mutter/clutter/clutter-drag-action.c
Emmanuele Bassi 77ec8774a0 WARNING: Massive revert commit
Revert all the work that happened on the master branch.

Sadly, this is the only way to merge the current development branch back
into master.

It is now abundantly clear that I merged the 1.99 branch far too soon,
and that Clutter 2.0 won't happen any time soon, if at all.

Since having the development happen on a separate branch throws a lot of
people into confusion, let's undo the clutter-1.99 → master merge, and
move back the development of Clutter to the master branch.

In order to do so, we need to do some surgery to the Git repository.

First, we do a massive revert in a single commit of all that happened
since the switch to 1.99 and the API version bump done with the
89a2862b05 commit. The history is too long
to be reverted commit by commit without being extremely messy.
2015-01-03 20:34:20 +00:00

1329 lines
40 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-drag-action
* @Title: ClutterDragAction
* @Short_Description: Action enabling dragging on actors
*
* #ClutterDragAction is a sub-class of #ClutterAction that implements
* all the necessary logic for dragging actors.
*
* The simplest usage of #ClutterDragAction consists in adding it to
* a #ClutterActor and setting it as reactive; for instance, the following
* code:
*
* |[
* clutter_actor_add_action (actor, clutter_drag_action_new ());
* clutter_actor_set_reactive (actor, TRUE);
* ]|
*
* will automatically result in the actor moving to follow the pointer
* whenever the pointer's button is pressed over the actor and moved
* across the stage.
*
* The #ClutterDragAction will signal the begin and the end of a dragging
* through the #ClutterDragAction::drag-begin and #ClutterDragAction::drag-end
* signals, respectively. Each pointer motion during a drag will also result
* in the #ClutterDragAction::drag-motion signal to be emitted.
*
* It is also possible to set another #ClutterActor as the dragged actor
* by calling clutter_drag_action_set_drag_handle() from within a handle
* of the #ClutterDragAction::drag-begin signal. The drag handle must be
* parented and exist between the emission of #ClutterDragAction::drag-begin
* and #ClutterDragAction::drag-end.
*
* <example id="drag-action-example">
* <title>A simple draggable actor</title>
* <programlisting>
* <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../examples/drag-action.c">
* <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
* </xi:include>
* </programlisting>
* <para>The example program above allows dragging the rectangle around
* the stage using a #ClutterDragAction. When pressing the
* <keycap>Shift</keycap> key the actor that is going to be dragged is a
* separate rectangle, and when the drag ends, the original rectangle will
* be animated to the final coordinates.</para>
* </example>
*
* #ClutterDragAction is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-drag-action.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-stage-private.h"
struct _ClutterDragActionPrivate
{
ClutterStage *stage;
gint x_drag_threshold;
gint y_drag_threshold;
ClutterActor *drag_handle;
ClutterDragAxis drag_axis;
ClutterRect drag_area;
ClutterInputDevice *device;
ClutterEventSequence *sequence;
gulong button_press_id;
gulong touch_begin_id;
gulong capture_id;
gfloat press_x;
gfloat press_y;
ClutterModifierType press_state;
gfloat last_motion_x;
gfloat last_motion_y;
ClutterModifierType last_motion_state;
ClutterInputDevice *last_motion_device;
gfloat transformed_press_x;
gfloat transformed_press_y;
guint emit_delayed_press : 1;
guint in_drag : 1;
guint motion_events_enabled : 1;
guint drag_area_set : 1;
};
enum
{
PROP_0,
PROP_X_DRAG_THRESHOLD,
PROP_Y_DRAG_THRESHOLD,
PROP_DRAG_HANDLE,
PROP_DRAG_AXIS,
PROP_DRAG_AREA,
PROP_DRAG_AREA_SET,
