e709239889
Add a special symbol which is defined only if the icons and other images (e.g. cursor) are in the separate resource files and don't need to be embedded as XPMs in the main program. This makes the checks more clear and more customizable as it's enough to change wxHAS_IMAGES_IN_RESOURCES definition instead of changing many platform checks. Closes #14050. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@70789 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
225 lines
6.3 KiB
C++
225 lines
6.3 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: uiaction.cpp
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// Purpose: wxUIActionSimulator sample
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// Author: Kevin Ollivier
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// Modified by:
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// Created: 04/01/98
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// RCS-ID: $Id$
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// Copyright: (c) Kevin Ollivier, Steven Lamerton
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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// for all others, include the necessary headers (this file is usually all you
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// need because it includes almost all "standard" wxWidgets headers)
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#ifndef WX_PRECOMP
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#include "wx/wx.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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#endif
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// ----------------------------------------------------------------------------
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// resources
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// ----------------------------------------------------------------------------
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// the application icon (under Windows and OS/2 it is in resources and even
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// though we could still include the XPM here it would be unused)
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#ifndef wxHAS_IMAGES_IN_RESOURCES
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#include "../sample.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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// menu items
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RunSimulation = 1,
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SimulateText
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};
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// ----------------------------------------------------------------------------
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// private classes
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// ----------------------------------------------------------------------------
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// Define a new application type, each program should derive a class from wxApp
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class MyApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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#if wxUSE_UIACTIONSIMULATOR
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// Define a new frame type: this is going to be our main frame
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class MyFrame : public wxFrame
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{
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public:
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// ctor(s)
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MyFrame(const wxString& title);
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void OnButtonPressed(wxCommandEvent& event);
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void OnRunSimulation(wxCommandEvent& event);
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void OnSimulateText(wxCommandEvent& event);
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void OnExit(wxCommandEvent& WXUNUSED(event)) { Close(); }
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private:
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wxButton* m_button;
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wxTextCtrl* m_text;
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DECLARE_EVENT_TABLE()
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};
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_BUTTON(wxID_ANY, MyFrame::OnButtonPressed)
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EVT_MENU(RunSimulation, MyFrame::OnRunSimulation)
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EVT_MENU(SimulateText, MyFrame::OnSimulateText)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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END_EVENT_TABLE()
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#endif // wxUSE_UIACTIONSIMULATOR
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// the application class
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// ----------------------------------------------------------------------------
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IMPLEMENT_APP(MyApp)
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bool MyApp::OnInit()
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{
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if ( !wxApp::OnInit() )
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return false;
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#if wxUSE_UIACTIONSIMULATOR
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MyFrame *frame = new MyFrame("wxUIActionSimulator sample application");
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frame->Show(true);
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return true;
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#else // !wxUSE_UIACTIONSIMULATOR
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wxLogError("wxUSE_UIACTIONSIMULATOR must be 1 for this sample");
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return false;
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#endif // wxUSE_UIACTIONSIMULATOR/!wxUSE_UIACTIONSIMULATOR
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}
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// ----------------------------------------------------------------------------
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// main frame
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// ----------------------------------------------------------------------------
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#if wxUSE_UIACTIONSIMULATOR
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// frame constructor
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MyFrame::MyFrame(const wxString& title)
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: wxFrame(NULL, wxID_ANY, title)
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{
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SetIcon(wxICON(sample));
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#if wxUSE_MENUS
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// create a menu bar
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wxMenu *fileMenu = new wxMenu;
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fileMenu->Append(wxID_NEW, "&New File...", "Open a new file");
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fileMenu->Append(RunSimulation, "&Run Simulation",
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"Run predefined UI action simulation");
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fileMenu->Append(SimulateText, "Simulate &text input...",
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"Enter text to simulate");
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fileMenu->AppendSeparator();
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fileMenu->Append(wxID_EXIT, "E&xit\tAlt-X", "Quit this program");
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wxMenuBar *menuBar = new wxMenuBar();
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menuBar->Append(fileMenu, "&File");
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SetMenuBar(menuBar);
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#endif // wxUSE_MENUS
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wxPanel *panel = new wxPanel(this);
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wxBoxSizer* sizer = new wxBoxSizer(wxVERTICAL);
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panel->SetSizer(sizer);
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m_button = new wxButton(panel, wxID_ANY, "&Button");
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sizer->Add(m_button, wxSizerFlags().Centre().Border());
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m_text = new wxTextCtrl(panel, wxID_ANY, "",
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wxDefaultPosition, wxDefaultSize,
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wxTE_MULTILINE);
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sizer->Add(m_text, wxSizerFlags(1).Expand().Border());
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}
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// event handlers
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void MyFrame::OnRunSimulation(wxCommandEvent& WXUNUSED(event))
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{
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wxUIActionSimulator sim;
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// Add some extra distance to take account of window decorations
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sim.MouseMove(m_button->GetScreenPosition() + wxPoint(10, 10));
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sim.MouseClick(wxMOUSE_BTN_LEFT);
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// Process the resulting button event
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wxYield();
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m_text->SetFocus();
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sim.Char('A');
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sim.Char('A', wxMOD_SHIFT);
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sim.Char(WXK_RETURN);
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sim.Char('Z');
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sim.Char('Z', wxMOD_SHIFT);
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sim.Char(WXK_RETURN);
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sim.Text("aAbBcC");
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sim.Char(WXK_RETURN);
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sim.Text("1 234.57e-8");
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sim.Char(WXK_RETURN);
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}
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void MyFrame::OnSimulateText(wxCommandEvent& WXUNUSED(event))
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{
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static wxString s_text;
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const wxString text = wxGetTextFromUser
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(
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"Enter text to simulate: ",
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"wxUIActionSimulator wxWidgets Sample",
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s_text,
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this
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);
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if ( text.empty() )
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return;
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s_text = text;
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wxUIActionSimulator sim;
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m_text->SetFocus();
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sim.Text(s_text);
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}
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void MyFrame::OnButtonPressed(wxCommandEvent& WXUNUSED(event))
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{
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m_text->AppendText("Button pressed.\n");
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}
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#endif // wxUSE_UIACTIONSIMULATOR
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