/* CALLY - The Clutter Accessibility Implementation Library * * Copyright (C) 2010 Igalia, S.L. * * Author: Alejandro PiƱeiro Iglesias * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that 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 library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * SECTION:cally-clone * @Title: CallyClone * @short_description: Implementation of the ATK interfaces for a #ClutterClone * @see_also: #ClutterClone * * #CallyClone implements the required ATK interfaces of #ClutterClone * * In particular it sets a proper role for the clone, as just a image, * as it is the sanest and simplest approach. */ /* Design rationale for CallyClone: * * In the old times, it was just ClutterCloneTexture. So, from a a11y POV * CallyCloneTexture was just another image, like ClutterTexture, and if * it was a clone was irrevelant. So on cally-0.8, CallyCloneTexture * expose a object with role ATK_ROLE_IMAGE. But now, ClutterClone is more * general. You can clone any object, including groups, and made things * like have one text entry, and a clone with different properties in the * same window, updated both at once. * * The question is if the idea is have a ClutterClone as a "first-class" * citizen inside the stage hierarchy (full clone), or it is just supposed * to be a mirror image of the original object. * * In the case of the a11y POV this would mean that if the text changes on * the source, the clone should emit as well the text-changing signals. * * As ClutterClone smartly just paint the same object with different * parameters, this would mean that it should be the cally object the one * that should replicate the source clutter hierarchy to do that, * something that just sound crazy. * * Taking into account that: * * - ClutterClone doesn't re-emit mirrored signals from the source * I think that likely the answer would be "yes, it is just a * mirrored image, not a real full clone". * * - You can't interact directly with the clone (ie: focus, and so on). * Its basic usage (right now) is clone textures. * * Any other solution could be overwhelming. * * I think that the final solution would be that ClutterClone from the * a11y POV should still be managed as a image (with the proper properties, * position, size, etc.). */ #include "cally-clone.h" #include "cally-actor-private.h" static void cally_clone_class_init (CallyCloneClass *klass); static void cally_clone_init (CallyClone *clone); /* AtkObject */ static void cally_clone_real_initialize (AtkObject *obj, gpointer data); G_DEFINE_TYPE (CallyClone, cally_clone, CALLY_TYPE_ACTOR) static void cally_clone_class_init (CallyCloneClass *klass) { /* GObjectClass *gobject_class = G_OBJECT_CLASS (klass); */ AtkObjectClass *class = ATK_OBJECT_CLASS (klass); class->initialize = cally_clone_real_initialize; } static void cally_clone_init (CallyClone *clone) { /* nothing to do yet */ } /** * cally_clone_new: * @actor: a #ClutterActor * * Creates a new #CallyClone for the given @actor. @actor must be a * #ClutterClone. * * Return value: the newly created #AtkObject * * Since: 1.4 */ AtkObject* cally_clone_new (ClutterActor *actor) { GObject *object = NULL; AtkObject *accessible = NULL; g_return_val_if_fail (CLUTTER_IS_CLONE (actor), NULL); object = g_object_new (CALLY_TYPE_CLONE, NULL); accessible = ATK_OBJECT (object); atk_object_initialize (accessible, actor); return accessible; } static void cally_clone_real_initialize (AtkObject *obj, gpointer data) { ATK_OBJECT_CLASS (cally_clone_parent_class)->initialize (obj, data); obj->role = ATK_ROLE_IMAGE; }