mutter/doc/cookbook/examples/cb-button.c
Emmanuele Bassi 2b81d90dd7 Eliminate G_CONST_RETURN
The G_CONST_RETURN define in GLib is, and has always been, a bit fuzzy.

We always used it to conform to the platform, at least for public-facing
API.

At first I assumed it has something to do with brain-damaged compilers
or with weird platforms where const was not really supported; sadly,
it's something much, much worse: it's a define that can be toggled at
compile-time to remove const from the signature of public API. This is a
truly terrifying feature that I assume was added in the past century,
and whose inception clearly had something to do with massive doses of
absynthe and opium — because any other explanation would make the
existence of such a feature even worse than assuming drugs had anything
to do with it.

Anyway, and pleasing the gods, this dubious feature is being
removed/deprecated in GLib; see bug:

  https://bugzilla.gnome.org/show_bug.cgi?id=644611

Before deprecation, though, we should just remove its usage from the
whole API. We should especially remove its usage from Cally's internals,
since there it never made sense in the first place.
2011-06-07 16:06:24 +01:00

452 lines
13 KiB
C

#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_set_parent (priv->child,
CLUTTER_ACTOR (self));
/* 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_container_add_actor (CLUTTER_CONTAINER (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);
}