PROP_LAST
};
static GParamSpec *drag_props[PROP_LAST] = { NULL, };
enum
{
DRAG_BEGIN,
DRAG_PROGRESS,
DRAG_MOTION,
DRAG_END,
LAST_SIGNAL
};
static guint drag_signals[LAST_SIGNAL] = { 0, };
/* forward declaration */
static gboolean on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterDragAction *action);
G_DEFINE_TYPE (ClutterDragAction, clutter_drag_action, CLUTTER_TYPE_ACTION);
static void
get_drag_threshold (ClutterDragAction *action,
gint *x_threshold,
gint *y_threshold)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterSettings *settings = clutter_settings_get_default ();
gint x_res, y_res, default_threshold;
g_object_get (settings, "dnd-drag-threshold", &default_threshold, NULL);
if (priv->x_drag_threshold < 0)
x_res = default_threshold;
else
x_res = priv->x_drag_threshold;
if (priv->y_drag_threshold < 0)
y_res = default_threshold;
else
y_res = priv->y_drag_threshold;
if (x_threshold != NULL)
*x_threshold = x_res;
if (y_threshold != NULL)
*y_threshold = y_res;
}
static void
emit_drag_begin (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
if (priv->stage != NULL)
{
clutter_stage_set_motion_events_enabled (priv->stage, FALSE);
if (clutter_event_type (event) == CLUTTER_TOUCH_BEGIN)
_clutter_stage_add_touch_drag_actor (priv->stage,
clutter_event_get_event_sequence (event),
priv->drag_handle != NULL
? priv->drag_handle
: actor);
else
_clutter_stage_add_pointer_drag_actor (priv->stage,
clutter_event_get_device (event),
priv->drag_handle != NULL
? priv->drag_handle
: actor);
}
g_signal_emit (action, drag_signals[DRAG_BEGIN], 0,
actor,
priv->press_x, priv->press_y,
priv->press_state);
}
static void
emit_drag_motion (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *drag_handle = NULL;
gfloat delta_x, delta_y;
gfloat motion_x, motion_y;
gboolean can_emit_drag_motion = TRUE;
clutter_event_get_coords (event, &priv->last_motion_x, &priv->last_motion_y);
priv->last_motion_state = clutter_event_get_state (event);
priv->last_motion_device = clutter_event_get_device (event);
if (priv->drag_handle != NULL && !priv->emit_delayed_press)
drag_handle = priv->drag_handle;
else
drag_handle = actor;
motion_x = motion_y = 0.0f;
clutter_actor_transform_stage_point (drag_handle,
priv->last_motion_x,
priv->last_motion_y,
&motion_x, &motion_y);
delta_x = delta_y = 0.0f;
switch (priv->drag_axis)
{
case CLUTTER_DRAG_AXIS_NONE:
delta_x = motion_x - priv->transformed_press_x;
delta_y = motion_y - priv->transformed_press_y;
break;
case CLUTTER_DRAG_X_AXIS:
delta_x = motion_x - priv->transformed_press_x;
break;
case CLUTTER_DRAG_Y_AXIS:
delta_y = motion_y - priv->transformed_press_y;
break;
default:
g_assert_not_reached ();
return;
}
if (priv->emit_delayed_press)
{
gint x_drag_threshold, y_drag_threshold;
get_drag_threshold (action, &x_drag_threshold, &y_drag_threshold);
if (ABS (delta_x) >= x_drag_threshold ||
ABS (delta_y) >= y_drag_threshold)
{
priv->emit_delayed_press = FALSE;
emit_drag_begin (action, actor, event);
}
else
return;
}
g_signal_emit (action, drag_signals[DRAG_PROGRESS], 0,
actor,
delta_x, delta_y,
&can_emit_drag_motion);
if (can_emit_drag_motion)
{
g_signal_emit (action, drag_signals[DRAG_MOTION], 0,
actor,
delta_x, delta_y);
}
}
static void
emit_drag_end (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
/* ::drag-end may result in the destruction of the actor, which in turn
* will lead to the removal and finalization of the action, so we need
* to keep the action alive for the entire emission sequence
*/
g_object_ref (action);
/* if we have an event, update our own state, otherwise we'll
* just use the currently stored state when emitting the ::drag-end
* signal
*/
if (event != NULL)
{
clutter_event_get_coords (event, &priv->last_motion_x, &priv->last_motion_y);
priv->last_motion_state = clutter_event_get_state (event);
