702 lines
24 KiB
XML
702 lines
24 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="events" xmlns:xi="http://www.w3.org/2003/XInclude">
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<title>Events</title>
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<epigraph>
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<attribution>The Tenth Doctor (David Tennant)</attribution>
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<para>Crossing into established events is strictly forbidden. Except for
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cheap tricks.</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>Once you have set up a scene on the stage, in order to respond
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to user interaction you will have to handle events coming from the
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underlying platform.</para>
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<para>Events are relayed to actors by Clutter in form of
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<emphasis>signals</emphasis>; signals are a facility provided by the
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GObject framework to call functions depending on a unique name. A signal
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can be thought as a message that an object instance broadcasts to various
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listener functions.</para>
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<para>There are various events that Clutter will handle: mostly, they
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deal with input devices, like a mouse pointer or a keyboard; but they can
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also come from the windowing system, like the
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<emphasis>delete-event</emphasis> signal that is emitted when the user
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closes the window of the stage.</para>
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<para>Each event has a particular <emphasis>source</emphasis>, that is
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the actor that received the event. The event handling sequence is divided
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in two phases:</para>
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<orderedlist>
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<listitem><para>the <emphasis>capture</emphasis> phase, which consists
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in an emission of the <emphasis>captured-event</emphasis> signal
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starting from the stage to, following the parent-child relationship,
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the source of the event;</para></listitem>
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<listitem><para>the <emphasis>bubble</emphasis> phase, which consists
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in an emission of the <emphasis>event</emphasis> signal starting from
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the the source of the event to, following the parent-child
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relationship, the stage.</para></listitem>
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</orderedlist>
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<para>At any point during the event emission sequence a handler of either
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the captured-event or the event signals can stop it, by returning a value
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of TRUE, which means that the event has been handled. If an event hasn't
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been handled, FALSE should be returned instead.</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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<type>ClutterBindingPool</type> to declaratively assign
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actions to specific 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 <emphasis>key-press-event</emphasis>
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signal for an actor to a callback; then examine the event
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in the callback to determine which key and modifiers were
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pressed.</para>
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<para>First, connect an actor's
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<emphasis>key-press-event</emphasis> signal to a callback:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "key-press-event", G_CALLBACK (_key_press_cb), 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 <keycap>Shift</keycap> and/or <keycap>Ctrl</keycap>
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key were down:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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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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guint keyval = clutter_event_get_key_symbol (event);
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ClutterModifierType state = clutter_event_get_state (event);
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gboolean shift_pressed = (state & CLUTTER_SHIFT_MASK ? TRUE : FALSE);
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gboolean ctrl_pressed = (state & CLUTTER_CONTROL_MASK ? TRUE : FALSE);
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if (CLUTTER_Up == keyval)
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{
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if (shift_pressed & ctrl_pressed)
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g_debug ("Up and shift and control pressed");
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else if (shift_pressed)
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g_debug ("Up and shift pressed");
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else
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g_debug ("Up pressed");
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/* The event was handled, and the emission should stop */
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return TRUE;
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}
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/* The event was not handled, and the emission should continue */
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return FALSE;
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}
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]]>
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</programlisting>
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</informalexample>
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<note>
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<para>Clutter provides a range of key value definitions
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(like <constant>CLUTTER_Up</constant>, used above). These are
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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
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<filename>clutter-keysyms.h</filename> header file for the
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list).</para>
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<para><constant>CLUTTER_SHIFT_MASK</constant>,
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<constant>CLUTTER_CONTROL_MASK</constant> and other modifiers are
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defined in the <type>ClutterModifierType</type> enum.</para>
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</note>
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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 <type>ClutterBindingPool</type>.
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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
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<link linkend="events-handling-key-events-discussion">Discussion</link>
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section for 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
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<type>ClutterStage</type>:</para>
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<informalexample>
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<programlisting>
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ClutterBindingPool *binding_pool;
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GObjectClass *stage_class;
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stage_class = CLUTTER_STAGE_GET_CLASS (stage);
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binding_pool = clutter_binding_pool_get_for_class (stage_class);
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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
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<function>_move_up()</function> function when that key is pressed,
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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 arrow +
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<keycap>Shift</keycap> + <keycap>Ctrl</keycap> to an action
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which calls <function>_move_up_shift_control()</function> when
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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
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like this (for <function>_move_up()</function>):</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 <emphasis>key-press-event</emphasis> signal
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for the actor (in our case, 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 + modifiers that have been bound to an action
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are 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 id="events-handling-key-events-discussion">
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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 <function>clutter_binding_pool_find()</function>
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(as in the example code) to determine which binding pool to
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activate (depending on which actor received the key press
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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 <type>ClutterKeyEvent</type> contains only a
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<emphasis>single</emphasis> key value, plus possibly one
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or more modifier keys (like <keycap>Shift</keycap>,
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<keycap>Ctrl</keycap>, <keycap>Alt</keycap> etc.).
