wxWidgets/samples/uiaction/uiaction.cpp
Vadim Zeitlin 571d991bb3 Merge wxUIActionSimulator fixes from SOC2010_GUI_TEST branch.
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
2010-08-22 22:15:42 +00:00

195 lines
5.4 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: uiaction.cpp
// Purpose: wxUIActionSimulator sample
// Author: Kevin Ollivier
// Modified by:
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Kevin Ollivier, Steven Lamerton
// 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
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows and OS/2 it is in resources and even
// though we could still include the XPM here it would be unused)
#if !defined(__WXMSW__) && !defined(__WXPM__)
#include "../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
RunSimulation = 1
};
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
virtual bool OnInit();
};
#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 OnRunSimulation(wxCommandEvent& event);
void OnExit(wxCommandEvent& WXUNUSED(event)) { Close(); }
private:
wxButton* m_button;
wxTextCtrl* m_text;
DECLARE_EVENT_TABLE()
};
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_BUTTON(wxID_ANY, MyFrame::OnButtonPressed)
EVT_MENU(RunSimulation, MyFrame::OnRunSimulation)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
END_EVENT_TABLE()
#endif // wxUSE_UIACTIONSIMULATOR
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
IMPLEMENT_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...", "Run the UI action simulation");
fileMenu->Append(wxID_EXIT, "E&xit\tAlt-X", "Quit this program");
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(fileMenu, "&File");
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::OnRunSimulation(wxCommandEvent& WXUNUSED(event))
{
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);
}
void MyFrame::OnButtonPressed(wxCommandEvent& WXUNUSED(event))
{
m_text->AppendText("Button pressed.\n");
}
#endif // wxUSE_UIACTIONSIMULATOR