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#$@text#$@
<p>截取屏幕并返回一个BufferedImage。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>Robot getRobot()</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
	<li><strong>Rectangle getRectangle()</strong><br />
	此方法返回需要截屏的区域，默认是先取变量rectangleVarName，然后取属性x,y,height,width。如果返回null，截取整个屏幕。</li>
</ul>

<p>&nbsp;</p>
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    label
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    <p>Robot定义的事物，如果为空使用默认。</p>
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    true
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    xworker.lang.MetaDescriptor3/@attribute
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    sid
    robot
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    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
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    sid
    rectangle
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    sshowLabel
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    height
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
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#$@text#$@
<p>Robot睡眠指定的时间。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。</li>
</ul>
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    sname
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    <p>睡眠等待时间，单位毫秒。</p>
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
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    sid
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#$@text#$@
<p>获取自动等待的时间。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
</ul>
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
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    sid
    actions1
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      name
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#$@text#$@
<p>获取屏幕指定位置的颜色。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
	<li><strong>getPoint</strong><br />
	获取屏幕的点，返回java.awt.Point</li>
</ul>
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    sth_createIndex
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    sth_registMyChilds
    false
    sth_mark
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    sid
    name
    @/@Robot_getPixelColor/@label
    sname
    label
    sshowLabel
    true
    sreadOnly
    false
    sinheritDescription
    false
    svalidateAllowBlank
    true
    LvalidateOnBlur
    true
    LallowDecimals
    true
    LallowNegative
    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_mark
    false
    sid
    label
    @/@Robot_getPixelColor/@robot
    sname
    robot
    sinputtype
    dataSelector
    ssize
    60
    sshowLabel
    true
    sreadOnly
    false
    sinheritDescription
    false
    sdescription
    <p>Robot定义的事物，如果为空使用默认。</p>
    svalidateAllowBlank
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    LvalidateOnBlur
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    true
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    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
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    sid
    robot
    @/@Robot_getPixelColor/@rectangle
    sname
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    sshowLabel
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    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
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    sth_registMyChilds
    false
    sth_mark
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    sid
    rectangle
    @/@Robot_getPixelColor/@x
    sname
    x
    sshowLabel
    true
    sreadOnly
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    sinheritDescription
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    svalidateAllowBlank
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    LvalidateOnBlur
    true
    LallowDecimals
    true
    LallowNegative
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    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_mark
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    sid
    x
    @/@Robot_getPixelColor/@y
    sname
    y
    sshowLabel
    true
    sreadOnly
    false
    sinheritDescription
    false
    svalidateAllowBlank
    true
    LvalidateOnBlur
    true
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    true
    LallowNegative
    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
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    sth_registMyChilds
    false
    sth_mark
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    sid
    y
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    actions
    slabel
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    sdescriptors
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    seditCols
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    Sdescription
#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
    sth_createIndex
    false
    sid
    actions1
      @/@Robot_getPixelColor/@actions1/@name
      sname
      name
      sdescriptors
      xworker.lang.MetaDescriptor2/@attribute
      sid
      name
  @/@Robot_isAutoWaitForIdle
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  sdescriptors
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  sinitialization
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#$@text#$@
<p>返回此 Robot 在生成一个事件后是否自动调用 <code>waitForIdle</code>。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。</li>
</ul>
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    @/@Robot_isAutoWaitForIdle/@label
    sname
    label
    sshowLabel
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    sreadOnly
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    sinheritDescription
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    svalidateAllowBlank
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    LvalidateOnBlur
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    sth_createIndex
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    sid
    label
    @/@Robot_isAutoWaitForIdle/@robot
    sname
    robot
    sinputtype
    dataSelector
    ssize
    60
    sshowLabel
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    sreadOnly
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    sinheritDescription
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    LallowNegative
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    sdescriptors
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    sid
    robot
    @/@Robot_isAutoWaitForIdle/@actions1
    sname
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
    sth_createIndex
    false
    sid
    actions1
      @/@Robot_isAutoWaitForIdle/@actions1/@name
      sname
      name
      sdescriptors
      xworker.lang.MetaDescriptor2/@attribute
      sid
      name
  @/@Robot_keyPress
  sname
  keyPress
  sdescriptors
  xworker.lang.MetaDescriptor3/@thing
  sextends
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  smany
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  seditCols
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  sinitialization
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#$@text#$@
<p>按下给定的键。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
	<li><strong>getKeycode</strong><br />
	返回要按下的键。</li>
</ul>
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  Robot_keyPress
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      sid
      getRobot
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    sname
    name
    sshowLabel
    true
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    sdescriptors
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    sth_createIndex
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    name
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    sname
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    sshowLabel
    true
    sreadOnly
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    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_mark
    false
    sid
    label
    @/@Robot_keyPress/@robot
    sname
    robot
    sinputtype
    dataSelector
    ssize
    60
    sshowLabel
    true
    sreadOnly
    false
    sinheritDescription
    false
    sdescription
    <p>Robot定义的事物，如果为空使用默认。</p>
    svalidateAllowBlank
    true
    LvalidateOnBlur
    true
    LallowDecimals
    true
    LallowNegative
    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_mark
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    sid
    robot
    @/@Robot_keyPress/@keycode
    sname
    keycode
    sshowLabel
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    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
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    sth_registMyChilds
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    sid
    keycode
    @/@Robot_keyPress/@actions1
    sname
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    slabel
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
    sth_createIndex
    false
    sid
    actions1
      @/@Robot_keyPress/@actions1/@name
      sname
      name
      sdescriptors
      xworker.lang.MetaDescriptor2/@attribute
      sid
      name
  @/@keyPressText
  sname
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  sdescriptors
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#$@text#$@
<p>把一个ascii文本的每一个字符分别触发keyPress和keyRelease事件。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
	<li><strong>getText</strong><br />
	返回要按下的键。</li>
</ul>
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    label
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    sinputtype
    dataSelector
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    60
    sshowLabel
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    sinheritDescription
    false
    sdescription
    <p>Robot定义的事物，如果为空使用默认。</p>
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    true
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    true
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    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
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    robot
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    sname
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    true
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    sdescriptors
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#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
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    sid
    actions1
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<p>释放给定的键。</p>