priv->last_motion_device = clutter_event_get_device (event);
}
priv->in_drag = FALSE;
/* we might not have emitted ::drag-begin yet */
if (!priv->emit_delayed_press)
g_signal_emit (action, drag_signals[DRAG_END], 0,
actor,
priv->last_motion_x, priv->last_motion_y,
priv->last_motion_state);
if (priv->stage == NULL)
goto out;
/* disconnect the capture */
if (priv->capture_id != 0)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
clutter_stage_set_motion_events_enabled (priv->stage,
priv->motion_events_enabled);
if (priv->last_motion_device != NULL && event != NULL)
{
if (clutter_event_type (event) == CLUTTER_BUTTON_RELEASE)
_clutter_stage_remove_pointer_drag_actor (priv->stage,
priv->last_motion_device);
else
_clutter_stage_remove_touch_drag_actor (priv->stage,
priv->sequence);
}
out:
priv->last_motion_device = NULL;
priv->sequence = NULL;
g_object_unref (action);
}
static gboolean
on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
if (!priv->in_drag)
return CLUTTER_EVENT_PROPAGATE;
if (clutter_event_get_device (event) != priv->device)
return CLUTTER_EVENT_PROPAGATE;
switch (clutter_event_type (event))
{
case CLUTTER_TOUCH_UPDATE:
if (clutter_event_get_event_sequence (event) == priv->sequence)
emit_drag_motion (action, actor, event);
break;
case CLUTTER_MOTION:
{
ClutterModifierType mods = clutter_event_get_state (event);
/* we might miss a button-release event in case of grabs,
* so we need to check whether the button is still down
* during a motion event
*/
if (mods & CLUTTER_BUTTON1_MASK)
emit_drag_motion (action, actor, event);
else
emit_drag_end (action, actor, event);
}
break;
case CLUTTER_TOUCH_END:
case CLUTTER_TOUCH_CANCEL:
if (clutter_event_get_event_sequence (event) == priv->sequence)
emit_drag_end (action, actor, event);
break;
case CLUTTER_BUTTON_RELEASE:
if (priv->in_drag)
emit_drag_end (action, actor, event);
break;
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
if (priv->in_drag)
return CLUTTER_EVENT_STOP;
break;
default:
break;
}
return CLUTTER_EVENT_PROPAGATE;
}
static gboolean
on_drag_begin (ClutterActor *actor,
ClutterEvent *event,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)))
return CLUTTER_EVENT_PROPAGATE;
/* dragging is only performed using the primary button */
switch (clutter_event_type (event))
{
case CLUTTER_BUTTON_PRESS:
if (clutter_event_get_button (event) != CLUTTER_BUTTON_PRIMARY)
return CLUTTER_EVENT_PROPAGATE;
break;
case CLUTTER_TOUCH_BEGIN:
if (priv->sequence != NULL)
return CLUTTER_EVENT_PROPAGATE;
priv->sequence = clutter_event_get_event_sequence (event);
break;
default:
return CLUTTER_EVENT_PROPAGATE;
}
if (priv->stage == NULL)
priv->stage = CLUTTER_STAGE (clutter_actor_get_stage (actor));
clutter_event_get_coords (event, &priv->press_x, &priv->press_y);
priv->press_state = clutter_event_get_state (event);
priv->device = clutter_event_get_device (event);
priv->last_motion_x = priv->press_x;
priv->last_motion_y = priv->press_y;
priv->transformed_press_x = priv->press_x;
priv->transformed_press_y = priv->press_y;
clutter_actor_transform_stage_point (actor, priv->press_x, priv->press_y,
&priv->transformed_press_x,
&priv->transformed_press_y);
priv->motion_events_enabled =
clutter_stage_get_motion_events_enabled (priv->stage);
if (priv->x_drag_threshold == 0 || priv->y_drag_threshold == 0)
emit_drag_begin (action, actor, event);
else
priv->emit_delayed_press = TRUE;
priv->in_drag = TRUE;
priv->capture_id = g_signal_connect_after (priv->stage, "captured-event",
G_CALLBACK (on_captured_event),
action);
return CLUTTER_EVENT_PROPAGATE;
}
static void
clutter_drag_action_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (meta)->priv;
if (priv->button_press_id != 0)
{
ClutterActor *old_actor;
old_actor = clutter_actor_meta_get_actor (meta);
if (old_actor != NULL)
{
g_signal_handler_disconnect (old_actor, priv->button_press_id);
