mutter/doc/cookbook/events.xml

702 lines
24 KiB
XML

<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
<chapter id="events" xmlns:xi="http://www.w3.org/2003/XInclude">
<title>Events</title>
<epigraph>
<attribution>The Tenth Doctor (David Tennant)</attribution>
<para>Crossing into established events is strictly forbidden. Except for
cheap tricks.</para>
</epigraph>
<section id="events-introduction">
<title>Introduction</title>
<para>Once you have set up a scene on the stage, in order to respond
to user interaction you will have to handle events coming from the
underlying platform.</para>
<para>Events are relayed to actors by Clutter in form of
<emphasis>signals</emphasis>; signals are a facility provided by the
GObject framework to call functions depending on a unique name. A signal
can be thought as a message that an object instance broadcasts to various
listener functions.</para>
<para>There are various events that Clutter will handle: mostly, they
deal with input devices, like a mouse pointer or a keyboard; but they can
also come from the windowing system, like the
<emphasis>delete-event</emphasis> signal that is emitted when the user
closes the window of the stage.</para>
<para>Each event has a particular <emphasis>source</emphasis>, that is
the actor that received the event. The event handling sequence is divided
in two phases:</para>
<orderedlist>
<listitem><para>the <emphasis>capture</emphasis> phase, which consists
in an emission of the <emphasis>captured-event</emphasis> signal
starting from the stage to, following the parent-child relationship,
the source of the event;</para></listitem>
<listitem><para>the <emphasis>bubble</emphasis> phase, which consists
in an emission of the <emphasis>event</emphasis> signal starting from
the the source of the event to, following the parent-child
relationship, the stage.</para></listitem>
</orderedlist>
<para>At any point during the event emission sequence a handler of either
the captured-event or the event signals can stop it, by returning a value
of TRUE, which means that the event has been handled. If an event hasn't
been handled, FALSE should be returned instead.</para>
</section>
<section id="events-handling-key-events">
<title>Handling key events</title>
<section>
<title>Problem</title>
<para>You want to respond to key presses on an actor.</para>
</section>
<section>
<title>Solutions</title>
<para>There are two possible solutions:</para>
<orderedlist>
<listitem>
<para><emphasis>Solution 1:</emphasis> Connect a callback to the
actor; inside the callback, manually analyse which key and
modifier(s) were pressed and react accordingly.</para>
</listitem>
<listitem>
<para><emphasis>Solution 2:</emphasis> Use an actor's
<type>ClutterBindingPool</type> to declaratively assign
actions to specific key and modifier combinations.</para>
</listitem>
</orderedlist>
<para>Each solution is covered below.</para>
<section>
<title>Solution 1</title>
<para>Connect the <emphasis>key-press-event</emphasis>
signal for an actor to a callback; then examine the event
in the callback to determine which key and modifiers were
pressed.</para>
<para>First, connect an actor's
<emphasis>key-press-event</emphasis> signal to a callback:</para>
<informalexample>
<programlisting>
g_signal_connect (actor, "key-press-event", G_CALLBACK (_key_press_cb), NULL);
</programlisting>
</informalexample>
<para>Then, in the callback, check which key was pressed and which
modifiers were down at the same time. For example, this callback
checks for a press on the up arrow key and whether
the <keycap>Shift</keycap> and/or <keycap>Ctrl</keycap>
key were down:</para>
<informalexample>
<programlisting>
<![CDATA[
static gboolean
_key_press_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
guint keyval = clutter_event_get_key_symbol (event);
ClutterModifierType state = clutter_event_get_state (event);
gboolean shift_pressed = (state & CLUTTER_SHIFT_MASK ? TRUE : FALSE);
gboolean ctrl_pressed = (state & CLUTTER_CONTROL_MASK ? TRUE : FALSE);
if (CLUTTER_Up == keyval)
{
if (shift_pressed & ctrl_pressed)
g_debug ("Up and shift and control pressed");
else if (shift_pressed)
g_debug ("Up and shift pressed");
else
g_debug ("Up pressed");
/* The event was handled, and the emission should stop */
return TRUE;
}
/* The event was not handled, and the emission should continue */
return FALSE;
}
]]>
</programlisting>
</informalexample>
<note>
<para>Clutter provides a range of key value definitions
(like <constant>CLUTTER_Up</constant>, used above). These are
generated from the list in the
<ulink url="http://cgit.freedesktop.org/xorg/proto/x11proto/plain/keysymdef.h">X.Org source code</ulink>
(replace "XK" with "CLUTTER" in the definitions there to get the
CLUTTER equivalents; alternatively, look at the
<filename>clutter-keysyms.h</filename> header file for the
list).</para>
<para><constant>CLUTTER_SHIFT_MASK</constant>,
<constant>CLUTTER_CONTROL_MASK</constant> and other modifiers are
defined in the <type>ClutterModifierType</type> enum.</para>
</note>
</section>
<section>
<title>Solution 2</title>
<para>Assign actions to an actor's <type>ClutterBindingPool</type>.
