gnome-shell/src/st/st-widget.c

2884 lines
84 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* st-widget.c: Base class for St actors
*
* Copyright 2007 OpenedHand
* Copyright 2008, 2009 Intel Corporation.
* Copyright 2009, 2010 Red Hat, Inc.
* Copyright 2009 Abderrahim Kitouni
* Copyright 2009, 2010 Florian Müllner
* Copyright 2010 Adel Gadllah
* Copyright 2012 Igalia, S.L.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU Lesser General Public License,
* version 2.1, as published by the Free Software Foundation.
*
* This program is distributed in the hope 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 program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <clutter/clutter.h>
#include "st-widget.h"
#include "st-label.h"
#include "st-private.h"
#include "st-texture-cache.h"
#include "st-theme-context.h"
#include "st-theme-node-transition.h"
#include "st-widget-accessible.h"
#include <gtk/gtk.h>
#include <atk/atk-enum-types.h>
/*
* Forward declaration for sake of StWidgetChild
*/
struct _StWidgetPrivate
{
StTheme *theme;
StThemeNode *theme_node;
gchar *pseudo_class;
gchar *style_class;
gchar *inline_style;
StThemeNodeTransition *transition_animation;
gboolean is_stylable : 1;
gboolean is_style_dirty : 1;
gboolean draw_bg_color : 1;
gboolean draw_border_internal : 1;
gboolean track_hover : 1;
gboolean hover : 1;
gboolean can_focus : 1;
AtkObject *accessible;
AtkRole accessible_role;
AtkStateSet *local_state_set;
ClutterActor *label_actor;
gchar *accessible_name;
/* Even though Clutter has first_child/last_child properties,
* we need to keep track of the old first/last children so
* that we can remove the pseudo classes on them. */
StWidget *prev_last_child;
StWidget *prev_first_child;
StThemeNodePaintState paint_states[2];
int current_paint_state : 2;
};
/**
* SECTION:st-widget
* @short_description: Base class for stylable actors
*
* #StWidget is a simple abstract class on top of #ClutterActor. It
* provides basic themeing properties.
*
* Actors in the St library should subclass #StWidget if they plan
* to obey to a certain #StStyle.
*/
enum
{
PROP_0,
PROP_THEME,
PROP_PSEUDO_CLASS,
PROP_STYLE_CLASS,
PROP_STYLE,
PROP_STYLABLE,
PROP_TRACK_HOVER,
PROP_HOVER,
PROP_CAN_FOCUS,
PROP_LABEL_ACTOR,
PROP_ACCESSIBLE_ROLE,
PROP_ACCESSIBLE_NAME
};
enum
{
STYLE_CHANGED,
POPUP_MENU,
LAST_SIGNAL
};
static guint signals[LAST_SIGNAL] = { 0, };
gfloat st_slow_down_factor = 1.0;
G_DEFINE_TYPE (StWidget, st_widget, CLUTTER_TYPE_ACTOR);
#define ST_WIDGET_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), ST_TYPE_WIDGET, StWidgetPrivate))
static void st_widget_recompute_style (StWidget *widget,
StThemeNode *old_theme_node);
static gboolean st_widget_real_navigate_focus (StWidget *widget,
ClutterActor *from,
GtkDirectionType direction);
static AtkObject * st_widget_get_accessible (ClutterActor *actor);
static void
st_widget_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
StWidget *actor = ST_WIDGET (gobject);
switch (prop_id)
{
case PROP_THEME:
st_widget_set_theme (actor, g_value_get_object (value));
break;
case PROP_PSEUDO_CLASS:
st_widget_set_style_pseudo_class (actor, g_value_get_string (value));
break;
case PROP_STYLE_CLASS:
st_widget_set_style_class_name (actor, g_value_get_string (value));
break;
case PROP_STYLE:
st_widget_set_style (actor, g_value_get_string (value));
break;
case PROP_STYLABLE:
if (actor->priv->is_stylable != g_value_get_boolean (value))
{
actor->priv->is_stylable = g_value_get_boolean (value);
clutter_actor_queue_relayout ((ClutterActor *) gobject);
}
break;
case PROP_TRACK_HOVER:
st_widget_set_track_hover (actor, g_value_get_boolean (value));
break;
case PROP_HOVER:
st_widget_set_hover (actor, g_value_get_boolean (value));
break;
case PROP_CAN_FOCUS:
st_widget_set_can_focus (actor, g_value_get_boolean (value));
break;
case PROP_LABEL_ACTOR:
st_widget_set_label_actor (actor, g_value_get_object (value));
break;
case PROP_ACCESSIBLE_ROLE:
st_widget_set_accessible_role (actor, g_value_get_enum (value));
break;
case PROP_ACCESSIBLE_NAME:
st_widget_set_accessible_name (actor, g_value_get_string (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_widget_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
StWidget *actor = ST_WIDGET (gobject);
StWidgetPrivate *priv = actor->priv;
switch (prop_id)
{
case PROP_THEME:
g_value_set_object (value, priv->theme);
break;
case PROP_PSEUDO_CLASS:
g_value_set_string (value, priv->pseudo_class);
break;
case PROP_STYLE_CLASS:
g_value_set_string (value, priv->style_class);
break;
case PROP_STYLE:
g_value_set_string (value, priv->inline_style);
