input-device: add APIs to grab sequences of touch events

https://bugzilla.gnome.org/show_bug.cgi?id=678279
This commit is contained in:
Lionel Landwerlin
2012-06-17 00:44:44 +01:00
parent 132e4b98d1
commit 927624d92c
8 changed files with 195 additions and 19 deletions

View File

@ -1540,3 +1540,139 @@ _clutter_input_device_reset_scroll_info (ClutterInputDevice *device)
info->last_value_valid = FALSE;
}
}
static void
on_grab_sequence_actor_destroy (ClutterActor *actor,
ClutterInputDevice *device)
{
ClutterEventSequence *sequence =
g_hash_table_lookup (device->inv_sequence_grab_actors, actor);
if (sequence != NULL)
{
g_hash_table_remove (device->sequence_grab_actors, sequence);
g_hash_table_remove (device->inv_sequence_grab_actors, actor);
}
}
/**
* clutter_input_device_sequence_grab:
* @device: a #ClutterInputDevice
* @sequence: a #ClutterEventSequence
* @actor: a #ClutterActor
*
* Acquires a grab on @actor for the given @device and the given touch
* @sequence.
*
* Any touch event coming from @device and from @sequence will be
* delivered to @actor, bypassing the usual event delivery mechanism,
* until the grab is released by calling
* clutter_input_device_sequence_ungrab().
*
* The grab is client-side: even if the windowing system used by the Clutter
* backend has the concept of "device grabs", Clutter will not use them.
*
* Since: 1.12
*/
void
clutter_input_device_sequence_grab (ClutterInputDevice *device,
ClutterEventSequence *sequence,
ClutterActor *actor)
{
ClutterActor *grab_actor;
g_return_if_fail (CLUTTER_IS_INPUT_DEVICE (device));
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
if (device->sequence_grab_actors == NULL)
{
grab_actor = NULL;
device->sequence_grab_actors = g_hash_table_new (NULL, NULL);
device->inv_sequence_grab_actors = g_hash_table_new (NULL, NULL);
}
else
{
grab_actor = g_hash_table_lookup (device->sequence_grab_actors, sequence);
}
if (grab_actor != NULL)
{
g_signal_handlers_disconnect_by_func (grab_actor,
G_CALLBACK (on_grab_sequence_actor_destroy),
device);
g_hash_table_remove (device->sequence_grab_actors, sequence);
g_hash_table_remove (device->inv_sequence_grab_actors, grab_actor);
}
g_hash_table_insert (device->sequence_grab_actors, sequence, actor);
g_hash_table_insert (device->inv_sequence_grab_actors, actor, sequence);
g_signal_connect (grab_actor,
"destroy",
G_CALLBACK (on_grab_sequence_actor_destroy),
device);
}
/**
* clutter_input_device_sequence_ungrab:
* @device: a #ClutterInputDevice
* @sequence: a #ClutterEventSequence
*
* Releases the grab on the @device for the given @sequence, if one is
* in place.
*
* Since: 1.12
*/
void
clutter_input_device_sequence_ungrab (ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterActor *grab_actor;
g_return_if_fail (CLUTTER_IS_INPUT_DEVICE (device));
if (device->sequence_grab_actors == NULL)
return;
grab_actor = g_hash_table_lookup (device->sequence_grab_actors, sequence);
if (grab_actor == NULL)
return;
g_signal_handlers_disconnect_by_func (grab_actor,
G_CALLBACK (on_grab_sequence_actor_destroy),
device);
g_hash_table_remove (device->sequence_grab_actors, sequence);
g_hash_table_remove (device->inv_sequence_grab_actors, grab_actor);
if (g_hash_table_size (device->sequence_grab_actors) == 0)
{
g_hash_table_destroy (device->sequence_grab_actors);
device->sequence_grab_actors = NULL;
g_hash_table_destroy (device->inv_sequence_grab_actors);
device->inv_sequence_grab_actors = NULL;
}
}
/**
* clutter_input_device_sequence_get_grabbed_actor:
* @device: a #ClutterInputDevice
* @sequence: a #ClutterEventSequence
*
* Retrieves a pointer to the #ClutterActor currently grabbing the
* touch events coming from @device given the @sequence.
*
* Return value: (transfer none): a #ClutterActor, or %NULL
*
* Since: 1.12
*/
ClutterActor *
clutter_input_device_sequence_get_grabbed_actor (ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
g_return_val_if_fail (CLUTTER_IS_INPUT_DEVICE (device), NULL);
if (device->sequence_grab_actors == NULL)
return NULL;
return g_hash_table_lookup (device->sequence_grab_actors, sequence);
}