| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990 | 
							- /////////////////////////////////////////////////////////////////////////////
 
- // Name:        wx/uiaction.h
 
- // Purpose:     wxUIActionSimulator interface
 
- // Author:      Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
 
- // Modified by:
 
- // Created:     2010-03-06
 
- // Copyright:   (c) Kevin Ollivier
 
- //              (c) 2010 Steven Lamerton
 
- //              (c) 2010 Vadim Zeitlin
 
- // Licence:     wxWindows licence
 
- /////////////////////////////////////////////////////////////////////////////
 
- #ifndef _WX_UIACTIONSIMULATOR_H_
 
- #define _WX_UIACTIONSIMULATOR_H_
 
- #include "wx/defs.h"
 
- #if wxUSE_UIACTIONSIMULATOR
 
- #include "wx/mousestate.h"  // for wxMOUSE_BTN_XXX constants
 
- class WXDLLIMPEXP_CORE wxUIActionSimulator
 
- {
 
- public:
 
-     wxUIActionSimulator() { }
 
-     // Default dtor, copy ctor and assignment operator are ok (even though the
 
-     // last two don't make much sense for this class).
 
-     // Mouse simulation
 
-     // ----------------
 
-     // Low level methods
 
-     bool MouseMove(long x, long y);
 
-     bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
 
-     bool MouseDown(int button = wxMOUSE_BTN_LEFT);
 
-     bool MouseUp(int button = wxMOUSE_BTN_LEFT);
 
-     // Higher level interface, use it if possible instead
 
-     bool MouseClick(int button = wxMOUSE_BTN_LEFT);
 
-     bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
 
-     bool MouseDragDrop(long x1, long y1, long x2, long y2,
 
-                        int button = wxMOUSE_BTN_LEFT);
 
-     bool MouseDragDrop(const wxPoint& p1, const wxPoint& p2,
 
-                        int button = wxMOUSE_BTN_LEFT)
 
-     { return MouseDragDrop(p1.x, p1.y, p2.x, p2.y, button); }
 
-     // Keyboard simulation
 
-     // -------------------
 
-     // Low level methods for generating key presses and releases
 
-     bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
 
-         { return Key(keycode, modifiers, true); }
 
-     bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
 
-         { return Key(keycode, modifiers, false); }
 
-     // Higher level methods for generating both the key press and release for a
 
-     // single key or for all characters in the ASCII string "text" which can currently
 
-     // contain letters, digits and characters for the definition of numbers [+-., ].
 
-     bool Char(int keycode, int modifiers = wxMOD_NONE);
 
-     bool Text(const char *text);
 
- private:
 
-     // This is the common part of Key{Down,Up}() methods: while we keep them
 
-     // separate at public API level for consistency with Mouse{Down,Up}(), at
 
-     // implementation level it makes more sense to have them in a single
 
-     // function.
 
-     //
 
-     // It calls DoModifiers() to simulate pressing the modifier keys if
 
-     // necessary and then DoKey() for the key itself.
 
-     bool Key(int keycode, int modifiers, bool isDown);
 
-     // Call DoKey() for all modifier keys whose bits are set in the parameter.
 
-     void SimulateModifiers(int modifier, bool isDown);
 
-     // The low-level port-specific function which really generates the key
 
-     // presses. It should generate exactly one key event with the given
 
-     // parameters.
 
-     bool DoKey(int keycode, int modifiers, bool isDown);
 
- };
 
- #endif // wxUSE_UIACTIONSIMULATOR
 
- #endif // _WX_UIACTIONSIMULATOR_H_
 
 
  |