wxwidgets/samples/uiaction/uiaction.cpp
Vadim Zeitlin 4f4c5fcfdf Use nullptr instead of NULL in the code and documentation
This is a combination of running clang-tidy with modernize-use-nullptr
check for some ports (GTK, X11, OSX) and manual changes to the ports for
which it couldn't be used easily (MSW, DFB) and also manually updating
the docs.

Also replace NULL with null or nullptr in the comments as this is more
consistent with the use of nullptr in the code and makes it simpler to
grep for the remaining occurrences of NULL itself.

And also use null in the assert messages.

Only a few occurrences of "NULL" are still left in non-C files, mostly
corresponding to unclear comments or string output which it might not be
safe to change.
2022-10-18 01:25:25 +02:00

267 lines
7.7 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: uiaction.cpp
// Purpose: wxUIActionSimulator sample
// Author: Kevin Ollivier
// Created: 04/01/98
// Copyright: (c) 2010 Kevin Ollivier, Steven Lamerton
// (c) 2016 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
// 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
#include "wx/stopwatch.h"
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows it is in resources and even
// though we could still include the XPM here it would be unused)
#ifndef wxHAS_IMAGES_IN_RESOURCES
#include "../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
RunSimulation = 1,
SimulateText
};
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
virtual bool OnInit() override;
};
#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 OnNew(wxCommandEvent& event);
void OnRunSimulation(wxCommandEvent& event);
void OnSimulateText(wxCommandEvent& event);
void OnExit(wxCommandEvent& WXUNUSED(event)) { Close(); }
void OnAbout(wxCommandEvent& event);
private:
wxButton* m_button;
wxTextCtrl* m_text;
wxDECLARE_EVENT_TABLE();
};
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_BUTTON(wxID_ANY, MyFrame::OnButtonPressed)
EVT_MENU(wxID_NEW, MyFrame::OnNew)
EVT_MENU(RunSimulation, MyFrame::OnRunSimulation)
EVT_MENU(SimulateText, MyFrame::OnSimulateText)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
EVT_MENU(wxID_ABOUT, MyFrame::OnAbout)
wxEND_EVENT_TABLE()
#endif // wxUSE_UIACTIONSIMULATOR
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
wxIMPLEMENT_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(nullptr, 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\tCtrl-R",
"Run predefined UI action simulation");
fileMenu->Append(SimulateText, "Simulate &text input...\tCtrl-T",
"Enter text to simulate");
fileMenu->AppendSeparator();
fileMenu->Append(wxID_EXIT, "E&xit\tAlt-X", "Quit this program");
wxMenu* const helpMenu = new wxMenu;
helpMenu->Append(wxID_ABOUT);
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(fileMenu, "&File");
menuBar->Append(helpMenu, "&Help");
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::OnNew(wxCommandEvent& WXUNUSED(event))
{
m_text->AppendText("\"New\" menu item was selected\n");
}
void MyFrame::OnRunSimulation(wxCommandEvent& WXUNUSED(event))
{
m_text->SetValue("=== Starting the simulation "
"(release any pressed keys) ===\n");
// This sleep is needed to give the time for the currently pressed modifier
// keys, if any, to be released. Notice that Control modifier could well be
// pressed if this command was activated from the menu using accelerator
// and keeping it pressed would totally derail the test below, e.g. "A" key
// press would actually become "Ctrl+A" selecting the entire text and so on.
wxMilliSleep(500);
wxStopWatch sw;
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);
sim.Text("1 234.57e-8");
sim.Char(WXK_RETURN);
// Process the resulting text events
wxYield();
// Emulate opening a menu from keyboard.
sim.Char('F', wxMOD_ALT);
sim.Char('N');
wxYield();
m_text->AppendText(wxString::Format("\n=== Done in %ldms ===\n", sw.Time()));
}
void MyFrame::OnSimulateText(wxCommandEvent& WXUNUSED(event))
{
static wxString s_text;
const wxString text = wxGetTextFromUser
(
"Enter text to simulate: ",
"wxUIActionSimulator wxWidgets Sample",
s_text,
this
);
if ( text.empty() )
return;
s_text = text;
wxUIActionSimulator sim;
m_text->SetFocus();
sim.Text(s_text.c_str());
}
void MyFrame::OnButtonPressed(wxCommandEvent& WXUNUSED(event))
{
m_text->AppendText("Button pressed.\n");
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
wxMessageBox
(
"Shows how to use wxUIActionSimulator to simulate user actions",
"About wxWidgets uiaction sample",
wxOK | wxICON_INFORMATION,
this
);
}
#endif // wxUSE_UIACTIONSIMULATOR