cookbook: Add recipe for key event handling
Attached patch contains a cookbook recipe about key press event handling. It covers both a simple approach (connecting a callback to a key-press-event signal which manually analyses the key and modifiers), and a more complicated one based on a binding pool. There's also some discussion of the two approaches. http://bugzilla.clutter-project.org/show_bug.cgi?id=2162 Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
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@ -386,6 +386,300 @@ on_paint (ClutterActor *actor)
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</chapter> <!-- actors }}} -->
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</chapter> <!-- actors }}} -->
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<chapter id="events">
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<title>Events</title>
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<epigraph>
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<attribution></attribution>
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<para></para>
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</epigraph>
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<section id="events-introduction">
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<title>Introduction</title>
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<para>introduction</para>
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</section>
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<section id="events-handling-key-events">
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<title>Handling key events</title>
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<section>
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<title>Problem</title>
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<para>You want to respond to key presses on an actor.</para>
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</section>
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<section>
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<title>Solutions</title>
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<para>There are two possible solutions:</para>
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<orderedlist>
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<listitem>
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<para><emphasis>Solution 1:</emphasis> Connect a callback to the
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actor; inside the callback, manually analyse which key and
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modifier(s) were pressed and react accordingly.</para>
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</listitem>
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<listitem>
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<para><emphasis>Solution 2:</emphasis> Use an actor's
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ClutterBindingPool to declaratively assign actions to specific
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key and modifier combinations.</para>
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</listitem>
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</orderedlist>
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<para>Each solution is covered below.</para>
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<section>
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<title>Solution 1</title>
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<para>Connect the key-press-event signal for an actor to a callback;
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then examine the event in the callback to determine which key and
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modifiers were pressed.</para>
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<para>First, connect an actor's key-press-event signal
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to a callback:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor,
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"key-press-event",
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G_CALLBACK (_key_press_cb),
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NULL);
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</programlisting>
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</informalexample>
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<para>Then, in the callback, check which key was pressed and which
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modifiers were down at the same time. For example, this callback
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checks for a press on the up arrow key and whether
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the Shift and/or Control key were down:</para>
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<informalexample>
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<programlisting>
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static void
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_key_press_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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guint keyval = clutter_event_get_key_symbol (event);
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if (CLUTTER_Up == keyval)
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{
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ClutterModifierType modifiers = clutter_event_get_state (event);
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switch (modifiers)
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{
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case CLUTTER_SHIFT_MASK:
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g_debug ("Up and shift pressed");
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break;
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case CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK:
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g_debug ("Up and shift and control pressed");
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break;
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default:
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g_debug ("Up pressed");
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break;
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}
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}
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}
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</programlisting>
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</informalexample>
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<para>Note that Clutter provides a range of key value definitions
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(like CLUTTER_Up, used above). These are generated from the list in the
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<ulink url="http://cgit.freedesktop.org/xorg/proto/x11proto/plain/keysymdef.h">X.Org source code</ulink>
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(replace "XK" with "CLUTTER" in the definitions there to get the
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CLUTTER equivalents; alternatively, look at the clutter-keysyms.h
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header file for the list).</para>
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<para>CLUTTER_SHIFT_MASK, CLUTTER_CONTROL_MASK and other modifiers are
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defined in the ClutterModifierType enum.</para>
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</section>
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<section>
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<title>Solution 2</title>
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<para>Assign actions to an actor's ClutterBindingPool.
