NAME
Win32::CtrlGUI::State - an OO system for controlling Win32 GUI windows through a state machine
SYNOPSIS
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"],
]
);
DESCRIPTION
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:
- atom
-
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.
- multi
-
This is an abstract parent class intended to support such classes as
seq
,seq_opt
,fork
, andloop
. The preferred syntax for passing states tomulti
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):parameter => value pairs
state_class => array ref to state parameters pairs
array ref to state1_class, state parameters
Win32::Ctrl::GUI::State class object
- seq
-
The passed states will be waited for one-by-one and the actions executed. No state is allowed to be skipped.
- seq_opt
-
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. - fork
-
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
andseq_opt
states can be passed to thefork
state. - loop
-
Lets you do loops:) Loops take two optional parameters -
timeout
andbody_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 thedialog
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). - dialog
-
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, thedialog
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. Thedialog
state is implemented using aseq
state and, if there is a confirmation specification, aseq_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}'],
],
]
);
STATES
It is important to note that Win32::CtrlGUI::State objects can be in one of six different states. They are:
- init
-
This is the state before the object has had any methods invoked on it.
- srch
-
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. - rcog
-
This is the state the object enters after its criteria are first recognized.
- actn
-
This is the state the object enters when
do_action_step
is first called. - done
-
This is the state the object enters after the action is fully completed.
- fail
-
This is the state the object enters when a time out has occurred (this doesn't apply to
loop
states, but does apply toatom
states).
METHODS
new
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.
_new
The default _new
method takes a list of hash entries, places the object in the init
state, and returns the object.
newdo
This calls new
and then do_state
. It returns the Win32::CtrlGUI::State
object after it has finished executing.
is_recognized
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.)
wait_recognized
This will wait until a given state has been recognized.
do_action_step
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).
wait_action
This will wait until the action for a given state has been completed. It should only be called after is_recognized
returns true.
do_state
This will wait until the state is recognized (by calling wait_recognized
) and then execute the action (by calling wait_action
).
reset
The reset method automagically resets the state as if nothing had ever happened.