mutter/doc/cookbook/examples/cb-button.c

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#include "cb-button.h"
/**
* SECTION:cb-button
* @short_description: Button widget
*
* A button widget with support for a text label and background color.
*/
/* convenience macro for GType implementations; see:
* http://library.gnome.org/devel/gobject/2.27/gobject-Type-Information.html#G-DEFINE-TYPE:CAPS
*/
G_DEFINE_TYPE (CbButton, cb_button, CLUTTER_TYPE_ACTOR);
/* macro for accessing the object's private structure */
#define CB_BUTTON_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CB_TYPE_BUTTON, CbButtonPrivate))
/* private structure - should only be accessed through the public API;
* this is used to store member variables whose properties
* need to be accessible from the implementation; for example, if we
* intend to create wrapper functions which modify properties on the
* actors composing an object, we should keep a reference to the actors
* here
*
* this is also the place where other state variables go:
* for example, you might record the current state of the button
* (toggled on or off) or a background image
*/
struct _CbButtonPrivate
{
ClutterActor *child;
ClutterActor *label;
ClutterAction *click_action;
gchar *text;
};
/* enumerates property identifiers for this class;
* note that property identifiers should be non-zero integers,
* so we add an unused PROP_0 to occupy the 0 position in the enum
*/
enum {
PROP_0,
PROP_TEXT
};
/* enumerates signal identifiers for this class;
* LAST_SIGNAL is not used as a signal identifier, but is instead
* used to delineate the size of the cache array for signals (see below)
*/
enum {
CLICKED,
LAST_SIGNAL
};
/* cache array for signals */
static guint cb_button_signals[LAST_SIGNAL] = { 0, };
/* from http://mail.gnome.org/archives/gtk-devel-list/2004-July/msg00158.html:
*
* "The finalize method finishes releasing the remaining
* resources just before the object itself will be freed from memory, and
* therefore it will only be called once. The two step process helps break
* cyclic references. Both dispose and finalize must chain up to their
* parent objects by calling their parent's respective methods *after* they
* have disposed or finalized their own members."
*/
static void
cb_button_finalize (GObject *gobject)
{
CbButtonPrivate *priv = CB_BUTTON (gobject)->priv;
g_free (priv->text);
/* call the parent class' finalize() method */
G_OBJECT_CLASS (cb_button_parent_class)->finalize (gobject);
}
/* enables objects to be uniformly treated as GObjects;
* also exposes properties so they become scriptable, e.g.
* through ClutterScript
*/
static void
cb_button_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
CbButton *button = CB_BUTTON (gobject);
switch (prop_id)
{
case PROP_TEXT:
cb_button_set_text (button, g_value_get_string (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
/* enables objects to be uniformly treated as GObjects */
static void
cb_button_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
CbButtonPrivate *priv = CB_BUTTON (gobject)->priv;
switch (prop_id)
{
case PROP_TEXT:
g_value_set_string (value, priv->text);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
/* ClutterActor implementation
*
* we only implement destroy(), get_preferred_height(), get_preferred_width(),
* allocate(), and paint(), as this is the minimum we can get away with
*/
/* composite actors should implement destroy(), and inside their
* implementation destroy any actors they are composed from;
* in this case, we just destroy the child ClutterBox
*/
static void
cb_button_destroy (ClutterActor *self)
{
CbButtonPrivate *priv = CB_BUTTON (self)->priv;
/* we just destroy the child, and let the child
* deal with destroying _its_ children; note that we have a guard
* here in case the child has already been destroyed
*/
if (priv->child)
{
clutter_actor_destroy (priv->child);
priv->child = NULL;
}
/* chain up to destroy() on the parent ClutterActorClass;
* note that we check the parent class has a destroy() implementation
* before calling it
*/
if (CLUTTER_ACTOR_CLASS (cb_button_parent_class)->destroy)
CLUTTER_ACTOR_CLASS (cb_button_parent_class)->destroy (self);
}
/* get_preferred_height and get_preferred_width defer to the
* internal ClutterBox, adding 20px padding on each axis;
* min_*_p is the minimum height or width the actor should occupy
* to be useful; natural_*_p is the height or width the actor
* would occupy if not constrained
*
* note that if we required explicit sizing for CbButtons
* (i.e. a developer must set their height and width),
* we wouldn't need to implement these functions
*/
static void
cb_button_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
CbButtonPrivate *priv = CB_BUTTON (self)->priv;
clutter_actor_get_preferred_height (priv->child,
for_width,
min_height_p,
natural_height_p);
*min_height_p += 20.0;
*natural_height_p += 20.0;
}
static void
cb_button_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
CbButtonPrivate *priv = CB_BUTTON (self)->priv;
clutter_actor_get_preferred_width (priv->child,
for_height,
min_width_p,
natural_width_p);
*min_width_p += 20.0;
*natural_width_p += 20.0;
}
/* use the actor's allocation for the ClutterBox */
static void
cb_button_allocate (ClutterActor *actor,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
CbButtonPrivate *priv = CB_BUTTON (actor)->priv;
ClutterActorBox child_box = { 0, };
/* set the allocation for the whole button */
CLUTTER_ACTOR_CLASS (cb_button_parent_class)->allocate (actor, box, flags);
/* make the child (the ClutterBox) fill the parent;
* note that this allocation box is relative to the
