wxWidgets/samples/uiaction/uiaction.cpp

268 lines
7.7 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// 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"
// 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