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There are no functions in the Clutter API which return
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events for tracking near-simultaneous presses on multiple
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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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<function>clutter_stage_set_key_focus()</function>:</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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<section id="events-mouse-scroll">
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<title>Detecting mouse scrolling on an actor</title>
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<section>
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<title>Problem</title>
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<para>You want to detect when the mouse is scrolled on an
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actor (e.g. the pointer is over an actor when a mouse
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wheel is scrolled).</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Connect a callback handler to the <code>scroll-event</code>
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signal of an actor.</para>
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<para>First, ensure that the actor is reactive (i.e. will
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respond to events):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_actor_set_reactive (actor, TRUE);
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]]>
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</programlisting>
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</informalexample>
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<para>Next, create a callback handler to examine the scroll
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event and respond to it:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static gboolean
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_scroll_event_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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/* determine the direction the mouse was scrolled */
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ClutterScrollDirection direction;
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direction = clutter_event_get_scroll_direction (event);
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/* replace these stubs with real code to move the actor etc. */
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switch (direction)
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{
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case CLUTTER_SCROLL_UP:
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g_debug ("Scrolled up");
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break;
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case CLUTTER_SCROLL_DOWN:
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g_debug ("Scrolled down");
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break;
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case CLUTTER_SCROLL_RIGHT:
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g_debug ("Scrolled right");
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break;
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case CLUTTER_SCROLL_LEFT:
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g_debug ("Scrolled left");
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break;
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}
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return TRUE; /* event has been handled */
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Finally, connect the callback handler to the
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<code>scroll-event</code> signal of the actor:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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g_signal_connect (actor,
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"scroll-event",
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G_CALLBACK (_scroll_event_cb),
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NULL);
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>A standard mouse wheel will only return up and
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down movements; but in cases where the mouse has left and
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right scrolling (e.g. a trackball mouse or trackpad), left and
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right scroll events may also be emitted.</para>
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<section>
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<title>Creating a scrolling viewport for an actor</title>
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<para>While the simple outline above explains the basics
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of how to connect to scroll events, it doesn't do much to
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help with <emphasis>really</emphasis> implementing scrolling
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over an actor. That's what we'll do in this section.</para>
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<note>
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<para>The full code for the example we'll walk through here is
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available in <link linkend="events-mouse-scroll-example">this later
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section</link>.</para>
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</note>
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<para>Scrolling over an actor actually requires coordination
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between two components:</para>
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<orderedlist>
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<listitem>
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<formalpara>
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<title>Scrollable actor</title>
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<para>An actor which is too large to fit on the stage
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or inside the area of the UI assigned to it (otherwise
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there's no need to scroll over it...).</para>
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</formalpara>
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</listitem>
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<listitem>
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<formalpara>
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<title>Viewport</title>
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<para>This displays a cropped view of part of the scrollable
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actor, revealing different parts of it as scroll events
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occur.</para>
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</formalpara>
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</listitem>
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</orderedlist>
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<para>Here are the steps required to set up the two actors:</para>
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<orderedlist>
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<listitem>
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<para>Create the scrollable actor; it should be larger
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than the viewport. This example uses a <type>ClutterTexture</type>,
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but any <type>ClutterActor</type> will work:</para>
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<informalexample>
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<programlisting>
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/* get image file path, set up stage etc. */
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ClutterActor *texture;
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texture = clutter_texture_new ();
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clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
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TRUE);
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/*
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* set the texture's height so it's as tall as the stage
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* (STAGE_HEIGHT is define'd at the top of the file)
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*/
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clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
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clutter_actor_set_height (texture, STAGE_HEIGHT);
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/*
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* load the image file;
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* see <link linkend="textures-aspect-ratio">this recipe</link> for more about loading images into textures
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*/
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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image_file_path,
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NULL);
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</programlisting>
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</informalexample>
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</listitem>
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<listitem>
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<para>Create the viewport. The simplest way to do
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this is with a <type>ClutterGroup</type>:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterActor *viewport;
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viewport = clutter_group_new ();
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/* viewport is _shorter_ than the stage (and the texture) */
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clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);
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/* align the viewport to the center of the stage's y axis */
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clutter_actor_add_constraint (viewport,
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clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));
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/* viewport needs to respond to scroll events */
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clutter_actor_set_reactive (viewport, TRUE);
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/* clip all actors inside the viewport to that group's allocation */
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clutter_actor_set_clip_to_allocation (viewport, TRUE);
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]]>
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</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The key here is calling
|
|
<code>clutter_actor_set_clip_to_allocation (viewport, TRUE)</code>.