* coordinates of the whole button actor, so we can't just
* use the box passed into this function; instead, it
* is adjusted to span the whole of the actor, from its
* top-left corner (0,0) to its bottom-right corner
* (width,height)
*/
child_box.x1 = 0.0;
child_box.y1 = 0.0;
child_box.x2 = clutter_actor_box_get_width (box);
child_box.y2 = clutter_actor_box_get_height (box);
clutter_actor_allocate (priv->child, &child_box, flags);
}
/* paint function implementation: just calls paint() on the ClutterBox */
static void
cb_button_paint (ClutterActor *actor)
{
CbButtonPrivate *priv = CB_BUTTON (actor)->priv;
clutter_actor_paint (priv->child);
}
/* proxy ClickAction signals so they become signals from the actor */
static void
cb_button_clicked (ClutterClickAction *action,
ClutterActor *actor,
gpointer user_data)
{
/* emit signal via the cache array */
g_signal_emit (actor, cb_button_signals[CLICKED], 0);
}
/* GObject class and instance initialization functions; note that
* these have been placed after the Clutter implementation, as
* they refer to the static function implementations above
*/
/* class init: attach functions to superclasses, define properties
* and signals
*/
static void
cb_button_class_init (CbButtonClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
gobject_class->finalize = cb_button_finalize;
gobject_class->set_property = cb_button_set_property;
gobject_class->get_property = cb_button_get_property;
actor_class->destroy = cb_button_destroy;
actor_class->get_preferred_height = cb_button_get_preferred_height;
actor_class->get_preferred_width = cb_button_get_preferred_width;
actor_class->allocate = cb_button_allocate;
actor_class->paint = cb_button_paint;
g_type_class_add_private (klass, sizeof (CbButtonPrivate));
/**
* CbButton:text:
*
* The text shown on the #CbButton
*/
pspec = g_param_spec_string ("text",
"Text",
"Text of the button",
NULL,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TEXT, pspec);
/**
* CbButton::clicked:
* @button: the #CbButton that emitted the signal
*
* The ::clicked signal is emitted when the internal #ClutterClickAction
* associated with a #CbButton emits its own ::clicked signal
*/
cb_button_signals[CLICKED] =
g_signal_new ("clicked",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (CbButtonClass, clicked),
NULL,
NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE,
0);
}
/* object init: create a private structure and pack
* composed ClutterActors into it
*/
static void
cb_button_init (CbButton *self)
{
CbButtonPrivate *priv;
ClutterLayoutManager *layout;
priv = self->priv = CB_BUTTON_GET_PRIVATE (self);
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
/* the only child of this actor is a ClutterBox with a
* ClutterBinLayout: painting and allocation of the actor basically
* involves painting and allocating this child box
*/
layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
CLUTTER_BIN_ALIGNMENT_CENTER);
priv->child = clutter_box_new (layout);
/* set the parent of the ClutterBox to this instance */
clutter_actor_add_child (CLUTTER_ACTOR (self), priv->child);
/* add text label to the button; see the ClutterText API docs
* for more information about available properties
*/
priv->label = g_object_new (CLUTTER_TYPE_TEXT,
"line-alignment", PANGO_ALIGN_CENTER,
"ellipsize", PANGO_ELLIPSIZE_END,
NULL);
clutter_actor_add_child (priv->child, priv->label);
/* add a ClutterClickAction on this actor, so we can proxy its
* "clicked" signal into a signal from this actor
*/
priv->click_action = clutter_click_action_new ();
clutter_actor_add_action (CLUTTER_ACTOR (self), priv->click_action);
g_signal_connect (priv->click_action,
"clicked",
G_CALLBACK (cb_button_clicked),
NULL);
}
/* public API */
/* examples of public API functions which wrap functions
* on internal actors
*/
/**
* cb_button_set_text:
* @self: a #CbButton
* @text: the text to display on the button
*
* Set the text on the button
*/
void
cb_button_set_text (CbButton *self,
const gchar *text)
{
CbButtonPrivate *priv;
/* public API should check its arguments;
* see also g_return_val_if_fail for functions which
* return a value
*/
g_return_if_fail (CB_IS_BUTTON (self));
priv = self->priv;
g_free (priv->text);
if (text)
priv->text = g_strdup (text);
else
priv->text = g_strdup ("");
/* call a function on the ClutterText inside the layout */
clutter_text_set_text (CLUTTER_TEXT (priv->label), priv->text);
}
/**
* cb_button_set_background_color:
* @self: a #CbButton
* @color: the #ClutterColor to use for the button's background
*
* Set the color of the button's background
*/
void
cb_button_set_background_color (CbButton *self,
const ClutterColor *color)
{
g_return_if_fail (CB_IS_BUTTON (self));
clutter_box_set_color (CLUTTER_BOX (self->priv->child), color);
}
/**
* cb_button_set_text_color:
* @self: a #CbButton
* @color: the #ClutterColor to use as the color for the button text
*
* Set the color of the text on the button
*/
void
cb_button_set_text_color (CbButton *self,
const ClutterColor *color)
{
g_return_if_fail (CB_IS_BUTTON (self));
clutter_text_set_color (CLUTTER_TEXT (self->priv->label), color);
}
/**
* cb_button_get_text:
* @self: a #CbButton
*
* Get the text displayed on the button
*
* Returns: the button's text. This must not be freed by the application.
*/
const gchar *
cb_button_get_text (CbButton *self)
{
g_return_val_if_fail (CB_IS_BUTTON (self), NULL);
return self->priv->text;
}
/**
* cb_button_new:
*
* Creates a new #CbButton instance
*
* Returns: a new #CbButton
*/
ClutterActor *
cb_button_new (void)
{
return g_object_new (CB_TYPE_BUTTON, NULL);
}