break;
case PROP_STYLABLE:
g_value_set_boolean (value, priv->is_stylable);
break;
case PROP_TRACK_HOVER:
g_value_set_boolean (value, priv->track_hover);
break;
case PROP_HOVER:
g_value_set_boolean (value, priv->hover);
break;
case PROP_CAN_FOCUS:
g_value_set_boolean (value, priv->can_focus);
break;
case PROP_LABEL_ACTOR:
g_value_set_object (value, priv->label_actor);
break;
case PROP_ACCESSIBLE_ROLE:
g_value_set_enum (value, st_widget_get_accessible_role (actor));
break;
case PROP_ACCESSIBLE_NAME:
g_value_set_string (value, priv->accessible_name);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_widget_remove_transition (StWidget *widget)
{
if (widget->priv->transition_animation)
{
g_object_run_dispose (G_OBJECT (widget->priv->transition_animation));
g_object_unref (widget->priv->transition_animation);
widget->priv->transition_animation = NULL;
}
}
static void
next_paint_state (StWidget *widget)
{
widget->priv->current_paint_state = (widget->priv->current_paint_state + 1) % G_N_ELEMENTS (widget->priv->paint_states);
}
static StThemeNodePaintState *
current_paint_state (StWidget *widget)
{
return &widget->priv->paint_states[widget->priv->current_paint_state];
}
static void
st_widget_texture_cache_changed (StTextureCache *cache,
const char *uri,
gpointer user_data)
{
StWidget *actor = ST_WIDGET (user_data);
StThemeNode *node = actor->priv->theme_node;
char *path;
gboolean changed = FALSE;
if (node == NULL)
return;
path = g_filename_from_uri (uri, NULL, NULL);
if (g_strcmp0 (st_theme_node_get_background_image (node), path) == 0)
{
st_theme_node_invalidate_background_image (node);
changed = TRUE;
}
if (g_strcmp0 (st_border_image_get_filename (st_theme_node_get_border_image (node)), path) == 0)
{
st_theme_node_invalidate_border_image (node);
changed = TRUE;
}
if (changed)
{
/* If we prerender the background / border, we need to update
* the paint state. We should probably implement a method to
* the theme node to determine this, but for now, just wipe
* the entire paint state.
*
* Use the existing state instead of a new one because it's
* assumed the rest of the state will stay the same.
*/
st_theme_node_paint_state_invalidate (current_paint_state (actor));
if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR (actor)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (actor));
}
g_free (path);
}
static void
st_widget_dispose (GObject *gobject)
{
StWidget *actor = ST_WIDGET (gobject);
StWidgetPrivate *priv = ST_WIDGET (actor)->priv;
if (priv->theme)
{
g_object_unref (priv->theme);
priv->theme = NULL;
}
if (priv->theme_node)
{
g_object_unref (priv->theme_node);
priv->theme_node = NULL;
}
st_widget_remove_transition (actor);
/* The real dispose of this accessible is done on
* AtkGObjectAccessible weak ref callback
*/
if (priv->accessible)
priv->accessible = NULL;
if (priv->label_actor)
{
g_object_unref (priv->label_actor);
priv->label_actor = NULL;
}
g_signal_handlers_disconnect_by_func (st_texture_cache_get_default (),
st_widget_texture_cache_changed,
actor);
g_clear_object (&priv->prev_first_child);
g_clear_object (&priv->prev_last_child);
G_OBJECT_CLASS (st_widget_parent_class)->dispose (gobject);
}
static void
st_widget_finalize (GObject *gobject)
{
StWidgetPrivate *priv = ST_WIDGET (gobject)->priv;
int i;
g_free (priv->style_class);
g_free (priv->pseudo_class);
g_object_unref (priv->local_state_set);
g_free (priv->accessible_name);
g_free (priv->inline_style);
for (i = 0; i < G_N_ELEMENTS (priv->paint_states); i++)
st_theme_node_paint_state_free (&priv->paint_states[i]);
G_OBJECT_CLASS (st_widget_parent_class)->finalize (gobject);
}
static void
st_widget_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (self));
st_theme_node_adjust_for_width (theme_node, &for_height);
CLUTTER_ACTOR_CLASS (st_widget_parent_class)->get_preferred_width (self, for_height, min_width_p, natural_width_p);
st_theme_node_adjust_preferred_width (theme_node, min_width_p, natural_width_p);
}
static void
st_widget_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (self));
st_theme_node_adjust_for_width (theme_node, &for_width);
CLUTTER_ACTOR_CLASS (st_widget_parent_class)->get_preferred_height (self, for_width, min_height_p, natural_height_p);
st_theme_node_adjust_preferred_height (theme_node, min_height_p, natural_height_p);
}
static void
st_widget_allocate (ClutterActor *actor,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
ClutterActorBox content_box;
/* Note that we can't just chain up to clutter_actor_real_allocate --
* Clutter does some dirty tricks for backwards compatibility.
