dolphin/Externals/wxWidgets3/src/unix/uiactionx11.cpp

170 lines
4.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: src/unix/uiactionx11.cpp
// Purpose: wxUIActionSimulator implementation
// 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
/////////////////////////////////////////////////////////////////////////////
#include "wx/defs.h"
#if wxUSE_UIACTIONSIMULATOR
#include "wx/uiaction.h"
#include "wx/event.h"
#include "wx/evtloop.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include "wx/unix/utilsx11.h"
namespace
{
void SendButtonEvent(int button, bool isDown)
{
int xbutton;
switch (button)
{
case wxMOUSE_BTN_LEFT:
xbutton = 1;
break;
case wxMOUSE_BTN_MIDDLE:
xbutton = 2;
break;
case wxMOUSE_BTN_RIGHT:
xbutton = 3;
break;
default:
wxFAIL_MSG("Unsupported button passed in.");
return;
}
wxX11Display display;
wxCHECK_RET(display, "No display available!");
XEvent event;
memset(&event, 0x00, sizeof(event));
event.type = isDown ? ButtonPress : ButtonRelease;
event.xbutton.button = xbutton;
event.xbutton.same_screen = True;
XQueryPointer(display, display.DefaultRoot(),
&event.xbutton.root, &event.xbutton.window,
&event.xbutton.x_root, &event.xbutton.y_root,
&event.xbutton.x, &event.xbutton.y, &event.xbutton.state);
event.xbutton.subwindow = event.xbutton.window;
while (event.xbutton.subwindow)
{
event.xbutton.window = event.xbutton.subwindow;
XQueryPointer(display, event.xbutton.window,
&event.xbutton.root, &event.xbutton.subwindow,
&event.xbutton.x_root, &event.xbutton.y_root,
&event.xbutton.x, &event.xbutton.y, &event.xbutton.state);
}
XSendEvent(display, PointerWindow, True, 0xfff, &event);
}
} // anonymous namespace
bool wxUIActionSimulator::MouseDown(int button)
{
SendButtonEvent(button, true);
return true;
}
bool wxUIActionSimulator::MouseMove(long x, long y)
{
wxX11Display display;
wxASSERT_MSG(display, "No display available!");
Window root = display.DefaultRoot();
XWarpPointer(display, None, root, 0, 0, 0, 0, x, y);
// At least with wxGTK we must always process the pending events before the
// mouse position change really takes effect, so just do it from here
// instead of forcing the client code using this function to always use
// wxYield() which is unnecessary under the other platforms.
if ( wxEventLoopBase* const loop = wxEventLoop::GetActive() )
{
loop->YieldFor(wxEVT_CATEGORY_USER_INPUT);
}
return true;
}
bool wxUIActionSimulator::MouseUp(int button)
{
SendButtonEvent(button, false);
return true;
}
bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown)
{
wxX11Display display;
wxCHECK_MSG(display, false, "No display available!");
int mask, type;
if ( isDown )
{
type = KeyPress;
mask = KeyPressMask;
}
else
{
type = KeyRelease;
mask = KeyReleaseMask;
}
WXKeySym xkeysym = wxCharCodeWXToX(keycode);
KeyCode xkeycode = XKeysymToKeycode(display, xkeysym);
if ( xkeycode == NoSymbol )
return false;
Window focus;
int revert;
XGetInputFocus(display, &focus, &revert);
if (focus == None)
return false;
int mod = 0;
if (modifiers & wxMOD_SHIFT)
mod |= ShiftMask;
//Mod1 is alt in the vast majority of cases
if (modifiers & wxMOD_ALT)
mod |= Mod1Mask;
if (modifiers & wxMOD_CMD)
mod |= ControlMask;
XKeyEvent event;
event.display = display;
event.window = focus;
event.root = DefaultRootWindow(event.display);
event.subwindow = None;
event.time = CurrentTime;
event.x = 1;
event.y = 1;
event.x_root = 1;
event.y_root = 1;
event.same_screen = True;
event.type = type;
event.state = mod;
event.keycode = xkeycode;
XSendEvent(event.display, event.window, True, mask, (XEvent*) &event);
return true;
}
#endif // wxUSE_UIACTIONSIMULATOR