| Win32-CtrlGUI documentation | view source | Contained in the Win32-CtrlGUI distribution. |
Win32::CtrlGUI::State - an OO system for controlling Win32 GUI windows through a state machine
use Win32::CtrlGUI::State;
Win32::CtrlGUI::State->newdo(
seq => [
atom => [criteria => [pos => qr/Notepad/],
action => "!fo"],
seq_opt => [
seq => [
atom => [criteria => [pos => 'Notepad', qr/^The text in the .* file has changed/i],
action => "!y"],
dialog => [criteria => [pos => 'Save As'],
action => "!nC:\\TEMP\\Saved.txt{1}{ENTER}",
timeout => 5,
cnfm_criteria => [pos => 'Save As', qr/already exists/i],
cnfm_action => "!y"],
],
dialog => [criteria => [pos => 'Open', 'Cancel'],
action => "!n{1}".Win32::GetCwd()."\\test.pl{1}{HOME}{2}{ENTER}"],
],
dialog => [criteria => [pos => qr/Notepad/],
action => "!fx"],
]
);
Win32::CtrlGUI::State is used to define a set of state, the desired response to those state,
and how those states fit together so as to make it easier to control Win32 GUI windows. Think of
it as intelligent flow-control for Win32 GUI control. Also, it lets you use a Tk debugger to
observe your scripts as they execute.
The system itself is object-oriented - there are a number of types of states, most of which accept a list of other states as parameters. If you think about it, code-blocks are objects. So are if-then statements. So, rather than write my own language and parser for doing flow-control of GUI windows, I made an OO system within Perl. Much easier than writing a parser.
The basic state subclasses are:
These are used to specify single "events" in the system. Passed to the constructor are a set of criteria and the action to take when those criteria are met. If that atom is currently active and the criteria become met, the action will be executed. It also takes on optional timeout parameter.
This is an abstract parent class intended to support such classes as seq, seq_opt, fork,
and loop. The preferred syntax for passing states to multi subclasses is:
multi => [
parameter => value,
state1_class => [ state1 parameters ],
state2_class => [ state2 parameters ],
],
Alternate legal syntaxes include:
multi => [
[state1_class => state1 parameters],
Win32::CtrlGUI::State:state2_class->new(state2 parameters),
]
That is to say, multi class objects expect their parameter array to consist of a sequence of
these four "entities" (which can be alternated as desired):
The passed states will be waited for one-by-one and the actions executed. No state is allowed to be skipped.
This state is similar to seq, except that any state may be skipped except for the last one.
That is to say, execution will "jump" to whichever state shows up first. Once a state has been
jumped to, the previous states will not be executed. The last state in the list is sometimes
referred to as the exit criteria.
The first state to be met will be executed and none of the others will. Think of it as a
select-case statement. Of course, seq and seq_opt states can be passed to the fork
state.
Lets you do loops:) Loops take two optional parameters - timeout and body_req and either
one or two states. The first state is the "body" state and the second the "exit" state. I
strongly encourage the use of the dialog state when building loops (this is especially
critical for loops where the body only has one state - otherwise, simple atoms may trigger
multiple times off of the same window).
The dialog state was created to deal with a common problem, that is to say waiting for a window
to pop up, sending it text, and then waiting for it to disappear. In addition, the dialog
state takes an optional set of parameters for a "confirmation" window. If the confirmation window
shows up before the original window disappears, the confirmation action will be executed. The
dialog state is implemented using a seq state and, if there is a confirmation specification,
a seq_opt state. Note that waiting for the window to disappear is based on the window handle,
not on the criteria, which makes this safe to use in loops.
Of note, if you pass a multi state to another multi state, remember that the "child" state
has to finish executing before the parent can continue. For instance, in the following code, if
the window "Foo" is seen, seeing the window "Done" will not cause the loop to exit until the
window "Bar" has been seen.
Win32::CtrlGUI::State->newdo(
loop => [
seq => [
dialog => [criteria => [pos => 'Foo'], action => '{ENTER}'],
dialog => [criteria => [pos => 'Bar'], action => '{ENTER}'],
],
seq => [
atom => [criteria => [pos => 'Done'], action => '{ENTER}'],
],
]
);
It is important to note that Win32::CtrlGUI::State objects can be in one of six different states. They are:
This is the state before the object has had any methods invoked on it.
This is the state the object enters after is_recognized is first called on it, but before the
desired state has been recognized. Distinguishing between <init> and <srch> allows time outs to
be implemented.
This is the state the object enters after its criteria are first recognized.
This is the state the object enters when do_action_step is first called.
This is the state the object enters after the action is fully completed.
This is the state the object enters when a time out has occurred (this doesn't apply to loop
states, but does apply to atom states).
The first parameter to the new method is the subclass to create - atom, seq, seq_opt,
etc. The _new method for that class is then called and the remaining parameters passed.
The default _new method takes a list of hash entries, places the object in the init state,
and returns the object.
This calls new and then do_state. It returns the Win32::CtrlGUI::State object after it
has finished executing.
This is a generic method and has to be overriden by the subclass. When is_recognized is
called, it should return true if this state is currently or has ever been recognized (once a path
is followed, the path needs to be followed until the end.)
This will wait until a given state has been recognized.
Because the whole system is capable of being driven in an asynchronous manner from the very top
(which makes it possible to run the Win32::CtrlGUI::State system from within Tk, for instance),
actions need to be executable in a non-blocking fashion. The method call do_action_step is
crucial to that. Remember that there is an action "delay", so do_action_step will keep
returning, but not setting the state to done, until that delay is used up and the action can
actually be executed. The system does not yet allow for multi-part actions in and of themselves
(for instance, it will still block if a sendkeys action involves internal delays).
This will wait until the action for a given state has been completed. It should only be called
after is_recognized returns true.
This will wait until the state is recognized (by calling wait_recognized) and then execute the
action (by calling wait_action).
The reset method automagically resets the state as if nothing had ever happened.
| Win32-CtrlGUI documentation | view source | Contained in the Win32-CtrlGUI distribution. |