<p><strong>方法</strong></p>

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	&nbsp;</li>
	<li><strong>getKeycode</strong><br />
	返回要按下的键。</li>
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<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
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<p>出发mousePress和mouseClick两个事件。</p>

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<p>将鼠标指针移动到给定屏幕坐标。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
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<p>将鼠标指针移动到给定屏幕坐标，并且按下和释放指定的鼠标键。</p>

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	&nbsp;</li>
	<li><strong>int getButtons()</strong><br />
	返回一个或者多个键的int值。</li>
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<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
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<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
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<p>按下一个或多个鼠标按钮。</p>

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	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
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	返回一个或者多个键的int值。</li>
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#$@text#$@
<p>释放一个或多个鼠标按钮。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
	<li><strong>getButtons</strong><br />
	返回一个或者多个键的int值。</li>
</ul>
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<p>在配有滚轮的鼠标上旋转滚轮。</p>

<p><strong>方法</strong></p>

<ul>
	<li><strong>getRobot</strong><br />
	获取Robot对象的方法，默认通过属性robot指定的事物创建，如果没有则使用默认的Robot。<br />
	&nbsp;</li>
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</ul>
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<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
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<p>设置此 Robot 在生成一个事件后睡眠的毫秒数。</p>

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    sth_registMyChilds
    false
    sth_mark
    false
    sid
    label
    @/@Robot_waitForIdle/@robot
    sname
    robot
    sinputtype
    dataSelector
    ssize
    60
    sshowLabel
    true
    sreadOnly
    false
    sinheritDescription
    false
    sdescription
    <p>Robot定义的事物，如果为空使用默认。</p>
    svalidateAllowBlank
    true
    LvalidateOnBlur
    true
    LallowDecimals
    true
    LallowNegative
    true
    sdescriptors
    xworker.lang.MetaDescriptor3/@attribute
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_mark
    false
    sid
    robot
    @/@Robot_waitForIdle/@actions1
    sname
    actions
    slabel
    Actions
    sdescriptors
    xworker.lang.MetaDescriptor2/@thing
    sextends
    xworker.lang.actions.Actions
    smany
    true
    seditCols
    2
    Sdescription
#$@text#$@
<p>动作集合，通过子节点可以添加各种动作，动作通常是一个可执行的程序。</p>
<p>事物的第一个动作集合的子事物才可以作为事物的行为，第二个及其他动作集合就不能作为事物的行为使用了，事物的行为默认找第一个动作集合。</p>
<p>事物的run方法一般是这个事物转化为动作之后执行的方法。</p>
#$@text#$@
    szh_label
    动作
    sth_createIndex
    false
    sid
    actions1
      @/@Robot_waitForIdle/@actions1/@name
      sname
      name
      sdescriptors
      xworker.lang.MetaDescriptor2/@attribute
      sid
      name
