script: Allow resolving signals states added from code

Currently, defining states for object signals can only be done by
defining a ClutterState inside the ClutterScript definition. We should
allow creating a (named) ClutterState in code, and associating it to a
ClutterScript instance — and have the Script resolve the "state" field
of a signal definition correctly.
This commit is contained in:
Emmanuele Bassi
2011-06-10 17:16:45 +01:00
parent e745ce52e7
commit 29d7c5a297
3 changed files with 125 additions and 55 deletions

View File

@ -231,6 +231,8 @@ struct _ClutterScriptPrivate
ClutterScriptParser *parser;
GHashTable *states;
gchar **search_paths;
gchar *filename;
@ -337,6 +339,7 @@ clutter_script_finalize (GObject *gobject)
g_hash_table_destroy (priv->objects);
g_strfreev (priv->search_paths);
g_free (priv->filename);
g_hash_table_destroy (priv->states);
G_OBJECT_CLASS (clutter_script_parent_class)->finalize (gobject);
}
@ -427,6 +430,9 @@ clutter_script_init (ClutterScript *script)
priv->objects = g_hash_table_new_full (g_str_hash, g_str_equal,
NULL,
object_info_free);
priv->states = g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
(GDestroyNotify) g_object_unref);
}
/**
@ -987,14 +993,22 @@ connect_each_object (gpointer key,
}
else
{
GObject *state_object;
GObject *state_object = NULL;
const gchar *signal_name, *signal_detail;
gchar **components;
GQuark signal_quark;
guint signal_id;
HookData *hook_data;
state_object = clutter_script_get_object (script, sinfo->state);
if (sinfo->state == NULL)
state_object = (GObject *) clutter_script_get_state (script, NULL);
else
{
state_object = clutter_script_get_object (script, sinfo->state);
if (state_object == NULL)
state_object = (GObject *) clutter_script_get_state (script, sinfo->state);
}
if (state_object == NULL)
continue;
@ -1254,6 +1268,66 @@ clutter_script_list_objects (ClutterScript *script)
return retval;
}
/**
* clutter_script_add_state:
* @script: a #ClutterScript
* @state_name: (allow-none): a name for the @state, or %NULL to
* set the default #ClutterState
*
* Adds a #ClutterState using the given name to the #ClutterScript instance.
*
* The #ClutterScript instance will use @state to resolve target states when
* connecting signal handlers.
*
* The #ClutterScript instance will take a reference on the #ClutterState
* passed to this function.
*
* Since: 1.8
*/
void
clutter_script_add_state (ClutterScript *script,
const gchar *state_name,
ClutterState *state)
{
g_return_if_fail (CLUTTER_IS_SCRIPT (script));
g_return_if_fail (CLUTTER_IS_STATE (state));
if (state_name == NULL || *state_name == '\0')
state_name = "__clutter_script_default_state";
g_hash_table_replace (script->priv->states,
g_strdup (state_name),
g_object_ref (state));
}
/**
* clutter_script_get_state:
* @script: a #ClutterScript
* @state_name: (allow-none): the name of the #ClutterState, or %NULL
*
* Retrieves the #ClutterState for the given @state_name.
*
* If @state_name is %NULL, this function will return the default
* #ClutterState instance.
*
* Return value: (transfer none): a pointer to the #ClutterState for the
* given name. The #ClutterState is owned by the #ClutterScript instance
* and it should not be unreferenced
*
* Since: 1.8
*/
ClutterState *
clutter_script_get_state (ClutterScript *script,
const gchar *state_name)
{
g_return_val_if_fail (CLUTTER_IS_SCRIPT (script), NULL);
if (state_name == NULL || *state_name == '\0')
state_name = "__clutter_script_default_state";
return g_hash_table_lookup (script->priv->states, state_name);
}
/*
* _clutter_script_generate_fake_id:
* @script: a #ClutterScript