A binding pool stores mappings from a key press (either a single key
or a key plus modifiers) to actions; an action is simply a callback
function with a specific signature.</para>
<para>While this approach is trickier to implement, it is more
flexible and removes the drudgery of writing branching code to
handle different key presses. See the
<link linkend="events-handling-key-events-discussion">Discussion</link>
section for more details.</para>
<para>To use this approach with an actor which will receive key press
events, first get that actor's binding pool. In the example below,
we're using the binding pool for the default
<type>ClutterStage</type>:</para>
<informalexample>
<programlisting>
ClutterBindingPool *binding_pool;
GObjectClass *stage_class;
stage_class = CLUTTER_STAGE_GET_CLASS (stage);
binding_pool = clutter_binding_pool_get_for_class (stage_class);
</programlisting>
</informalexample>
<para>Next, install actions into the binding pool. For example, to
install an action bound to the up arrow key, which calls the
<function>_move_up()</function> function when that key is pressed,
you would do:</para>
<informalexample>
<programlisting>
clutter_binding_pool_install_action (binding_pool,
"move-up", /* identifier */
CLUTTER_Up, /* up arrow pressed */
0, /* no modifiers pressed */
G_CALLBACK (_move_up),
NULL, /* no user data passed */
NULL);
</programlisting>
</informalexample>
<para>Another example, binding up arrow +
<keycap>Shift</keycap> + <keycap>Ctrl</keycap> to an action
which calls <function>_move_up_shift_control()</function> when
activated:</para>
<informalexample>
<programlisting>
clutter_binding_pool_install_action (binding_pool,
"move-up-shift-control",
CLUTTER_Up,
CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK,
G_CALLBACK (_move_up_shift_control),
NULL,
NULL);
</programlisting>
</informalexample>
<para>The function called when an action is activated looks
like this (for <function>_move_up()</function>):</para>
<informalexample>
<programlisting>
static void
_move_up (GObject *instance,
const gchar *action_name,
guint key_val,
ClutterModifierType modifiers,
gpointer user_data)
{
g_debug ("Up pressed");
}
</programlisting>
</informalexample>
<para>Then bind the <emphasis>key-press-event</emphasis> signal
for the actor (in our case, the stage) to a callback:</para>
<informalexample>
<programlisting>
g_signal_connect (stage,
"key-press-event",
G_CALLBACK (_key_press_cb),
NULL);
</programlisting>
</informalexample>
<para>Finally, inside the callback, pass control to the actor's
binding pool rather than dissecting the key press event
yourself:</para>
<informalexample>
<programlisting>
static gboolean
_key_press_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterBindingPool *pool;
pool = clutter_binding_pool_find (G_OBJECT_TYPE_NAME (actor));
return clutter_binding_pool_activate (pool,
clutter_event_get_key_symbol (event),
clutter_event_get_state (event),
G_OBJECT (actor));
}
</programlisting>
</informalexample>
<para>Now, when a key + modifiers that have been bound to an action
are pressed on the actor, the appropriate action is activated.</para>
</section>
</section>
<section id="events-handling-key-events-discussion">
<title>Discussion</title>
<section>
<title>Pros and cons of Solution 1 and Solution 2</title>
<para>Solution 1 is the simplest (in terms of the amount of code you
have to write for simple cases), but could quickly turn into a mess if
you need many conditions or want to capture many key combinations.
Also, if multiple actors need to respond to key press events, you'll
need similar event dissection code in each callback.</para>
<para>Solution 2 is more complicated to implement, but scales better
if you have many different key combinations on multiple actors.
The binding pool protects you from the minutiae of detecting which
keys were pressed, leaving you to concentrate on the
triggered actions instead. This could simplify your control
logic.</para>
<para>In addition, Solution 2 lets you write a single callback to
handle all key press events for all actors. This callback could then
use <function>clutter_binding_pool_find()</function>
(as in the example code) to determine which binding pool to
activate (depending on which actor received the key press
event).</para>
<para>Finally, a binding pool allows you to block and unblock actions.
This means you can make the response to a key press event conditional
on application state. For example, let's say you wanted the up arrow
key to move an actor, but only when the actor is at the bottom
of the stage. To implement this, you could disable the up arrow key
action in the binding pool initially; then, once the actor reaches the
bottom of the stage, enable the up arrow key action again. While this
is possible with Solution 1, you would have to implement more of the
state management code yourself.</para>
</section>
<section>
<title>Other useful things to know about key press events</title>
<itemizedlist>
<listitem>
<para>A <type>ClutterKeyEvent</type> contains only a
<emphasis>single</emphasis> key value, plus possibly one
or more modifier keys (like <keycap>Shift</keycap>,
<keycap>Ctrl</keycap>, <keycap>Alt</keycap> etc.).