* Clutter also passes the actor's allocation directly to the layout
* manager, meaning that we can't modify it for children only.
*/
clutter_actor_set_allocation (actor, box, flags);
st_theme_node_get_content_box (theme_node, box, &content_box);
/* If we've chained up to here, we want to allocate the children using the
* currently installed layout manager */
clutter_layout_manager_allocate (clutter_actor_get_layout_manager (actor),
CLUTTER_CONTAINER (actor),
&content_box,
flags);
}
/**
* st_widget_paint_background:
* @widget: The #StWidget
*
* Paint the background of the widget. This is meant to be called by
* subclasses of StWiget that need to paint the background without
* painting children.
*/
void
st_widget_paint_background (StWidget *widget)
{
StThemeNode *theme_node;
ClutterActorBox allocation;
guint8 opacity;
theme_node = st_widget_get_theme_node (widget);
clutter_actor_get_allocation_box (CLUTTER_ACTOR (widget), &allocation);
opacity = clutter_actor_get_paint_opacity (CLUTTER_ACTOR (widget));
if (widget->priv->transition_animation)
st_theme_node_transition_paint (widget->priv->transition_animation,
&allocation,
opacity);
else
st_theme_node_paint (theme_node,
current_paint_state (widget),
&allocation,
opacity);
}
static void
st_widget_paint (ClutterActor *actor)
{
st_widget_paint_background (ST_WIDGET (actor));
/* Chain up so we paint children. */
CLUTTER_ACTOR_CLASS (st_widget_parent_class)->paint (actor);
}
static void
st_widget_parent_set (ClutterActor *widget,
ClutterActor *old_parent)
{
ClutterActorClass *parent_class;
ClutterActor *new_parent;
parent_class = CLUTTER_ACTOR_CLASS (st_widget_parent_class);
if (parent_class->parent_set)
parent_class->parent_set (widget, old_parent);
new_parent = clutter_actor_get_parent (widget);
/* don't send the style changed signal if we no longer have a parent actor */
if (new_parent)
st_widget_style_changed (ST_WIDGET (widget));
}
static void
st_widget_map (ClutterActor *actor)
{
StWidget *self = ST_WIDGET (actor);
CLUTTER_ACTOR_CLASS (st_widget_parent_class)->map (actor);
st_widget_ensure_style (self);
}
static void
st_widget_unmap (ClutterActor *actor)
{
StWidget *self = ST_WIDGET (actor);
StWidgetPrivate *priv = self->priv;
CLUTTER_ACTOR_CLASS (st_widget_parent_class)->unmap (actor);
if (priv->track_hover && priv->hover)
st_widget_set_hover (self, FALSE);
}
static void
notify_children_of_style_change (ClutterActor *self)
{
ClutterActorIter iter;
ClutterActor *actor;
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &actor))
{
if (ST_IS_WIDGET (actor))
st_widget_style_changed (ST_WIDGET (actor));
else
notify_children_of_style_change (actor);
}
}
static void
st_widget_real_style_changed (StWidget *self)
{
StWidgetPrivate *priv = ST_WIDGET (self)->priv;
/* application has request this widget is not stylable */
if (!priv->is_stylable)
return;
clutter_actor_queue_redraw ((ClutterActor *) self);
notify_children_of_style_change ((ClutterActor *) self);
}
void
st_widget_style_changed (StWidget *widget)
{
StThemeNode *old_theme_node = NULL;
widget->priv->is_style_dirty = TRUE;
if (widget->priv->theme_node)
{
old_theme_node = widget->priv->theme_node;
widget->priv->theme_node = NULL;
}
/* update the style only if we are mapped */
if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR (widget)))
st_widget_recompute_style (widget, old_theme_node);
if (old_theme_node)
g_object_unref (old_theme_node);
}
static void
on_theme_context_changed (StThemeContext *context,
ClutterStage *stage)
{
notify_children_of_style_change (CLUTTER_ACTOR (stage));
}
static StThemeNode *
get_root_theme_node (ClutterStage *stage)
{
StThemeContext *context = st_theme_context_get_for_stage (stage);
if (!g_object_get_data (G_OBJECT (context), "st-theme-initialized"))
{
g_object_set_data (G_OBJECT (context), "st-theme-initialized", GUINT_TO_POINTER (1));
g_signal_connect (G_OBJECT (context), "changed",
G_CALLBACK (on_theme_context_changed), stage);
}
return st_theme_context_get_root_node (context);
}
/**
* st_widget_get_theme_node:
* @widget: a #StWidget
*
* Gets the theme node holding style information for the widget.