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A binding pool stores mappings from a key press (either a single key
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or a key plus modifiers) to actions; an action is simply a callback
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function with a specific signature.</para>
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<para>While this approach is trickier to implement, it is more
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flexible and removes the drudgery of writing branching code to
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handle different key presses. See the Discussion section for
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more details.</para>
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<para>To use this approach with an actor which will receive key press
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events, first get that actor's binding pool. In the example below,
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we're using the binding pool for the default ClutterStage:</para>
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<informalexample>
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<programlisting>
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ClutterBindingPool *binding_pool;
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binding_pool = clutter_binding_pool_get_for_class (CLUTTER_STAGE_GET_CLASS (stage));
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</programlisting>
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</informalexample>
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<para>Next, install actions into the binding pool. For example, to
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install an action bound to the up arrow key, which calls the _move_up
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function when that key is pressed, you would do:</para>
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<informalexample>
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<programlisting>
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clutter_binding_pool_install_action (binding_pool,
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"move-up", /* identifier */
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CLUTTER_Up, /* up arrow pressed */
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0, /* no modifiers pressed */
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G_CALLBACK (_move_up),
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NULL, /* no user data passed */
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NULL);
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</programlisting>
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</informalexample>
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<para>Another example, binding up + Shift + Control to an action which
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calls _move_up_shift_control when activated:</para>
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<informalexample>
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<programlisting>
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clutter_binding_pool_install_action (binding_pool,
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"move-up-shift-control",
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CLUTTER_Up,
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CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK,
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G_CALLBACK (_move_up_shift_control),
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NULL,
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NULL);
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</programlisting>
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</informalexample>
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<para>The function called when an action is activated looks like this
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(for _move_up):</para>
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<informalexample>
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<programlisting>
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static void
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_move_up (GObject *instance,
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const gchar *action_name,
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guint key_val,
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ClutterModifierType modifiers,
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gpointer user_data)
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{
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g_debug ("Up pressed");
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}
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</programlisting>
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</informalexample>
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<para>Then bind the key-press-event for the actor (in our case,
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the stage) to a callback:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (stage,
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"key-press-event",
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G_CALLBACK (_key_press_cb),
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NULL);
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</programlisting>
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</informalexample>
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<para>Finally, inside the callback, pass control to the actor's
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binding pool rather than dissecting the key press event
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yourself:</para>
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<informalexample>
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<programlisting>
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static gboolean
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_key_press_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterBindingPool *pool;
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pool = clutter_binding_pool_find (G_OBJECT_TYPE_NAME (actor));
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return clutter_binding_pool_activate (pool,
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clutter_event_get_key_symbol (event),
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clutter_event_get_state (event),
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G_OBJECT (actor));
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}
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</programlisting>
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</informalexample>
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<para>Now, when a key plus modifiers that has been bound to an action
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is pressed on the actor, the appropriate action is activated.</para>
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</section>
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</section>
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<section>
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<title>Discussion</title>
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<section>
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<title>Pros and cons of Solution 1 and Solution 2</title>
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<para>Solution 1 is the simplest (in terms of the amount of code you
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have to write for simple cases), but could quickly turn into a mess if
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you need many conditions or want to capture many key combinations.
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Also, if multiple actors need to respond to key press events, you'll
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need similar event dissection code in each callback.</para>
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<para>Solution 2 is more complicated to implement, but scales better
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if you have many different key combinations on multiple actors.
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The binding pool protects you from the minutiae of detecting which
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keys were pressed, leaving you to concentrate on the
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triggered actions instead. This could simplify your control
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logic.</para>
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<para>In addition, Solution 2 lets you write a single callback to
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handle all key press events for all actors. This callback could then
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use clutter_binding_pool_find (as in the example code) to determine
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which binding pool to activate (depending on which actor received the
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key press event).</para>
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<para>Finally, a binding pool allows you to block and unblock actions.
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This means you can make the response to a key press event conditional
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on application state. For example, let's say you wanted the up arrow
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key to move an actor, but only when the actor is at the bottom
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of the stage. To implement this, you could disable the up arrow key
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action in the binding pool initially; then, once the actor reaches the
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bottom of the stage, enable the up arrow key action again. While this
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is possible with Solution 1, you would have to implement more of the
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state management code yourself.</para>
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</section>
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<section>
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<title>Other useful things to know about key press events</title>
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<itemizedlist>
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<listitem>
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<para>A ClutterKeyEvent contains only a <emphasis>single</emphasis>
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key value, plus possibly one or more modifier keys (like Shift,
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Control, Alt etc.). There are no functions in the
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Clutter API which return events for tracking near-simultaneous
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presses on multiple keys.</para>
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</listitem>
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<listitem>
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<para>By default, the stage receives all key events.
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To make another actor receive key events, use
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clutter_stage_set_key_focus:</para>
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<informalexample>
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<programlisting>
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/*
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* stage is a ClutterStage instance;
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* actor is the ClutterActor instance which should receive key events
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*/
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clutter_stage_set_key_focus (stage, actor);
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</programlisting>
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</informalexample>
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</listitem>
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</itemizedlist>
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</section>
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</section>
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</section>
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</chapter> <!-- }}} events -->
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<chapter id="textures"> <!-- textures {{{ -->
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<chapter id="textures"> <!-- textures {{{ -->
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<title>Textures</title>
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<title>Textures</title>
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