButtonPressed)
EVT_MENU(RunSimulation, MyFrame::OnRunSimulation)
END_EVENT_TABLE()
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
IMPLEMENT_APP(MyApp)
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
MyFrame *frame = new MyFrame("wxUIActionSimulator sample application");
frame->Show(true);
return true;
}
// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame(const wxString& title)
: wxFrame(NULL, wxID_ANY, title)
{
SetIcon(wxICON(sample));
m_buttonPressed = false;
m_menuSelected = false;
#if wxUSE_MENUS
// create a menu bar
wxMenu *fileMenu = new wxMenu;
fileMenu->Append(wxID_NEW, "&New File...", "Open a new file");
fileMenu->Append(RunSimulation, "&Run Simulation...", "Run the UI action simulation");
fileMenu->Append(wxID_EXIT, "E&xit\tAlt-X", "Quit this program");
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(fileMenu, "&File");
SetMenuBar(menuBar);
#endif // wxUSE_MENUS
wxButton* button = new wxButton(this, TheButton, "Button");
button->SetName("TheButton");
}
// event handlers
void MyFrame::OnRunSimulation(wxCommandEvent&)
{
wxUIActionSimulator sim;
wxWindow* button = FindWindow(wxString("TheButton"));
wxPoint globalPoint = button->ClientToScreen(wxPoint(20, 10));
sim.MouseMove(globalPoint.x, globalPoint.y);
sim.MouseClick(wxMOUSE_BTN_LEFT);
wxYield();
if (ButtonPressed())
wxMessageBox("Button automagically pressed!");
}
void MyFrame::OnButtonPressed(wxCommandEvent&)
{
m_buttonPressed = true;
}
#endif // wxUSE_UIACTIONSIMULATOR