* The theme node is used to access standard and custom CSS
* properties of the widget.
*
* Note: it is a fatal error to call this on a widget that is
* not been added to a stage.
*
* Return value: (transfer none): the theme node for the widget.
* This is owned by the widget. When attributes of the widget
* or the environment that affect the styling change (for example
* the style_class property of the widget), it will be recreated,
* and the ::style-changed signal will be emitted on the widget.
*/
StThemeNode *
st_widget_get_theme_node (StWidget *widget)
{
StWidgetPrivate *priv = widget->priv;
if (priv->theme_node == NULL)
{
StThemeContext *context;
StThemeNode *tmp_node;
StThemeNode *parent_node = NULL;
ClutterStage *stage = NULL;
ClutterActor *parent;
char *pseudo_class, *direction_pseudo_class;
parent = clutter_actor_get_parent (CLUTTER_ACTOR (widget));
while (parent != NULL)
{
if (parent_node == NULL && ST_IS_WIDGET (parent))
parent_node = st_widget_get_theme_node (ST_WIDGET (parent));
else if (CLUTTER_IS_STAGE (parent))
stage = CLUTTER_STAGE (parent);
parent = clutter_actor_get_parent (parent);
}
if (stage == NULL)
{
g_critical ("st_widget_get_theme_node called on the widget %s which is not in the stage.",
st_describe_actor (CLUTTER_ACTOR (widget)));
return g_object_new (ST_TYPE_THEME_NODE, NULL);
}
if (parent_node == NULL)
parent_node = get_root_theme_node (CLUTTER_STAGE (stage));
/* Always append a "magic" pseudo class indicating the text
* direction, to allow to adapt the CSS when necessary without
* requiring separate style sheets.
*/
if (clutter_actor_get_text_direction (CLUTTER_ACTOR (widget)) == CLUTTER_TEXT_DIRECTION_RTL)
direction_pseudo_class = "rtl";
else
direction_pseudo_class = "ltr";
if (priv->pseudo_class)
pseudo_class = g_strconcat(priv->pseudo_class, " ",
direction_pseudo_class, NULL);
else
pseudo_class = direction_pseudo_class;
context = st_theme_context_get_for_stage (stage);
tmp_node = st_theme_node_new (context, parent_node, priv->theme,
G_OBJECT_TYPE (widget),
clutter_actor_get_name (CLUTTER_ACTOR (widget)),
priv->style_class,
pseudo_class,
priv->inline_style);
if (pseudo_class != direction_pseudo_class)
g_free (pseudo_class);
priv->theme_node = g_object_ref (st_theme_context_intern_node (context,
tmp_node));
g_object_unref (tmp_node);
}
return priv->theme_node;
}
/**
* st_widget_peek_theme_node:
* @widget: a #StWidget
*
* Returns the theme node for the widget if it has already been
* computed, %NULL if the widget hasn't been added to a stage or the theme
* node hasn't been computed. If %NULL is returned, then ::style-changed
* will be reliably emitted before the widget is allocated or painted.
*
* Return value: (transfer none): the theme node for the widget.
* This is owned by the widget. When attributes of the widget
* or the environment that affect the styling change (for example
* the style_class property of the widget), it will be recreated,
* and the ::style-changed signal will be emitted on the widget.
*/
StThemeNode *
st_widget_peek_theme_node (StWidget *widget)
{
StWidgetPrivate *priv = widget->priv;
return priv->theme_node;
}
static gboolean
st_widget_enter (ClutterActor *actor,
ClutterCrossingEvent *event)
{
StWidgetPrivate *priv = ST_WIDGET (actor)->priv;
if (priv->track_hover)
{
if (clutter_actor_contains (actor, event->source))
st_widget_set_hover (ST_WIDGET (actor), TRUE);
else
{
/* The widget has a grab and is being told about an
* enter-event outside its hierarchy. Hopefully we already
* got a leave-event, but if not, handle it now.
