8ad4dde16b
* clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-event.c: * clutter/clutter-event.h: * clutter/clutter-main.c: * clutter/clutter-main.h: * clutter/clutter-private.h: * clutter/clutter-stage.c: * clutter/clutter-stage.h: * clutter/clutter-types.h: Initial implementation of actors emmitting event signals (423); - Actors set_reactive() to receive mouse events. (call clutter_enable_motion_events() for per action motion events) - clutter_stage_set_key_focus () to direct key events. - Events bubble up to parents (ending at stage) (original source identified by clutter_event_get_source()) TODO: - enter/leave notifys for actors. - stage specific events - fullscreen - grabs * tests/test-events.c: Extend a little to use new API * clutter/cogl/gl/cogl.c: * clutter/glx/clutter-backend-glx.c: Move get_proc_address into cogl and out of backend. (shaders will need it) * clutter/clutter-group.c: (clutter_group_real_lower): Fix a minor compile warning. * TODO: Sync up.
169 lines
4.6 KiB
C
169 lines
4.6 KiB
C
#include <clutter/clutter.h>
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void
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key_focus_in_cb (ClutterActor *actor,
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gpointer data)
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{
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ClutterActor *focus_box = CLUTTER_ACTOR(data);
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if (actor == clutter_stage_get_default ())
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{
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clutter_actor_hide (focus_box);
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}
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else
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{
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clutter_actor_show (focus_box);
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clutter_actor_set_position (focus_box,
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clutter_actor_get_x (actor) - 5,
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clutter_actor_get_y (actor) - 5);
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clutter_actor_set_size (focus_box,
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clutter_actor_get_width (actor) + 10,
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clutter_actor_get_height (actor) + 10);
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}
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}
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static void
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input_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer data)
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{
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gchar keybuf[9], *source = (gchar*)data;
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int len = 0;
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switch (event->type)
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{
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case CLUTTER_KEY_PRESS:
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len = g_unichar_to_utf8 (clutter_keysym_to_unicode (event->key.keyval),
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keybuf);
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keybuf[len] = '\0';
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printf ("[%s] KEY PRESS '%s'", source, keybuf);
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break;
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case CLUTTER_KEY_RELEASE:
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len = g_unichar_to_utf8 (clutter_keysym_to_unicode (event->key.keyval),
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keybuf);
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keybuf[len] = '\0';
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printf ("[%s] KEY RELEASE '%s'", source, keybuf);
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break;
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case CLUTTER_MOTION:
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printf("[%s] MOTION", source);
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break;
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case CLUTTER_BUTTON_PRESS:
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printf("[%s] BUTTON PRESS", source);
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break;
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case CLUTTER_2BUTTON_PRESS:
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printf("[%s] BUTTON 2 PRESS", source);
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break;
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case CLUTTER_3BUTTON_PRESS:
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printf("[%s] BUTTON 3 PRESS", source);
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break;
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case CLUTTER_BUTTON_RELEASE:
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printf("[%s] BUTTON RELEASE", source);
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if (clutter_event_get_source (event) == actor)
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clutter_stage_set_key_focus
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(CLUTTER_STAGE(clutter_stage_get_default ()), actor);
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break;
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case CLUTTER_SCROLL:
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printf("[%s] BUTTON SCROLL", source);
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break;
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case CLUTTER_STAGE_STATE:
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printf("[%s] STAGE STATE", source);
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break;
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case CLUTTER_DESTROY_NOTIFY:
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printf("[%s] DESTROY NOTIFY", source);
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break;
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case CLUTTER_CLIENT_MESSAGE:
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printf("[%s] CLIENT MESSAGE\n", source);
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break;
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case CLUTTER_DELETE:
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printf("[%s] DELETE", source);
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break;
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case CLUTTER_NOTHING:
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return;
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}
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if (clutter_event_get_source (event) == actor)
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printf(" *source*");
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printf("\n");
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}
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int
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main (int argc, char *argv[])
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{
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ClutterActor *stage, *actor, *focus_box;
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ClutterColor rcol = { 0xff, 0, 0, 0xff},
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bcol = { 0, 0, 0xff, 0xff },
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gcol = { 0, 0xff, 0, 0xff },
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ncol = { 0, 0, 0, 0xff };
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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g_signal_connect (stage, "event", G_CALLBACK (input_cb), "stage");
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focus_box = clutter_rectangle_new_with_color (&ncol);
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clutter_container_add (CLUTTER_CONTAINER(stage), focus_box, NULL);
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actor = clutter_rectangle_new_with_color (&rcol);
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clutter_actor_set_size (actor, 100, 100);
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clutter_actor_set_position (actor, 100, 100);
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clutter_actor_set_reactive (actor);
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clutter_container_add (CLUTTER_CONTAINER(stage), actor, NULL);
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g_signal_connect (actor, "event", G_CALLBACK (input_cb), "red box");
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g_signal_connect (actor, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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clutter_stage_set_key_focus (stage, actor);
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actor = clutter_rectangle_new_with_color (&gcol);
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clutter_actor_set_size (actor, 100, 100);
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clutter_actor_set_position (actor, 250, 100);
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clutter_actor_set_reactive (actor);
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clutter_container_add (CLUTTER_CONTAINER(stage), actor, NULL);
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g_signal_connect (actor, "event", G_CALLBACK (input_cb), "green box");
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g_signal_connect (actor, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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actor = clutter_rectangle_new_with_color (&bcol);
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clutter_actor_set_size (actor, 100, 100);
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clutter_actor_set_position (actor, 400, 100);
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clutter_actor_set_reactive (actor);
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clutter_container_add (CLUTTER_CONTAINER(stage), actor, NULL);
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g_signal_connect (actor, "event", G_CALLBACK (input_cb), "blue box");
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g_signal_connect (actor, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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actor = clutter_rectangle_new_with_color (&ncol);
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clutter_actor_set_size (actor, 400, 50);
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clutter_actor_set_position (actor, 100, 250);
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clutter_container_add (CLUTTER_CONTAINER(stage), actor, NULL);
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g_signal_connect (actor, "event", G_CALLBACK (input_cb), "blue box");
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g_signal_connect (actor, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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g_signal_connect (stage, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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clutter_actor_show_all (CLUTTER_ACTOR (stage));
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clutter_main();
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return 0;
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}
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