///////////////////////////////////////////////////////////////////////////// // Name: uiaction.cpp // Purpose: wxUIActionSimulator sample // Author: Kevin Ollivier // Created: 04/01/98 // Copyright: (c) 2010 Kevin Ollivier, Steven Lamerton // (c) 2016 Vadim Zeitlin // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// // ============================================================================ // declarations // ============================================================================ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- // For compilers that support precompilation, includes "wx/wx.h". #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif // 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 #if wxUSE_UIACTIONSIMULATOR #include "wx/uiaction.h" #endif #include "wx/stopwatch.h" // ---------------------------------------------------------------------------- // resources // ---------------------------------------------------------------------------- // the application icon (under Windows it is in resources and even // though we could still include the XPM here it would be unused) #ifndef wxHAS_IMAGES_IN_RESOURCES #include "../sample.xpm" #endif // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- // IDs for the controls and the menu commands enum { // menu items RunSimulation = 1, SimulateText }; // ---------------------------------------------------------------------------- // private classes // ---------------------------------------------------------------------------- // Define a new application type, each program should derive a class from wxApp class MyApp : public wxApp { public: virtual bool OnInit() wxOVERRIDE; }; #if wxUSE_UIACTIONSIMULATOR // 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& event); void OnNew(wxCommandEvent& event); void OnRunSimulation(wxCommandEvent& event); void OnSimulateText(wxCommandEvent& event); void OnExit(wxCommandEvent& WXUNUSED(event)) { Close(); } void OnAbout(wxCommandEvent& event); private: wxButton* m_button; wxTextCtrl* m_text; wxDECLARE_EVENT_TABLE(); }; wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_BUTTON(wxID_ANY, MyFrame::OnButtonPressed) EVT_MENU(wxID_NEW, MyFrame::OnNew) EVT_MENU(RunSimulation, MyFrame::OnRunSimulation) EVT_MENU(SimulateText, MyFrame::OnSimulateText) EVT_MENU(wxID_EXIT, MyFrame::OnExit) EVT_MENU(wxID_ABOUT, MyFrame::OnAbout) wxEND_EVENT_TABLE() #endif // wxUSE_UIACTIONSIMULATOR // ============================================================================ // implementation // ============================================================================ // ---------------------------------------------------------------------------- // the application class // ---------------------------------------------------------------------------- wxIMPLEMENT_APP(MyApp); bool MyApp::OnInit() { if ( !wxApp::OnInit() ) return false; #if wxUSE_UIACTIONSIMULATOR MyFrame *frame = new MyFrame("wxUIActionSimulator sample application"); frame->Show(true); return true; #else // !wxUSE_UIACTIONSIMULATOR wxLogError("wxUSE_UIACTIONSIMULATOR must be 1 for this sample"); return false; #endif // wxUSE_UIACTIONSIMULATOR/!wxUSE_UIACTIONSIMULATOR } // ---------------------------------------------------------------------------- // main frame // ---------------------------------------------------------------------------- #if wxUSE_UIACTIONSIMULATOR // frame constructor MyFrame::MyFrame(const wxString& title) : wxFrame(NULL, wxID_ANY, title) { SetIcon(wxICON(sample)); #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\tCtrl-R", "Run predefined UI action simulation"); fileMenu->Append(SimulateText, "Simulate &text input...\tCtrl-T", "Enter text to simulate"); fileMenu->AppendSeparator(); fileMenu->Append(wxID_EXIT, "E&xit\tAlt-X", "Quit this program"); wxMenu* const helpMenu = new wxMenu; helpMenu->Append(wxID_ABOUT); wxMenuBar *menuBar = new wxMenuBar(); menuBar->Append(fileMenu, "&File"); menuBar->Append(helpMenu, "&Help"); SetMenuBar(menuBar); #endif // wxUSE_MENUS wxPanel *panel = new wxPanel(this); wxBoxSizer* sizer = new wxBoxSizer(wxVERTICAL); panel->SetSizer(sizer); m_button = new wxButton(panel, wxID_ANY, "&Button"); sizer->Add(m_button, wxSizerFlags().Centre().Border()); m_text = new wxTextCtrl(panel, wxID_ANY, "", wxDefaultPosition, wxDefaultSize, wxTE_MULTILINE); sizer->Add(m_text, wxSizerFlags(1).Expand().Border()); } // event handlers void MyFrame::OnNew(wxCommandEvent& WXUNUSED(event)) { m_text->AppendText("\"New\" menu item was selected\n"); } void MyFrame::OnRunSimulation(wxCommandEvent& WXUNUSED(event)) { m_text->SetValue("=== Starting the simulation " "(release any pressed keys) ===\n"); // This sleep is needed to give the time for the currently pressed modifier // keys, if any, to be released. Notice that Control modifier could well be // pressed if this command was activated from the menu using accelerator // and keeping it pressed would totally derail the test below, e.g. "A" key // press would actually become "Ctrl+A" selecting the entire text and so on. wxMilliSleep(500); wxStopWatch sw; wxUIActionSimulator sim; // Add some extra distance to take account of window decorations sim.MouseMove(m_button->GetScreenPosition() + wxPoint(10, 10)); sim.MouseClick(wxMOUSE_BTN_LEFT); // Process the resulting button event wxYield(); m_text->SetFocus(); sim.Char('A'); sim.Char('A', wxMOD_SHIFT); sim.Char(WXK_RETURN); sim.Char('Z'); sim.Char('Z', wxMOD_SHIFT); sim.Char(WXK_RETURN); sim.Text("aAbBcC"); sim.Char(WXK_RETURN); sim.Text("1 234.57e-8"); sim.Char(WXK_RETURN); // Process the resulting text events wxYield(); // Emulate opening a menu from keyboard. sim.Char('F', wxMOD_ALT); sim.Char('N'); wxYield(); m_text->AppendText(wxString::Format("\n=== Done in %ldms ===\n", sw.Time())); } void MyFrame::OnSimulateText(wxCommandEvent& WXUNUSED(event)) { static wxString s_text; const wxString text = wxGetTextFromUser ( "Enter text to simulate: ", "wxUIActionSimulator wxWidgets Sample", s_text, this ); if ( text.empty() ) return; s_text = text; wxUIActionSimulator sim; m_text->SetFocus(); sim.Text(s_text.c_str()); } void MyFrame::OnButtonPressed(wxCommandEvent& WXUNUSED(event)) { m_text->AppendText("Button pressed.\n"); } void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event)) { wxMessageBox ( "Shows how to use wxUIActionSimulator to simulate user actions", "About wxWidgets uiaction sample", wxOK | wxICON_INFORMATION, this ); } #endif // wxUSE_UIACTIONSIMULATOR