*/
st_widget_set_hover (ST_WIDGET (actor), FALSE);
}
}
if (CLUTTER_ACTOR_CLASS (st_widget_parent_class)->enter_event)
return CLUTTER_ACTOR_CLASS (st_widget_parent_class)->enter_event (actor, event);
else
return FALSE;
}
static gboolean
st_widget_leave (ClutterActor *actor,
ClutterCrossingEvent *event)
{
StWidgetPrivate *priv = ST_WIDGET (actor)->priv;
if (priv->track_hover)
{
if (!event->related || !clutter_actor_contains (actor, event->related))
st_widget_set_hover (ST_WIDGET (actor), FALSE);
}
if (CLUTTER_ACTOR_CLASS (st_widget_parent_class)->leave_event)
return CLUTTER_ACTOR_CLASS (st_widget_parent_class)->leave_event (actor, event);
else
return FALSE;
}
static void
st_widget_key_focus_in (ClutterActor *actor)
{
StWidget *widget = ST_WIDGET (actor);
st_widget_add_style_pseudo_class (widget, "focus");
}
static void
st_widget_key_focus_out (ClutterActor *actor)
{
StWidget *widget = ST_WIDGET (actor);
st_widget_remove_style_pseudo_class (widget, "focus");
}
static gboolean
st_widget_key_press_event (ClutterActor *actor,
ClutterKeyEvent *event)
{
if (event->keyval == CLUTTER_KEY_Menu ||
(event->keyval == CLUTTER_KEY_F10 &&
(event->modifier_state & CLUTTER_SHIFT_MASK)))
{
st_widget_popup_menu (ST_WIDGET (actor));
return TRUE;
}
return FALSE;
}
static gboolean
st_widget_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
ClutterActorBox paint_box, alloc_box;
StThemeNode *theme_node;
StWidgetPrivate *priv;
ClutterVertex origin;
/* Setting the paint volume does not make sense when we don't have any allocation */
if (!clutter_actor_has_allocation (self))
return FALSE;
priv = ST_WIDGET (self)->priv;
theme_node = st_widget_get_theme_node (ST_WIDGET (self));
clutter_actor_get_allocation_box (self, &alloc_box);
if (priv->transition_animation)
st_theme_node_transition_get_paint_box (priv->transition_animation,
&alloc_box, &paint_box);
else
st_theme_node_get_paint_box (theme_node, &alloc_box, &paint_box);
origin.x = paint_box.x1 - alloc_box.x1;
origin.y = paint_box.y1 - alloc_box.y1;
origin.z = 0.0f;
clutter_paint_volume_set_origin (volume, &origin);
clutter_paint_volume_set_width (volume, paint_box.x2 - paint_box.x1);
clutter_paint_volume_set_height (volume, paint_box.y2 - paint_box.y1);
if (!clutter_actor_get_clip_to_allocation (self))
{
ClutterActor *child;
/* Based on ClutterGroup/ClutterBox; include the children's
* paint volumes, since they may paint outside our allocation.
*/
for (child = clutter_actor_get_first_child (self);
child != NULL;
child = clutter_actor_get_next_sibling (child))
{
const ClutterPaintVolume *child_volume;
if (!CLUTTER_ACTOR_IS_VISIBLE (child))
continue;
child_volume = clutter_actor_get_transformed_paint_volume (child, self);
if (!child_volume)
return FALSE;
clutter_paint_volume_union (volume, child_volume);
}
}
return TRUE;
}
static GList *
st_widget_real_get_focus_chain (StWidget *widget)
{
return clutter_actor_get_children (CLUTTER_ACTOR (widget));
}
static void
st_widget_class_init (StWidgetClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (klass, sizeof (StWidgetPrivate));
gobject_class->set_property = st_widget_set_property;
gobject_class->get_property = st_widget_get_property;
gobject_class->dispose = st_widget_dispose;
gobject_class->finalize = st_widget_finalize;
actor_class->get_preferred_width = st_widget_get_preferred_width;
actor_class->get_preferred_height = st_widget_get_preferred_height;
actor_class->allocate = st_widget_allocate;
actor_class->paint = st_widget_paint;
actor_class->get_paint_volume = st_widget_get_paint_volume;
actor_class->parent_set = st_widget_parent_set;
actor_class->map = st_widget_map;
actor_class->unmap = st_widget_unmap;
actor_class->enter_event = st_widget_enter;
actor_class->leave_event = st_widget_leave;
actor_class->key_focus_in = st_widget_key_focus_in;
actor_class->key_focus_out = st_widget_key_focus_out;
actor_class->key_press_event = st_widget_key_press_event;
actor_class->get_accessible = st_widget_get_accessible;
klass->style_changed = st_widget_real_style_changed;
klass->navigate_focus = st_widget_real_navigate_focus;
klass->get_accessible_type = st_widget_accessible_get_type;
klass->get_focus_chain = st_widget_real_get_focus_chain;
/**
* StWidget:pseudo-class:
*
* The pseudo-class of the actor. Typical values include "hover", "active",
* "focus".
*/
g_object_class_install_property (gobject_class,
PROP_PSEUDO_CLASS,
g_param_spec_string ("pseudo-class",
"Pseudo Class",
"Pseudo class for styling",
"",
ST_PARAM_READWRITE));
/**
* StWidget:style-class:
*
* The style-class of the actor for use in styling.
*/
g_object_class_install_property (gobject_class,
PROP_STYLE_CLASS,
g_param_spec_string ("style-class",
"Style Class",
"Style class for styling",
"",
ST_PARAM_READWRITE));
/**
* StWidget:style:
*
* Inline style information for the actor as a ';'-separated list of
* CSS properties.
