EmptyChaos 822326eea9 Update wxWidgets to 3.1.0
From wxWidgets master 81570ae070b35c9d52de47b1f14897f3ff1a66c7.

include/wx/defs.h -- __w64 warning disable patch by comex brought forward.

include/wx/msw/window.h -- added GetContentScaleFactor() which was not implemented on Windows but is necessary for wxBitmap scaling on Mac OS X so it needs to work to avoid #ifdef-ing the code.

src/gtk/window.cpp -- Modified DoSetClientSize() to direct call wxWindowGTK::DoSetSize() instead of using public wxWindowBase::SetSize() which now prevents derived classes (like wxAuiToolbar) intercepting the call and breaking it. This matches Windows which does NOT need to call DoSetSize internally. End result is this fixes Dolphin's debug tools toolbars on Linux.

src/osx/window_osx.cpp -- Same fix as for GTK since it has the same issue.

src/msw/radiobox.cpp -- Hacked to fix display in HiDPI (was clipping off end of text).

Updated CMakeLists for Linux and Mac OS X. Small code changes to Dolphin to fix debug error boxes, deprecation warnings, and retain previous UI behavior on Windows.
2016-06-26 15:25:29 +10:00

94 lines
3.2 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// 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);
// Select the item with the given text in the currently focused control.
bool Select(const wxString& 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_