g_signal_handler_disconnect (old_actor, priv->touch_begin_id);
}
priv->button_press_id = 0;
priv->touch_begin_id = 0;
}
if (priv->capture_id != 0)
{
if (priv->stage != NULL)
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
priv->stage = NULL;
}
clutter_drag_action_set_drag_handle (CLUTTER_DRAG_ACTION (meta), NULL);
priv->in_drag = FALSE;
if (actor != NULL)
{
priv->button_press_id = g_signal_connect (actor, "button-press-event",
G_CALLBACK (on_drag_begin),
meta);
priv->touch_begin_id = g_signal_connect (actor, "touch-event",
G_CALLBACK (on_drag_begin),
meta);
}
CLUTTER_ACTOR_META_CLASS (clutter_drag_action_parent_class)->set_actor (meta, actor);
}
static gboolean
clutter_drag_action_real_drag_progress (ClutterDragAction *action,
ClutterActor *actor,
gfloat delta_x,
gfloat delta_y)
{
return TRUE;
}
static void
clutter_drag_action_real_drag_motion (ClutterDragAction *action,
ClutterActor *actor,
gfloat delta_x,
gfloat delta_y)
{
ClutterActor *drag_handle;
gfloat x, y;
if (action->priv->drag_handle != NULL)
drag_handle = action->priv->drag_handle;
else
drag_handle = actor;
clutter_actor_get_position (drag_handle, &x, &y);
x += delta_x;
y += delta_y;
if (action->priv->drag_area_set)
{
ClutterRect *drag_area = &action->priv->drag_area;
x = CLAMP (x, drag_area->origin.x, drag_area->origin.x + drag_area->size.width);
y = CLAMP (y, drag_area->origin.y, drag_area->origin.y + drag_area->size.height);
}
clutter_actor_set_position (drag_handle, x, y);
}
static void
clutter_drag_action_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterDragAction *action = CLUTTER_DRAG_ACTION (gobject);
ClutterDragActionPrivate *priv = action->priv;
switch (prop_id)
{
case PROP_X_DRAG_THRESHOLD:
clutter_drag_action_set_drag_threshold (action,
g_value_get_int (value),
priv->y_drag_threshold);
break;
case PROP_Y_DRAG_THRESHOLD:
clutter_drag_action_set_drag_threshold (action,
priv->x_drag_threshold,
g_value_get_int (value));
break;
case PROP_DRAG_HANDLE:
clutter_drag_action_set_drag_handle (action, g_value_get_object (value));
break;
case PROP_DRAG_AXIS:
clutter_drag_action_set_drag_axis (action, g_value_get_enum (value));
break;
case PROP_DRAG_AREA:
clutter_drag_action_set_drag_area (action, g_value_get_boxed (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_drag_action_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (gobject)->priv;
switch (prop_id)
{
case PROP_X_DRAG_THRESHOLD:
{
gint threshold;
get_drag_threshold (CLUTTER_DRAG_ACTION (gobject), &threshold, NULL);
g_value_set_int (value, threshold);
}
break;
case PROP_Y_DRAG_THRESHOLD:
{
gint threshold;
get_drag_threshold (CLUTTER_DRAG_ACTION (gobject), NULL, &threshold);
g_value_set_int (value, threshold);
}
break;
case PROP_DRAG_HANDLE:
g_value_set_object (value, priv->drag_handle);
break;
case PROP_DRAG_AXIS:
g_value_set_enum (value, priv->drag_axis);
break;
case PROP_DRAG_AREA:
g_value_set_boxed (value, &priv->drag_area);
break;
case PROP_DRAG_AREA_SET:
g_value_set_boolean (value, priv->drag_area_set);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_drag_action_dispose (GObject *gobject)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (gobject)->priv;
/* if we're being disposed while a capture is still present, we
* need to reset the state we are currently holding
*/
if (priv->last_motion_device != NULL)
{
_clutter_stage_remove_pointer_drag_actor (priv->stage,
priv->last_motion_device);
priv->last_motion_device = NULL;
}
if (priv->sequence != NULL)
{
_clutter_stage_remove_touch_drag_actor (priv->stage,
priv->sequence);
priv->sequence = NULL;
}
if (priv->capture_id != 0)
{
clutter_stage_set_motion_events_enabled (priv->stage,
priv->motion_events_enabled);
if (priv->stage != NULL)
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
priv->stage = NULL;
}