*/
g_object_class_install_property (gobject_class,
PROP_STYLE,
g_param_spec_string ("style",
"Style",
"Inline style string",
"",
ST_PARAM_READWRITE));
/**
* StWidget:theme:
*
* A theme set on this actor overriding the global theming for this actor
* and its descendants
*/
g_object_class_install_property (gobject_class,
PROP_THEME,
g_param_spec_object ("theme",
"Theme",
"Theme override",
ST_TYPE_THEME,
ST_PARAM_READWRITE));
/**
* StWidget:stylable:
*
* Enable or disable styling of the widget
*/
pspec = g_param_spec_boolean ("stylable",
"Stylable",
"Whether the table should be styled",
TRUE,
ST_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_STYLABLE,
pspec);
/**
* StWidget:track-hover:
*
* Determines whether the widget tracks pointer hover state. If
* %TRUE (and the widget is visible and reactive), the
* #StWidget:hover property and "hover" style pseudo class will be
* adjusted automatically as the pointer moves in and out of the
* widget.
*/
pspec = g_param_spec_boolean ("track-hover",
"Track hover",
"Determines whether the widget tracks hover state",
FALSE,
ST_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_TRACK_HOVER,
pspec);
/**
* StWidget:hover:
*
* Whether or not the pointer is currently hovering over the widget. This is
* only tracked automatically if #StWidget:track-hover is %TRUE, but you can
* adjust it manually in any case.
*/
pspec = g_param_spec_boolean ("hover",
"Hover",
"Whether the pointer is hovering over the widget",
FALSE,
ST_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_HOVER,
pspec);
/**
* StWidget:can-focus:
*
* Whether or not the widget can be focused via keyboard navigation.
*/
pspec = g_param_spec_boolean ("can-focus",
"Can focus",
"Whether the widget can be focused via keyboard navigation",
FALSE,
ST_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_CAN_FOCUS,
pspec);
/**
* ClutterActor:label-actor:
*
* An actor that labels this widget.
*/
g_object_class_install_property (gobject_class,
PROP_LABEL_ACTOR,
g_param_spec_object ("label-actor",
"Label",
"Label that identifies this widget",
CLUTTER_TYPE_ACTOR,
ST_PARAM_READWRITE));
/**
* StWidget:accessible-role:
*
* The accessible role of this object
*/
g_object_class_install_property (gobject_class,
PROP_ACCESSIBLE_ROLE,
g_param_spec_enum ("accessible-role",
"Accessible Role",
"The accessible role of this object",
ATK_TYPE_ROLE,
ATK_ROLE_INVALID,
G_PARAM_READWRITE));
/**
* StWidget:accessible-name:
*
* Object instance's name for assistive technology access.
*/
g_object_class_install_property (gobject_class,
PROP_ACCESSIBLE_NAME,
g_param_spec_string ("accessible-name",
"Accessible name",
"Object instance's name for assistive technology access.",
NULL,
ST_PARAM_READWRITE));
/**
* StWidget::style-changed:
* @widget: the #StWidget
*
* Emitted when the style information that the widget derives from the
* theme changes
*/
signals[STYLE_CHANGED] =
g_signal_new ("style-changed",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (StWidgetClass, style_changed),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* StWidget::popup-menu:
* @widget: the #StWidget
*
* Emitted when the user has requested a context menu (eg, via a
* keybinding)
*/
signals[POPUP_MENU] =
g_signal_new ("popup-menu",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (StWidgetClass, popup_menu),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
}
/**
* st_widget_set_theme:
* @actor: a #StWidget
* @theme: a new style class string
*
* Overrides the theme that would be inherited from the actor's parent
* or the stage with an entirely new theme (set of stylesheets).
