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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
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89
Externals/wxWidgets3/include/wx/uiaction.h
vendored
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89
Externals/wxWidgets3/include/wx/uiaction.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: wx/uiaction.h
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// Purpose: wxUIActionSimulator interface
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// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
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// Modified by:
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// Created: 2010-03-06
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// RCS-ID: $Id: uiaction.h 67232 2011-03-18 15:10:15Z DS $
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// Copyright: (c) Kevin Ollivier
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// (c) 2010 Steven Lamerton
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// (c) 2010 Vadim Zeitlin
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_UIACTIONSIMULATOR_H_
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#define _WX_UIACTIONSIMULATOR_H_
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#include "wx/defs.h"
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#if wxUSE_UIACTIONSIMULATOR
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#include "wx/mousestate.h" // for wxMOUSE_BTN_XXX constants
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class WXDLLIMPEXP_CORE wxUIActionSimulator
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{
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public:
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wxUIActionSimulator() { }
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// Default dtor, copy ctor and assignment operator are ok (even though the
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// last two don't make much sense for this class).
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// Mouse simulation
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// ----------------
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// Low level methods
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bool MouseMove(long x, long y);
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bool MouseMove(const wxPoint& point) { return MouseMove(point.x, point.y); }
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bool MouseDown(int button = wxMOUSE_BTN_LEFT);
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bool MouseUp(int button = wxMOUSE_BTN_LEFT);
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// Higher level interface, use it if possible instead
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bool MouseClick(int button = wxMOUSE_BTN_LEFT);
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bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
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bool MouseDragDrop(long x1, long y1, long x2, long y2,
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int button = wxMOUSE_BTN_LEFT);
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// Keyboard simulation
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// -------------------
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// Low level methods for generating key presses and releases
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bool KeyDown(int keycode, int modifiers = wxMOD_NONE)
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{ return Key(keycode, modifiers, true); }
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bool KeyUp(int keycode, int modifiers = wxMOD_NONE)
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{ return Key(keycode, modifiers, false); }
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// Higher level methods for generating both the key press and release for a
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// single key or for all characters in the ASCII string "text" which can
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// currently contain letters only (no digits, no punctuation).
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bool Char(int keycode, int modifiers = wxMOD_NONE);
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bool Text(const char *text);
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private:
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// This is the common part of Key{Down,Up}() methods: while we keep them
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// separate at public API level for consistency with Mouse{Down,Up}(), at
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// implementation level it makes more sense to have them in a single
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// function.
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//
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// It calls DoModifiers() to simulate pressing the modifier keys if
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// necessary and then DoKey() for the key itself.
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bool Key(int keycode, int modifiers, bool isDown);
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// Call DoKey() for all modifier keys whose bits are set in the parameter.
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void SimulateModifiers(int modifier, bool isDown);
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// The low-level port-specific function which really generates the key
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// presses. It should generate exactly one key event with the given
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// parameters.
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bool DoKey(int keycode, int modifiers, bool isDown);
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};
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#endif // wxUSE_UIACTIONSIMULATOR
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#endif // _WX_UIACTIONSIMULATOR_H_
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