if (priv->button_press_id != 0)
{
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (gobject));
if (actor != NULL)
{
g_signal_handler_disconnect (actor, priv->button_press_id);
g_signal_handler_disconnect (actor, priv->touch_begin_id);
}
priv->button_press_id = 0;
priv->touch_begin_id = 0;
}
clutter_drag_action_set_drag_handle (CLUTTER_DRAG_ACTION (gobject), NULL);
clutter_drag_action_set_drag_area (CLUTTER_DRAG_ACTION (gobject), NULL);
G_OBJECT_CLASS (clutter_drag_action_parent_class)->dispose (gobject);
}
static void
clutter_drag_action_class_init (ClutterDragActionClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterDragActionPrivate));
meta_class->set_actor = clutter_drag_action_set_actor;
klass->drag_progress = clutter_drag_action_real_drag_progress;
klass->drag_motion = clutter_drag_action_real_drag_motion;
/**
* ClutterDragAction:x-drag-threshold:
*
* The horizontal threshold, in pixels, that the cursor must travel
* in order to begin a drag action.
*
* When set to a positive value, #ClutterDragAction will only emit
* #ClutterDragAction::drag-begin if the pointer has moved
* horizontally at least of the given amount of pixels since
* the button press event.
*
* When set to -1, #ClutterDragAction will use the default threshold
* stored in the #ClutterSettings:dnd-drag-threshold property of
* #ClutterSettings.
*
* When read, this property will always return a valid drag
* threshold, either as set or the default one.
*
* Since: 1.4
*/
drag_props[PROP_X_DRAG_THRESHOLD] =
g_param_spec_int ("x-drag-threshold",
P_("Horizontal Drag Threshold"),
P_("The horizontal amount of pixels required to start dragging"),
-1, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:y-drag-threshold:
*
* The vertical threshold, in pixels, that the cursor must travel
* in order to begin a drag action.
*
* When set to a positive value, #ClutterDragAction will only emit
* #ClutterDragAction::drag-begin if the pointer has moved
* vertically at least of the given amount of pixels since
* the button press event.
*
* When set to -1, #ClutterDragAction will use the value stored
* in the #ClutterSettings:dnd-drag-threshold property of
* #ClutterSettings.
*
* When read, this property will always return a valid drag
* threshold, either as set or the default one.
*
* Since: 1.4
*/
drag_props[PROP_Y_DRAG_THRESHOLD] =
g_param_spec_int ("y-drag-threshold",
P_("Vertical Drag Threshold"),
P_("The vertical amount of pixels required to start dragging"),
-1, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-handle:
*
* The #ClutterActor that is effectively being dragged
*
* A #ClutterDragAction will, be default, use the #ClutterActor that
* has been attached to the action; it is possible to create a
* separate #ClutterActor and use it instead.
*
* Setting this property has no effect on the #ClutterActor argument
* passed to the #ClutterDragAction signals
*
* Since: 1.4
*/
drag_props[PROP_DRAG_HANDLE] =
g_param_spec_object ("drag-handle",
P_("Drag Handle"),
P_("The actor that is being dragged"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-axis:
*
* Constraints the dragging action to the specified axis
*
* Since: 1.4
*/
drag_props[PROP_DRAG_AXIS] =
g_param_spec_enum ("drag-axis",
P_("Drag Axis"),
P_("Constraints the dragging to an axis"),
CLUTTER_TYPE_DRAG_AXIS,
CLUTTER_DRAG_AXIS_NONE,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-area:
*
* Constains the dragging action (or in particular, the resulting
* actor position) to the specified #ClutterRect, in parent's
* coordinates.
*
* Since: 1.12
*/
drag_props[PROP_DRAG_AREA] =
g_param_spec_boxed ("drag-area",
P_("Drag Area"),
P_("Constrains the dragging to a rectangle"),
CLUTTER_TYPE_RECT,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-area-set:
*
* Whether the #ClutterDragAction:drag-area property has been set.