*/
void
st_widget_set_theme (StWidget *actor,
StTheme *theme)
{
StWidgetPrivate *priv;
g_return_if_fail (ST_IS_WIDGET (actor));
priv = actor->priv;
if (theme != priv->theme)
{
if (priv->theme)
g_object_unref (priv->theme);
priv->theme = g_object_ref (theme);
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "theme");
}
}
/**
* st_widget_get_theme:
* @actor: a #StWidget
*
* Gets the overriding theme set on the actor. See st_widget_set_theme()
*
* Return value: (transfer none): the overriding theme, or %NULL
*/
StTheme *
st_widget_get_theme (StWidget *actor)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), NULL);
return actor->priv->theme;
}
static const gchar *
find_class_name (const gchar *class_list,
const gchar *class_name)
{
gint len = strlen (class_name);
const gchar *match;
if (!class_list)
return NULL;
for (match = strstr (class_list, class_name); match; match = strstr (match + 1, class_name))
{
if ((match == class_list || g_ascii_isspace (match[-1])) &&
(match[len] == '\0' || g_ascii_isspace (match[len])))
return match;
}
return NULL;
}
static gboolean
set_class_list (gchar **class_list,
const gchar *new_class_list)
{
if (g_strcmp0 (*class_list, new_class_list) != 0)
{
g_free (*class_list);
*class_list = g_strdup (new_class_list);
return TRUE;
}
else
return FALSE;
}
static gboolean
add_class_name (gchar **class_list,
const gchar *class_name)
{
gchar *new_class_list;
if (*class_list)
{
if (find_class_name (*class_list, class_name))
return FALSE;
new_class_list = g_strdup_printf ("%s %s", *class_list, class_name);
g_free (*class_list);
*class_list = new_class_list;
}
else
*class_list = g_strdup (class_name);
return TRUE;
}
static gboolean
remove_class_name (gchar **class_list,
const gchar *class_name)
{
const gchar *match, *end;
gchar *new_class_list;
if (!*class_list)
return FALSE;
if (strcmp (*class_list, class_name) == 0)
{
g_free (*class_list);
*class_list = NULL;
return TRUE;
}
match = find_class_name (*class_list, class_name);
if (!match)
return FALSE;
end = match + strlen (class_name);
/* Adjust either match or end to include a space as well.
* (One or the other must be possible at this point.)
*/
if (match != *class_list)
match--;
else
end++;
new_class_list = g_strdup_printf ("%.*s%s", (int)(match - *class_list),
*class_list, end);
g_free (*class_list);
*class_list = new_class_list;
return TRUE;
}
/**
* st_widget_set_style_class_name:
* @actor: a #StWidget
* @style_class_list: (allow-none): a new style class list string
*
* Set the style class name list. @style_class_list can either be
* %NULL, for no classes, or a space-separated list of style class
* names. See also st_widget_add_style_class_name() and
* st_widget_remove_style_class_name().
*/
void
st_widget_set_style_class_name (StWidget *actor,
const gchar *style_class_list)
{
g_return_if_fail (ST_IS_WIDGET (actor));
if (set_class_list (&actor->priv->style_class, style_class_list))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "style-class");
}
}
/**
* st_widget_add_style_class_name:
* @actor: a #StWidget
* @style_class: a style class name string
*
* Adds @style_class to @actor's style class name list, if it is not
* already present.
*/
void
st_widget_add_style_class_name (StWidget *actor,
const gchar *style_class)
{
g_return_if_fail (ST_IS_WIDGET (actor));
g_return_if_fail (style_class != NULL);
if (add_class_name (&actor->priv->style_class, style_class))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "style-class");
}
}
/**
* st_widget_remove_style_class_name:
* @actor: a #StWidget
* @style_class: a style class name string
*
* Removes @style_class from @actor's style class name, if it is
* present.
*/
void
st_widget_remove_style_class_name (StWidget *actor,
const gchar *style_class)
{
g_return_if_fail (ST_IS_WIDGET (actor));
g_return_if_fail (style_class != NULL);
if (remove_class_name (&actor->priv->style_class, style_class))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "style-class");
}
}
/**
* st_widget_get_style_class_name:
* @actor: a #StWidget
*
* Get the current style class name
*
* Returns: the class name string. The string is owned by the #StWidget and
* should not be modified or freed.
*/
const gchar*
st_widget_get_style_class_name (StWidget *actor)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), NULL);
return actor->priv->style_class;
}
/**
* st_widget_has_style_class_name:
* @actor: a #StWidget
* @style_class: a style class string
*
* Tests if @actor's style class list includes @style_class.
*
* Returns: whether or not @actor's style class list includes
* @style_class.
*/
gboolean
st_widget_has_style_class_name (StWidget *actor,
const gchar *style_class)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), FALSE);
return find_class_name (actor->priv->style_class, style_class) != NULL;
}
/**
* st_widget_get_style_pseudo_class:
* @actor: a #StWidget
*
* Get the current style pseudo class list.
*
* Note that an actor can have multiple pseudo classes; if you just
* want to test for the presence of a specific pseudo class, use
* st_widget_has_style_pseudo_class().
*
* Returns: the pseudo class list string. The string is owned by the
* #StWidget and should not be modified or freed.
*/
const gchar*
st_widget_get_style_pseudo_class (StWidget *actor)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), NULL);
return actor->priv->pseudo_class;
}
/**
* st_widget_has_style_pseudo_class:
* @actor: a #StWidget
* @pseudo_class: a pseudo class string
*
* Tests if @actor's pseudo class list includes @pseudo_class.
*
* Returns: whether or not @actor's pseudo class list includes
* @pseudo_class.
