571d991bb3
Correct a lot of problems with the initial implementation, notably make the API consistent across all platforms, e.g. all keyboard-related methods now take just a wxKeyCode. Add some useful higher-level helpers such as Text() and MouseDragDrop(). Improve documentation. wxUIActionSimulator now works under MSW, GTK and OS X and is enabled by default. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65385 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
195 lines
5.4 KiB
C++
195 lines
5.4 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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#if !defined(__WXMSW__) && !defined(__WXPM__)
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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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};
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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 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(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...", "Run the UI action simulation");
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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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}
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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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