*
* Since: 1.12
*/
drag_props[PROP_DRAG_AREA_SET] =
g_param_spec_boolean ("drag-area-set",
P_("Drag Area Set"),
P_("Whether the drag area is set"),
FALSE,
CLUTTER_PARAM_READABLE);
gobject_class->set_property = clutter_drag_action_set_property;
gobject_class->get_property = clutter_drag_action_get_property;
gobject_class->dispose = clutter_drag_action_dispose;
g_object_class_install_properties (gobject_class,
PROP_LAST,
drag_props);
/**
* ClutterDragAction::drag-begin:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @event_x: the X coordinate (in stage space) of the press event
* @event_y: the Y coordinate (in stage space) of the press event
* @modifiers: the modifiers of the press event
*
* The ::drag-begin signal is emitted when the #ClutterDragAction
* starts the dragging
*
* The emission of this signal can be delayed by using the
* #ClutterDragAction:x-drag-threshold and
* #ClutterDragAction:y-drag-threshold properties
*
* Since: 1.4
*/
drag_signals[DRAG_BEGIN] =
g_signal_new (I_("drag-begin"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_begin),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT_FLAGS,
G_TYPE_NONE, 4,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT,
CLUTTER_TYPE_MODIFIER_TYPE);
/**
* ClutterDragAction::drag-progress:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @delta_x: the X component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
* @delta_y: the Y component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
*
* The ::drag-progress signal is emitted for each motion event after
* the #ClutterDragAction::drag-begin signal has been emitted.
*
* The components of the distance between the press event and the
* latest motion event are computed in the actor's coordinate space,
* to take into account eventual transformations. If you want the
* stage coordinates of the latest motion event you can use
* clutter_drag_action_get_motion_coords().
*
* The default handler will emit #ClutterDragAction::drag-motion,
* if #ClutterDragAction::drag-progress emission returns %TRUE.
*
* Return value: %TRUE if the drag should continue, and %FALSE
* if it should be stopped.
*
* Since: 1.12
*/
drag_signals[DRAG_PROGRESS] =
g_signal_new (I_("drag-progress"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_progress),
_clutter_boolean_continue_accumulator, NULL,
_clutter_marshal_BOOLEAN__OBJECT_FLOAT_FLOAT,
G_TYPE_BOOLEAN, 3,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT);
/**
* ClutterDragAction::drag-motion:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @delta_x: the X component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
* @delta_y: the Y component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
*
* The ::drag-motion signal is emitted for each motion event after
* the #ClutterDragAction::drag-begin signal has been emitted.
*
* The components of the distance between the press event and the
* latest motion event are computed in the actor's coordinate space,
* to take into account eventual transformations. If you want the
* stage coordinates of the latest motion event you can use
* clutter_drag_action_get_motion_coords().
*
* The default handler of the signal will call clutter_actor_move_by()
* either on @actor or, if set, of #ClutterDragAction:drag-handle using
* the @delta_x and @delta_y components of the dragging motion. If you
* want to override the default behaviour, you can connect to the
* #ClutterDragAction::drag-progress signal and return %FALSE from the
* handler.
*
* Since: 1.4
*/
drag_signals[DRAG_MOTION] =
g_signal_new (I_("drag-motion"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_motion),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT,
G_TYPE_NONE, 3,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT);
/**
* ClutterDragAction::drag-end:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @event_x: the X coordinate (in stage space) of the release event
* @event_y: the Y coordinate (in stage space) of the release event
* @modifiers: the modifiers of the release event
*
* The ::drag-end signal is emitted at the end of the dragging,
* when the pointer button's is released
*
* This signal is emitted if and only if the #ClutterDragAction::drag-begin
* signal has been emitted first
*
* Since: 1.4
*/
drag_signals[DRAG_END] =
g_signal_new (I_("drag-end"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_end),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT_FLAGS,
G_TYPE_NONE, 4,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT,
CLUTTER_TYPE_MODIFIER_TYPE);
}
static void
clutter_drag_action_init (ClutterDragAction *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_DRAG_ACTION,
ClutterDragActionPrivate);
}
/**
* clutter_drag_action_new:
*
* Creates a new #ClutterDragAction instance
*
* Return value: the newly created #ClutterDragAction
*
* Since: 1.4
*/
ClutterAction *
clutter_drag_action_new (void)
{
return g_object_new (CLUTTER_TYPE_DRAG_ACTION, NULL);
}
/**
* clutter_drag_action_set_drag_threshold:
* @action: a #ClutterDragAction
* @x_threshold: a distance on the horizontal axis, in pixels, or
* -1 to use the default drag threshold from #ClutterSettings
* @y_threshold: a distance on the vertical axis, in pixels, or
* -1 to use the default drag threshold from #ClutterSettings
*
* Sets the horizontal and vertical drag thresholds that must be
* cleared by the pointer before @action can begin the dragging.
