dolphin/Externals/wxWidgets3/include/wx/uiaction.h
Soren Jorvang d14efe561b Import r67258 of the wxWidgets trunk, which I expect will before
long become wxWidgets 2.9.2, which in turn is expected to be the
last 2.9 release before the 3.0 stable release.

Since the full wxWidgets distribution is rather large, I have
imported only the parts that we use, on a subdirectory basis:

art
include/wx/*.*
include/wx/aui
include/wx/cocoa
include/wx/generic
include/wx/gtk
include/wx/meta
include/wx/msw
include/wx/osx
include/wx/persist
include/wx/private
include/wx/protocol
include/wx/unix
src/aui
src/common
src/generic
src/gtk
src/msw
src/osx
src/unix


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7380 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-20 18:05:19 +00:00

89 lines
3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/uiaction.h
// Purpose: wxUIActionSimulator interface
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// RCS-ID: $Id: uiaction.h 67232 2011-03-18 15:10:15Z DS $
// 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);
// 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 only (no digits, no punctuation).
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_