/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-container.c: Base class for St container actors * * Copyright 2007 OpenedHand * Copyright 2008, 2009 Intel Corporation. * Copyright 2010 Florian Müllner * Copyright 2010 Red Hat, Inc. * * This program is free software; you can redistribute it and/or modify it * under the terms and conditions of the GNU Lesser General Public License, * version 2.1, as published by the Free Software Foundation. * * This program is distributed in the hope it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for * more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see . */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "st-container.h" #define ST_CONTAINER_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj),ST_TYPE_CONTAINER, StContainerPrivate)) struct _StContainerPrivate { GList *children; ClutterActor *first_child; ClutterActor *last_child; }; static void clutter_container_iface_init (ClutterContainerIface *iface); G_DEFINE_ABSTRACT_TYPE_WITH_CODE (StContainer, st_container, ST_TYPE_WIDGET, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER, clutter_container_iface_init)); static void st_container_update_pseudo_classes (StContainer *container) { GList *first_item, *last_item; ClutterActor *first_child, *last_child; StContainerPrivate *priv = container->priv; first_item = priv->children; first_child = first_item ? first_item->data : NULL; if (first_child != priv->first_child) { if (priv->first_child && ST_IS_WIDGET (priv->first_child)) st_widget_remove_style_pseudo_class (ST_WIDGET (priv->first_child), "first-child"); if (priv->first_child) { g_object_unref (priv->first_child); priv->first_child = NULL; } if (first_child && ST_IS_WIDGET (first_child)) st_widget_add_style_pseudo_class (ST_WIDGET (first_child), "first-child"); if (first_child) priv->first_child = g_object_ref (first_child); } last_item = g_list_last (priv->children); last_child = last_item ? last_item->data : NULL; if (last_child != priv->last_child) { if (priv->last_child && ST_IS_WIDGET (priv->last_child)) st_widget_remove_style_pseudo_class (ST_WIDGET (priv->last_child), "last-child"); if (priv->last_child) { g_object_unref (priv->last_child); priv->last_child = NULL; } if (last_child && ST_IS_WIDGET (last_child)) st_widget_add_style_pseudo_class (ST_WIDGET (last_child), "last-child"); if (last_child) priv->last_child = g_object_ref (last_child); } } /** * st_container_remove_all: * @container: An #StContainer * * Removes all child actors from @container. */ void st_container_remove_all (StContainer *container) { StContainerPrivate *priv = container->priv; /* copied from clutter_group_remove_all() */ while (priv->children) { ClutterActor *child = priv->children->data; priv->children = priv->children->next; clutter_container_remove_actor (CLUTTER_CONTAINER (container), child); } st_container_update_pseudo_classes (container); } /** * st_container_destroy_children: * @container: An #StContainer * * Destroys all child actors from @container. */ void st_container_destroy_children (StContainer *container) { StContainerPrivate *priv = container->priv; while (priv->children) { ClutterActor *child = priv->children->data; priv->children = priv->children->next; clutter_actor_destroy (child); } } void st_container_move_child (StContainer *container, ClutterActor *actor, int pos) { StContainerPrivate *priv = container->priv; GList *item = NULL; item = g_list_find (priv->children, actor); if (item == NULL) { g_warning ("Actor of type '%s' is not a child of the %s container", g_type_name (G_OBJECT_TYPE (actor)), g_type_name (G_OBJECT_TYPE (container))); return; } priv->children = g_list_delete_link (priv->children, item); priv->children = g_list_insert (priv->children, actor, pos); st_container_update_pseudo_classes (container); clutter_actor_queue_relayout ((ClutterActor*) container); } void st_container_move_before (StContainer *container, ClutterActor *actor, ClutterActor *sibling) { StContainerPrivate *priv = container->priv; GList *actor_item = NULL; GList *sibling_item = NULL; actor_item = g_list_find (priv->children, actor); sibling_item = g_list_find (priv->children, sibling); g_return_if_fail (actor_item != NULL); g_return_if_fail (sibling_item != NULL); priv->children = g_list_delete_link (priv->children, actor_item); priv->children = g_list_insert_before (priv->children, sibling_item, actor); st_container_update_pseudo_classes (container); clutter_actor_queue_relayout (CLUTTER_ACTOR (container)); } /** * st_container_get_children_list: * @container: An #StContainer * * Get the internal list of @container's child actors. This function * should only be used by subclasses of StContainer * * Returns: (element-type Clutter.Actor) (transfer none): list of @container's child actors */ GList * st_container_get_children_list (StContainer *container) { g_return_val_if_fail (ST_IS_CONTAINER (container), NULL); return container->priv->children; } static GList * st_container_real_get_focus_chain (StContainer *container) { GList *chain, *children; chain = NULL; for (children = container->priv->children; children; children = children->next) { ClutterActor *child = children->data; if (CLUTTER_ACTOR_IS_VISIBLE (child)) chain = g_list_prepend (chain, child); } return g_list_reverse (chain); } /** * st_container_get_focus_chain: * @container: An #StContainer * * Gets a list of the focusable children of @container, in "Tab" * order. By default, this returns all visible * (as in CLUTTER_ACTOR_IS_VISIBLE()) children of @container. * * Returns: (element-type Clutter.Actor) (transfer container): * @container's focusable children */ GList * st_container_get_focus_chain (StContainer *container) { return ST_CONTAINER_GET_CLASS (container)->get_focus_chain (container); } static gint sort_z_order (gconstpointer a, gconstpointer b) { float depth_a, depth_b; depth_a = clutter_actor_get_depth (CLUTTER_ACTOR (a)); depth_b = clutter_actor_get_depth (CLUTTER_ACTOR (b)); if (depth_a < depth_b) return -1; if (depth_a > depth_b) return 1; return 0; } static void st_container_add (ClutterContainer *container, ClutterActor *actor) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; g_object_ref (actor); priv->children = g_list_append (priv->children, actor); clutter_actor_set_parent (actor, CLUTTER_ACTOR (container)); /* queue a relayout, to get the correct positioning inside * the ::actor-added signal handlers */ clutter_actor_queue_relayout (CLUTTER_ACTOR (container)); g_signal_emit_by_name (container, "actor-added", actor); clutter_container_sort_depth_order (container); st_container_update_pseudo_classes (ST_CONTAINER (container)); g_object_unref (actor); } static void st_container_remove (ClutterContainer *container, ClutterActor *actor) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; g_object_ref (actor); priv->children = g_list_remove (priv->children, actor); clutter_actor_unparent (actor); /* queue a relayout, to get the correct positioning inside * the ::actor-removed signal handlers */ clutter_actor_queue_relayout (CLUTTER_ACTOR (container)); /* at this point, the actor passed to the "actor-removed" signal * handlers is not parented anymore to the container but since we * are holding a reference on it, it's still valid */ g_signal_emit_by_name (container, "actor-removed", actor); st_container_update_pseudo_classes (ST_CONTAINER (container)); if (CLUTTER_ACTOR_IS_VISIBLE (container)) clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); g_object_unref (actor); } static void st_container_foreach (ClutterContainer *container, ClutterCallback callback, gpointer user_data) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; /* Using g_list_foreach instead of iterating the list manually * because it has better protection against the current node being * removed. This will happen for example if someone calls * clutter_container_foreach(container, clutter_actor_destroy) */ g_list_foreach (priv->children, (GFunc) callback, user_data); } static void st_container_raise (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; priv->children = g_list_remove (priv->children, actor); /* Raise at the top */ if (!sibling) { GList *last_item; last_item = g_list_last (priv->children); if (last_item) sibling = last_item->data; priv->children = g_list_append (priv->children, actor); } else { gint pos; pos = g_list_index (priv->children, sibling) + 1; priv->children = g_list_insert (priv->children, actor, pos); } /* set Z ordering a value below, this will then call sort * as values are equal ordering shouldn't change but Z * values will be correct. * * FIXME: optimise */ if (sibling && clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor)) { clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling)); } st_container_update_pseudo_classes (ST_CONTAINER (container)); if (CLUTTER_ACTOR_IS_VISIBLE (container)) clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void st_container_lower (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; priv->children = g_list_remove (priv->children, actor); /* Push to bottom */ if (!sibling) { GList *last_item; last_item = g_list_first (priv->children); if (last_item) sibling = last_item->data; priv->children = g_list_prepend (priv->children, actor); } else { gint pos; pos = g_list_index (priv->children, sibling); priv->children = g_list_insert (priv->children, actor, pos); } /* See comment in st_container_raise() for this */ if (sibling && clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor)) { clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling)); } st_container_update_pseudo_classes (ST_CONTAINER (container)); if (CLUTTER_ACTOR_IS_VISIBLE (container)) clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void st_container_sort_depth_order (ClutterContainer *container) { StContainerPrivate *priv = ST_CONTAINER (container)->priv; priv->children = g_list_sort (priv->children, sort_z_order); if (CLUTTER_ACTOR_IS_VISIBLE (container)) clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void st_container_dispose (GObject *object) { StContainerPrivate *priv = ST_CONTAINER (object)->priv; if (priv->children) { g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL); g_list_free (priv->children); priv->children = NULL; } if (priv->first_child) g_object_unref (priv->first_child); priv->first_child = NULL; if (priv->last_child) g_object_unref (priv->last_child); priv->last_child = NULL; G_OBJECT_CLASS (st_container_parent_class)->dispose (object); } /* filter @children to contain only only actors that overlap @rbox * when moving in @direction. (Assuming no transformations.) */ static GList * filter_by_position (GList *children, ClutterActorBox *rbox, GtkDirectionType direction) { ClutterActorBox cbox; GList *l, *ret; ClutterActor *child; for (l = children, ret = NULL; l; l = l->next) { child = l->data; clutter_actor_get_allocation_box (child, &cbox); /* Filter out children if they are in the wrong direction from * @rbox, or if they don't overlap it. */ switch (direction) { case GTK_DIR_UP: if (cbox.y2 > rbox->y1) continue; if (cbox.x1 >= rbox->x2 || cbox.x2 <= rbox->x1) continue; break; case GTK_DIR_DOWN: if (cbox.y1 < rbox->y2) continue; if (cbox.x1 >= rbox->x2 || cbox.x2 <= rbox->x1) continue; break; case GTK_DIR_LEFT: if (cbox.x2 > rbox->x1) continue; if (cbox.y1 >= rbox->y2 || cbox.y2 <= rbox->y1) continue; break; case GTK_DIR_RIGHT: if (cbox.x1 < rbox->x2) continue; if (cbox.y1 >= rbox->y2 || cbox.y2 <= rbox->y1) continue; break; default: g_return_val_if_reached (NULL); } ret = g_list_prepend (ret, child); } g_list_free (children); return ret; } typedef struct { GtkDirectionType direction; ClutterActorBox box; } StContainerChildSortData; static int sort_by_position (gconstpointer a, gconstpointer b, gpointer user_data) { ClutterActor *actor_a = (ClutterActor *)a; ClutterActor *actor_b = (ClutterActor *)b; StContainerChildSortData *sort_data = user_data; GtkDirectionType direction = sort_data->direction; ClutterActorBox abox, bbox; int ax, ay, bx, by; int cmp, fmid; /* Determine the relationship, relative to motion in @direction, of * the center points of the two actors. Eg, for %GTK_DIR_UP, we * return a negative number if @actor_a's center is below @actor_b's * center, and postive if vice versa, which will result in an * overall list sorted bottom-to-top. */ clutter_actor_get_allocation_box (actor_a, &abox); ax = (int)(abox.x1 + abox.x2) / 2; ay = (int)(abox.y1 + abox.y2) / 2; clutter_actor_get_allocation_box (actor_b, &bbox); bx = (int)(bbox.x1 + bbox.x2) / 2; by = (int)(bbox.y1 + bbox.y2) / 2; switch (direction) { case GTK_DIR_UP: cmp = by - ay; break; case GTK_DIR_DOWN: cmp = ay - by; break; case GTK_DIR_LEFT: cmp = bx - ax; break; case GTK_DIR_RIGHT: cmp = ax - bx; break; default: g_return_val_if_reached (0); } if (cmp) return cmp; /* If two actors have the same center on the axis being sorted, * prefer the one that is closer to the center of the current focus * actor on the other axis. Eg, for %GTK_DIR_UP, prefer whichever * of @actor_a and @actor_b has a horizontal center closest to the * current focus actor's horizontal center. * * (This matches GTK's behavior.) */ switch (direction) { case GTK_DIR_UP: case GTK_DIR_DOWN: fmid = (int)(sort_data->box.x1 + sort_data->box.x2) / 2; return abs (ax - fmid) - abs (bx - fmid); case GTK_DIR_LEFT: case GTK_DIR_RIGHT: fmid = (int)(sort_data->box.y1 + sort_data->box.y2) / 2; return abs (ay - fmid) - abs (by - fmid); default: g_return_val_if_reached (0); } } static gboolean st_container_navigate_focus (StWidget *widget, ClutterActor *from, GtkDirectionType direction) { StContainer *container = ST_CONTAINER (widget); ClutterActor *container_actor, *focus_child; GList *children, *l; container_actor = CLUTTER_ACTOR (widget); if (from == container_actor) return FALSE; /* Figure out if @from is a descendant of @container, and if so, * set @focus_child to the immediate child of @container that * contains (or *is*) @from. */ focus_child = from; while (focus_child && clutter_actor_get_parent (focus_child) != container_actor) focus_child = clutter_actor_get_parent (focus_child); if (st_widget_get_can_focus (widget)) { if (!focus_child) { /* Accept focus from outside */ clutter_actor_grab_key_focus (container_actor); return TRUE; } else { /* Yield focus from within: since @container itself is * focusable we don't allow the focus to be navigated * within @container. */ return FALSE; } } /* See if we can navigate within @focus_child */ if (focus_child && ST_IS_WIDGET (focus_child)) { if (st_widget_navigate_focus (ST_WIDGET (focus_child), from, direction, FALSE)) return TRUE; } /* At this point we know that we want to navigate focus to one of * @container's immediate children; the next one after @focus_child, * or the first one if @focus_child is %NULL. (With "next" and * "first" being determined by @direction.) */ children = st_container_get_focus_chain (container); if (direction == GTK_DIR_TAB_FORWARD || direction == GTK_DIR_TAB_BACKWARD) { if (direction == GTK_DIR_TAB_BACKWARD) children = g_list_reverse (children); if (focus_child) { /* Remove focus_child and any earlier children */ while (children && children->data != focus_child) children = g_list_delete_link (children, children); if (children) children = g_list_delete_link (children, children); } } else /* direction is an arrow key, not tab */ { StContainerChildSortData sort_data; /* Compute the allocation box of the previous focused actor, in * @container's coordinate space. If there was no previous focus, * use the coordinates of the appropriate edge of @container. * * Note that all of this code assumes the actors are not * transformed (or at most, they are all scaled by the same * amount). If @container or any of its children is rotated, or * any child is inconsistently scaled, then the focus chain will * probably be unpredictable. */ if (from) { if (from == focus_child) clutter_actor_get_allocation_box (focus_child, &sort_data.box); else { float cx, cy, fx, fy, fw, fh; clutter_actor_get_transformed_position (CLUTTER_ACTOR (container), &cx, &cy); clutter_actor_get_transformed_position (from, &fx, &fy); clutter_actor_get_transformed_size (from, &fw, &fh); sort_data.box.x1 = fx - cx; sort_data.box.x2 = fx - cx + fw; sort_data.box.y1 = fy - cy; sort_data.box.y2 = fy - cy + fh; } } else { clutter_actor_get_allocation_box (CLUTTER_ACTOR (container), &sort_data.box); switch (direction) { case GTK_DIR_UP: sort_data.box.y1 = sort_data.box.y2; break; case GTK_DIR_DOWN: sort_data.box.y2 = sort_data.box.y1; break; case GTK_DIR_LEFT: sort_data.box.x1 = sort_data.box.x2; break; case GTK_DIR_RIGHT: sort_data.box.x2 = sort_data.box.x1; break; default: g_warn_if_reached (); } } sort_data.direction = direction; if (focus_child) children = filter_by_position (children, &sort_data.box, direction); if (children) children = g_list_sort_with_data (children, sort_by_position, &sort_data); } /* Now try each child in turn */ for (l = children; l; l = l->next) { if (ST_IS_WIDGET (l->data)) { if (st_widget_navigate_focus (l->data, from, direction, FALSE)) { g_list_free (children); return TRUE; } } } g_list_free (children); return FALSE; } static void clutter_container_iface_init (ClutterContainerIface *iface) { iface->add = st_container_add; iface->remove = st_container_remove; iface->foreach = st_container_foreach; iface->raise = st_container_raise; iface->lower = st_container_lower; iface->sort_depth_order = st_container_sort_depth_order; } static void st_container_init (StContainer *container) { container->priv = ST_CONTAINER_GET_PRIVATE (container); } static void st_container_class_init (StContainerClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); StWidgetClass *widget_class = ST_WIDGET_CLASS (klass); StContainerClass *container_class = ST_CONTAINER_CLASS (klass); g_type_class_add_private (klass, sizeof (StContainerPrivate)); object_class->dispose = st_container_dispose; widget_class->navigate_focus = st_container_navigate_focus; container_class->get_focus_chain = st_container_real_get_focus_chain; }