|
|
This configures the <varname>viewport</varname> group so
|
|
that any of its children are clipped: i.e. only parts of
|
|
its children which fit inside its allocation are visible. This
|
|
in turn requires setting an explicit size on the group,
|
|
rather than allowing it to size itself to fit its
|
|
children (the latter is the default).</para>
|
|
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para>Put the scrollable actor into the viewport; and
|
|
the viewport into its container (in this case,
|
|
the default stage):</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (viewport), texture);
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), viewport);
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para>Create a callback handler for <code>scroll-event</code>
|
|
signals emitted by the viewport:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
static gboolean
|
|
_scroll_event_cb (ClutterActor *viewport,
|
|
ClutterEvent *event,
|
|
gpointer user_data)
|
|
{
|
|
ClutterActor *scrollable = CLUTTER_ACTOR (user_data);
|
|
|
|
gfloat viewport_height = clutter_actor_get_height (viewport);
|
|
gfloat scrollable_height = clutter_actor_get_height (scrollable);
|
|
|
|
/* no need to scroll if the scrollable is shorter than the viewport */
|
|
if (scrollable_height < viewport_height)
|
|
return TRUE;
|
|
|
|
gfloat y = clutter_actor_get_y (scrollable);
|
|
|
|
ClutterScrollDirection direction;
|
|
direction = clutter_event_get_scroll_direction (event);
|
|
|
|
switch (direction)
|
|
{
|
|
case CLUTTER_SCROLL_UP:
|
|
y -= SCROLL_AMOUNT;
|
|
break;
|
|
case CLUTTER_SCROLL_DOWN:
|
|
y += SCROLL_AMOUNT;
|
|
break;
|
|
|
|
/* we're only interested in up and down */
|
|
case CLUTTER_SCROLL_LEFT:
|
|
case CLUTTER_SCROLL_RIGHT:
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* the CLAMP macro returns a value for the first argument
|
|
* that falls within the range specified by the second and
|
|
* third arguments
|
|
*
|
|
* we allow the scrollable's y position to be decremented to the point
|
|
* where its base is aligned with the base of the viewport
|
|
*/
|
|
y = CLAMP (y,
|
|
viewport_height - scrollable_height,
|
|
0.0);
|
|
|
|
/* animate the change to the scrollable's y coordinate */
|
|
clutter_actor_animate (scrollable,
|
|
CLUTTER_EASE_OUT_CUBIC,
|
|
300,
|
|
"y", y,
|
|
NULL);
|
|
|
|
return TRUE;
|
|
}
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The approach taken here is to move the scrollable
|
|
actor up, relative to the viewport. Initially, the
|
|
scrollable will have a <code>y</code> coordinate value
|
|
of <code>0.0</code> (aligned to the top of the viewport).
|
|
Scrolling up decrements the
|
|
<code>y</code> coordinate (down to a minumum of
|
|
<code>viewport_height - scrollable_height</code>). This moves
|
|
the top of the scrollable actor "outside" the clip area of the
|
|
viewport; simultaneously, more of the bottom part of the
|
|
scrollable moves into the clip area, becoming visible.</para>
|
|
|
|
<para>Scrolling down increments the <code>y</code> coordinate
|
|
(but only up to a maximum value of <code>0.0</code>).</para>
|
|
|
|
<para>To see how this works in practice, look at
|
|
<link linkend="events-mouse-scroll-example">the code
|
|
sample</link>. There, the height of the scrollable actor is
|
|
set to <code>300</code> and the height of the viewport to
|
|
<code>150</code>. This means that the <code>y</code>
|
|
coordinate value for the scrollable actor will vary between
|
|
<code>-150.0</code>: <code>150</code> (the viewport's height)
|
|
<code>- 300</code> (the scrollable actor's height), making
|
|
its base visible and clipping its top; and
|
|
<code>0.0</code>, where its top is visible and its base
|
|
clipped.</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para>Connect the callback handler to the signal; note
|
|
that we pass the scrollable actor (the texture) to the callback,
|
|
as we're moving the texture relative to the viewport to
|
|
create the scrolling effect:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
g_signal_connect (viewport,
|
|
"scroll-event",
|
|
G_CALLBACK (_scroll_event_cb),
|
|
texture);
|
|
</programlisting>
|
|
</informalexample>
|
|
</listitem>
|
|
|
|
</orderedlist>
|
|
|
|
<para>Here's a video of the result:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/events-mouse-scroll.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing a scrollable actor</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
</section>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Full example</title>
|
|
|
|
<example id="events-mouse-scroll-example">
|
|
<title>Mouse scrolling over a <type>ClutterActor</type></title>
|
|
<programlisting>
|
|
<xi:include href="examples/events-mouse-scroll.c" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
</section>
|
|
|
|
</section>
|
|
</chapter>
|