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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
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: src/msw/uiaction.cpp
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// Purpose: wxUIActionSimulator implementation
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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.cpp 65523 2010-09-11 10:18:53Z VZ $
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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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#include "wx/wxprec.h"
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#if wxUSE_UIACTIONSIMULATOR
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#include "wx/uiaction.h"
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#include "wx/msw/wrapwin.h"
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#include "wx/msw/private/keyboard.h"
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namespace
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{
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DWORD EventTypeForMouseButton(int button, bool isDown)
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{
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switch (button)
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{
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case wxMOUSE_BTN_LEFT:
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return isDown ? MOUSEEVENTF_LEFTDOWN : MOUSEEVENTF_LEFTUP;
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case wxMOUSE_BTN_RIGHT:
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return isDown ? MOUSEEVENTF_RIGHTDOWN : MOUSEEVENTF_RIGHTUP;
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case wxMOUSE_BTN_MIDDLE:
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return isDown ? MOUSEEVENTF_MIDDLEDOWN : MOUSEEVENTF_MIDDLEUP;
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default:
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wxFAIL_MSG("Unsupported button passed in.");
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return (DWORD)-1;
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}
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}
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} // anonymous namespace
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bool wxUIActionSimulator::MouseDown(int button)
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{
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POINT p;
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GetCursorPos(&p);
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mouse_event(EventTypeForMouseButton(button, true), p.x, p.y, 0, 0);
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return true;
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}
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bool wxUIActionSimulator::MouseMove(long x, long y)
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{
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// Because MOUSEEVENTF_ABSOLUTE takes measurements scaled between 0 & 65535
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// we need to scale our input too
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int displayx, displayy, scaledx, scaledy;
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wxDisplaySize(&displayx, &displayy);
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scaledx = ((float)x / displayx) * 65535;
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scaledy = ((float)y / displayy) * 65535;
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mouse_event(MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_MOVE, scaledx, scaledy, 0, 0);
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return true;
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}
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bool wxUIActionSimulator::MouseUp(int button)
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{
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POINT p;
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GetCursorPos(&p);
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mouse_event(EventTypeForMouseButton(button, false), p.x, p.y, 0, 0);
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return true;
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}
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bool
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wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
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{
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bool isExtended;
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DWORD vkkeycode = wxMSWKeyboard::WXToVK(keycode, &isExtended);
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DWORD flags = 0;
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if ( isExtended )
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flags |= KEYEVENTF_EXTENDEDKEY;
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if ( !isDown )
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flags |= KEYEVENTF_KEYUP;
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keybd_event(vkkeycode, 0, flags, 0);
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return true;
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}
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#endif // wxUSE_UIACTIONSIMULATOR
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