wxWidgets/include/wx/uiaction.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/uiaction.h
// Purpose: wxUIActionSimulator interface
// 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
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_UIACTIONSIMULATOR_H_
#define _WX_UIACTIONSIMULATOR_H_
#include "wx/defs.h"
#if wxUSE_UIACTIONSIMULATOR
#include "wx/mousestate.h" // for wxMOUSE_BTN_XXX constants
class WXDLLIMPEXP_CORE wxUIActionSimulator
{
public:
wxUIActionSimulator() { }
// Default dtor, copy ctor and assignment operator are ok (even though the
// last two don't make much sense for this class).
// Mouse simulation
// ----------------
// Low level methods
bool MouseMove(long x, long y);
bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
bool MouseDown(int button = wxMOUSE_BTN_LEFT);
bool MouseUp(int button = wxMOUSE_BTN_LEFT);
// Higher level interface, use it if possible instead
bool MouseClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
bool MouseDragDrop(long x1, long y1, long x2, long y2,
int button = wxMOUSE_BTN_LEFT);
// Keyboard simulation
// -------------------
// Low level methods for generating key presses and releases
bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
{ return Key(keycode, modifiers, true); }
bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
{ return Key(keycode, modifiers, false); }
// Higher level methods for generating both the key press and release for a
// single key or for all characters in the ASCII string "text" which can currently
// contain letters, digits and characters for the definition of numbers [+-., ].
bool Char(int keycode, int modifiers = wxMOD_NONE);
bool Text(const char *text);
private:
// This is the common part of Key{Down,Up}() methods: while we keep them
// separate at public API level for consistency with Mouse{Down,Up}(), at
// implementation level it makes more sense to have them in a single
// function.
//
// It calls DoModifiers() to simulate pressing the modifier keys if
// necessary and then DoKey() for the key itself.
bool Key(int keycode, int modifiers, bool isDown);
// Call DoKey() for all modifier keys whose bits are set in the parameter.
void SimulateModifiers(int modifier, bool isDown);
// The low-level port-specific function which really generates the key
// presses. It should generate exactly one key event with the given
// parameters.
bool DoKey(int keycode, int modifiers, bool isDown);
};
#endif // wxUSE_UIACTIONSIMULATOR
#endif // _WX_UIACTIONSIMULATOR_H_