%module{Wx};
/////////////////////////////////////////////////////////////////////////////
// Name: uiaction.h
// Purpose: interface of wxUIActionSimulator
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#if WXPERL_W_VERSION_GE( 2, 9, 2 )
#include <wx/uiaction.h>
%loadplugin{build::Wx::XSP::Overload};
%name{Wx::UIActionSimulator} class wxUIActionSimulator
{
%{
static void
wxUIActionSimulator::CLONE()
CODE:
wxPli_thread_sv_clone( aTHX_ CLASS, (wxPliCloneSV)wxPli_detach_object );
%}
public:
wxUIActionSimulator();
~wxUIActionSimulator()
%code%{ wxPli_thread_sv_unregister( aTHX_ "Wx::UIActionSimulator", THIS, ST(0) );
delete THIS;
%};
%name{MouseMoveCoords} bool MouseMove(long x, long y) %Overload;
%name{MouseMovePoint} bool MouseMove(const wxPoint& point) %Overload;
bool MouseDown(int button = wxMOUSE_BTN_LEFT);
bool MouseUp(int button = wxMOUSE_BTN_LEFT);
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 KeyDown(int keycode, int modifiers = wxMOD_NONE);
bool KeyUp(int keycode, int modifiers = wxMOD_NONE);
bool Char(int keycode, int modifiers = wxMOD_NONE);
bool Text(const wxString& text);
};
#endif