*
* If @x_threshold or @y_threshold are set to -1 then the default
* drag threshold stored in the #ClutterSettings:dnd-drag-threshold
* property of #ClutterSettings will be used.
*
* Since: 1.4
*/
void
clutter_drag_action_set_drag_threshold (ClutterDragAction *action,
gint x_threshold,
gint y_threshold)
{
ClutterDragActionPrivate *priv;
GObject *self;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
self = G_OBJECT (action);
priv = action->priv;
g_object_freeze_notify (self);
if (priv->x_drag_threshold != x_threshold)
{
priv->x_drag_threshold = x_threshold;
g_object_notify_by_pspec (self, drag_props[PROP_X_DRAG_THRESHOLD]);
}
if (priv->y_drag_threshold != y_threshold)
{
priv->y_drag_threshold = y_threshold;
g_object_notify_by_pspec (self, drag_props[PROP_Y_DRAG_THRESHOLD]);
}
g_object_thaw_notify (self);
}
/**
* clutter_drag_action_get_drag_threshold:
* @action: a #ClutterDragAction
* @x_threshold: (out): return location for the horizontal drag
* threshold value, in pixels
* @y_threshold: (out): return location for the vertical drag
* threshold value, in pixels
*
* Retrieves the values set by clutter_drag_action_set_drag_threshold().
*
* If the #ClutterDragAction:x-drag-threshold property or the
* #ClutterDragAction:y-drag-threshold property have been set to -1 then
* this function will return the default drag threshold value as stored
* by the #ClutterSettings:dnd-drag-threshold property of #ClutterSettings.
*
* Since: 1.4
*/
void
clutter_drag_action_get_drag_threshold (ClutterDragAction *action,
guint *x_threshold,
guint *y_threshold)
{
gint x_res, y_res;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
get_drag_threshold (action, &x_res, &y_res);
if (x_threshold != NULL)
*x_threshold = x_res;
if (y_threshold != NULL)
*y_threshold = y_res;
}
static void
on_drag_handle_destroy (ClutterActor *handle,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *actor;
/* make sure we reset the state */
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
if (priv->in_drag)
emit_drag_end (action, actor, NULL);
priv->drag_handle = NULL;
}
/**
* clutter_drag_action_set_drag_handle:
* @action: a #ClutterDragAction
* @handle: (allow-none): a #ClutterActor, or %NULL to unset
*
* Sets the actor to be used as the drag handle.