There are no functions in the Clutter API which return
events for tracking near-simultaneous presses on multiple
keys.</para>
</listitem>
<listitem>
<para>By default, the stage receives all key events.
To make another actor receive key events, use
<function>clutter_stage_set_key_focus()</function>:</para>
<informalexample>
<programlisting>
/*
* stage is a ClutterStage instance;
* actor is the ClutterActor instance which should receive key events
*/
clutter_stage_set_key_focus (stage, actor);
</programlisting>
</informalexample>
</listitem>
</itemizedlist>
</section>
</section>
</section>
<section id="events-mouse-scroll">
<title>Detecting mouse scrolling on an actor</title>
<section>
<title>Problem</title>
<para>You want to detect when the mouse is scrolled on an
actor (e.g. the pointer is over an actor when a mouse
wheel is scrolled).</para>
</section>
<section>
<title>Solution</title>
<para>Connect a callback handler to the <code>scroll-event</code>
signal of an actor.</para>
<para>First, ensure that the actor is reactive (i.e. will
respond to events):</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_actor_set_reactive (actor, TRUE);
]]>
</programlisting>
</informalexample>
<para>Next, create a callback handler to examine the scroll
event and respond to it:</para>
<informalexample>
<programlisting>
<![CDATA[
static gboolean
_scroll_event_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
/* determine the direction the mouse was scrolled */
ClutterScrollDirection direction;
direction = clutter_event_get_scroll_direction (event);
/* replace these stubs with real code to move the actor etc. */
switch (direction)
{
case CLUTTER_SCROLL_UP:
g_debug ("Scrolled up");
break;
case CLUTTER_SCROLL_DOWN:
g_debug ("Scrolled down");
break;
case CLUTTER_SCROLL_RIGHT:
g_debug ("Scrolled right");
break;
case CLUTTER_SCROLL_LEFT:
g_debug ("Scrolled left");
break;
}
return TRUE; /* event has been handled */
}
]]>
</programlisting>
</informalexample>
<para>Finally, connect the callback handler to the
<code>scroll-event</code> signal of the actor:</para>
<informalexample>
<programlisting>
<![CDATA[
g_signal_connect (actor,
"scroll-event",
G_CALLBACK (_scroll_event_cb),
NULL);
]]>
</programlisting>
</informalexample>
</section>
<section>
<title>Discussion</title>
<para>A standard mouse wheel will only return up and
down movements; but in cases where the mouse has left and
right scrolling (e.g. a trackball mouse or trackpad), left and
right scroll events may also be emitted.</para>
<section>
<title>Creating a scrolling viewport for an actor</title>
<para>While the simple outline above explains the basics
of how to connect to scroll events, it doesn't do much to
help with <emphasis>really</emphasis> implementing scrolling
over an actor. That's what we'll do in this section.</para>
<note>
<para>The full code for the example we'll walk through here is
available in <link linkend="events-mouse-scroll-example">this later
section</link>.</para>
</note>
<para>Scrolling over an actor actually requires coordination
between two components:</para>
<orderedlist>
<listitem>
<formalpara>
<title>Scrollable actor</title>
<para>An actor which is too large to fit on the stage
or inside the area of the UI assigned to it (otherwise
there's no need to scroll over it...).</para>
</formalpara>
</listitem>
<listitem>
<formalpara>
<title>Viewport</title>
<para>This displays a cropped view of part of the scrollable
actor, revealing different parts of it as scroll events
occur.</para>
</formalpara>
</listitem>
</orderedlist>
<para>Here are the steps required to set up the two actors:</para>
<orderedlist>
<listitem>
<para>Create the scrollable actor; it should be larger
than the viewport. This example uses a <type>ClutterTexture</type>,
but any <type>ClutterActor</type> will work:</para>
<informalexample>
<programlisting>
/* get image file path, set up stage etc. */
ClutterActor *texture;
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
TRUE);
/*
* set the texture's height so it's as tall as the stage
* (STAGE_HEIGHT is define'd at the top of the file)
*/
clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
clutter_actor_set_height (texture, STAGE_HEIGHT);
/*
* load the image file;
* see <link linkend="textures-aspect-ratio">this recipe</link> for more about loading images into textures
*/
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_file_path,
NULL);
</programlisting>
</informalexample>
</listitem>
<listitem>
<para>Create the viewport. The simplest way to do
this is with a <type>ClutterGroup</type>:</para>
<informalexample>
<programlisting>
<![CDATA[
ClutterActor *viewport;
viewport = clutter_group_new ();
/* viewport is _shorter_ than the stage (and the texture) */
clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);
/* align the viewport to the center of the stage's y axis */
clutter_actor_add_constraint (viewport,
clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));
/* viewport needs to respond to scroll events */
clutter_actor_set_reactive (viewport, TRUE);
/* clip all actors inside the viewport to that group's allocation */
clutter_actor_set_clip_to_allocation (viewport, TRUE);
]]>
</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>