*
* Since: 1.4
*/
void
clutter_drag_action_set_drag_handle (ClutterDragAction *action,
ClutterActor *handle)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
g_return_if_fail (handle == NULL || CLUTTER_IS_ACTOR (handle));
priv = action->priv;
if (priv->drag_handle == handle)
return;
if (priv->drag_handle != NULL)
g_signal_handlers_disconnect_by_func (priv->drag_handle,
G_CALLBACK (on_drag_handle_destroy),
action);
priv->drag_handle = handle;
priv->transformed_press_x = priv->press_x;
priv->transformed_press_y = priv->press_y;
clutter_actor_transform_stage_point (handle, priv->press_x, priv->press_y,
&priv->transformed_press_x,
&priv->transformed_press_y);
if (priv->drag_handle != NULL)
g_signal_connect (priv->drag_handle, "destroy",
G_CALLBACK (on_drag_handle_destroy),
action);
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_HANDLE]);
}
/**
* clutter_drag_action_get_drag_handle:
* @action: a #ClutterDragAction
*
* Retrieves the drag handle set by clutter_drag_action_set_drag_handle()
*
* Return value: (transfer none): a #ClutterActor, used as the drag
* handle, or %NULL if none was set
*
* Since: 1.4
*/
ClutterActor *
clutter_drag_action_get_drag_handle (ClutterDragAction *action)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action), NULL);
return action->priv->drag_handle;
}
/**
* clutter_drag_action_set_drag_axis:
* @action: a #ClutterDragAction
* @axis: the axis to constraint the dragging to
*
* Restricts the dragging action to a specific axis
*
* Since: 1.4
*/
void
clutter_drag_action_set_drag_axis (ClutterDragAction *action,
ClutterDragAxis axis)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
g_return_if_fail (axis >= CLUTTER_DRAG_AXIS_NONE &&
axis <= CLUTTER_DRAG_Y_AXIS);
priv = action->priv;
if (priv->drag_axis == axis)
return;
priv->drag_axis = axis;
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AXIS]);
}
/**
* clutter_drag_action_get_drag_axis:
* @action: a #ClutterDragAction
*
* Retrieves the axis constraint set by clutter_drag_action_set_drag_axis()
*
* Return value: the axis constraint
*
* Since: 1.4
*/
ClutterDragAxis
clutter_drag_action_get_drag_axis (ClutterDragAction *action)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action),
CLUTTER_DRAG_AXIS_NONE);
return action->priv->drag_axis;
}
/**
* clutter_drag_action_get_press_coords:
* @action: a #ClutterDragAction
* @press_x: (out): return location for the press event's X coordinate
* @press_y: (out): return location for the press event's Y coordinate
*
* Retrieves the coordinates, in stage space, of the press event
* that started the dragging
*
* Since: 1.4
*/
void
clutter_drag_action_get_press_coords (ClutterDragAction *action,
gfloat *press_x,
gfloat *press_y)
{
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
if (press_x)
*press_x = action->priv->press_x;
if (press_y)
*press_y = action->priv->press_y;
}
/**
* clutter_drag_action_get_motion_coords:
* @action: a #ClutterDragAction
* @motion_x: (out): return location for the latest motion
* event's X coordinate
* @motion_y: (out): return location for the latest motion
* event's Y coordinate
*
* Retrieves the coordinates, in stage space, of the latest motion
* event during the dragging
*
* Since: 1.4
*/
void
clutter_drag_action_get_motion_coords (ClutterDragAction *action,
gfloat *motion_x,
gfloat *motion_y)
{
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
if (motion_x)
*motion_x = action->priv->last_motion_x;
if (motion_y)
*motion_y = action->priv->last_motion_y;
}
/**
* clutter_drag_action_get_drag_area:
* @action: a #ClutterDragAction
* @drag_area: (out caller-allocates): a #ClutterRect to be filled
*
* Retrieves the "drag area" associated with @action, that
* is a #ClutterRect that constrains the actor movements,
* in parents coordinates.
*
* Returns: %TRUE if the actor is actually constrained (and thus
* @drag_area is valid), %FALSE otherwise
*/
gboolean
clutter_drag_action_get_drag_area (ClutterDragAction *action,
ClutterRect *drag_area)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action), FALSE);
if (drag_area != NULL)
*drag_area = action->priv->drag_area;
return action->priv->drag_area_set;
}
/**
* clutter_drag_action_set_drag_area:
* @action: a #ClutterDragAction
* @drag_area: (allow-none): a #ClutterRect
*
* Sets @drag_area to constrain the dragging of the actor associated
* with @action, so that it position is always within @drag_area, expressed
* in parent's coordinates.
* If @drag_area is %NULL, the actor is not constrained.
*/
void
clutter_drag_action_set_drag_area (ClutterDragAction *action,
const ClutterRect *drag_area)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
priv = action->priv;
if (drag_area != NULL)
{
priv->drag_area = *drag_area;
priv->drag_area_set = TRUE;
}
else
priv->drag_area_set = FALSE;
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AREA_SET]);
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AREA]);
}