*/
gboolean
st_widget_has_style_pseudo_class (StWidget *actor,
const gchar *pseudo_class)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), FALSE);
return find_class_name (actor->priv->pseudo_class, pseudo_class) != NULL;
}
/**
* st_widget_set_style_pseudo_class:
* @actor: a #StWidget
* @pseudo_class_list: (allow-none): a new pseudo class list string
*
* Set the style pseudo class list. @pseudo_class_list can either be
* %NULL, for no classes, or a space-separated list of pseudo class
* names. See also st_widget_add_style_pseudo_class() and
* st_widget_remove_style_pseudo_class().
*/
void
st_widget_set_style_pseudo_class (StWidget *actor,
const gchar *pseudo_class_list)
{
g_return_if_fail (ST_IS_WIDGET (actor));
if (set_class_list (&actor->priv->pseudo_class, pseudo_class_list))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "pseudo-class");
}
}
/**
* st_widget_add_style_pseudo_class:
* @actor: a #StWidget
* @pseudo_class: a pseudo class string
*
* Adds @pseudo_class to @actor's pseudo class list, if it is not
* already present.
*/
void
st_widget_add_style_pseudo_class (StWidget *actor,
const gchar *pseudo_class)
{
g_return_if_fail (ST_IS_WIDGET (actor));
g_return_if_fail (pseudo_class != NULL);
if (add_class_name (&actor->priv->pseudo_class, pseudo_class))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "pseudo-class");
}
}
/**
* st_widget_remove_style_pseudo_class:
* @actor: a #StWidget
* @pseudo_class: a pseudo class string
*
* Removes @pseudo_class from @actor's pseudo class, if it is present.
*/
void
st_widget_remove_style_pseudo_class (StWidget *actor,
const gchar *pseudo_class)
{
g_return_if_fail (ST_IS_WIDGET (actor));
g_return_if_fail (pseudo_class != NULL);
if (remove_class_name (&actor->priv->pseudo_class, pseudo_class))
{
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "pseudo-class");
}
}
/**
* st_widget_set_style:
* @actor: a #StWidget
* @style: (allow-none): a inline style string, or %NULL
*
* Set the inline style string for this widget. The inline style string is an
* optional ';'-separated list of CSS properties that override the style as
* determined from the stylesheets of the current theme.
*/
void
st_widget_set_style (StWidget *actor,
const gchar *style)
{
StWidgetPrivate *priv;
g_return_if_fail (ST_IS_WIDGET (actor));
priv = actor->priv;
if (g_strcmp0 (style, priv->inline_style))
{
g_free (priv->inline_style);
priv->inline_style = g_strdup (style);
st_widget_style_changed (actor);
g_object_notify (G_OBJECT (actor), "style");
}
}
/**
* st_widget_get_style:
* @actor: a #StWidget
*
* Get the current inline style string. See st_widget_set_style().
*
* Returns: The inline style string, or %NULL. The string is owned by the
* #StWidget and should not be modified or freed.
*/
const gchar*
st_widget_get_style (StWidget *actor)
{
g_return_val_if_fail (ST_IS_WIDGET (actor), NULL);
return actor->priv->inline_style;
}
static void
st_widget_name_notify (StWidget *widget,
GParamSpec *pspec,
gpointer data)
{
st_widget_style_changed (widget);
}
static void
st_widget_reactive_notify (StWidget *widget,
GParamSpec *pspec,
gpointer data)
{
if (clutter_actor_get_reactive (CLUTTER_ACTOR (widget)))
st_widget_remove_style_pseudo_class (widget, "insensitive");
else
st_widget_add_style_pseudo_class (widget, "insensitive");
}
static void
st_widget_first_child_notify (StWidget *widget,
GParamSpec *pspec,
gpointer data)
{
ClutterActor *first_child;
if (widget->priv->prev_first_child != NULL)
{
st_widget_remove_style_pseudo_class (widget->priv->prev_first_child, "first-child");
g_clear_object (&widget->priv->prev_first_child);
}
first_child = clutter_actor_get_first_child (CLUTTER_ACTOR (widget));
if (first_child == NULL)
return;
if (ST_IS_WIDGET (first_child))
{
st_widget_add_style_pseudo_class (ST_WIDGET (first_child), "first-child");
widget->priv->prev_first_child = g_object_ref (ST_WIDGET (first_child));
}
}
static void
st_widget_last_child_notify (StWidget *widget,
GParamSpec *pspec,
gpointer data)
{
ClutterActor *last_child;
if (widget->priv->prev_last_child != NULL)
{
st_widget_remove_style_pseudo_class (widget->priv->prev_last_child, "last-child");
g_clear_object (&widget->priv->prev_last_child);
}
last_child = clutter_actor_get_last_child (CLUTTER_ACTOR (widget));
if (last_child == NULL)
return;
if (ST_IS_WIDGET (last_child))
{
st_widget_add_style_pseudo_class (ST_WIDGET (last_child), "last-child");
widget->priv->prev_last_child = g_object_ref (ST_WIDGET (last_child));
}
}
static void
st_widget_init (StWidget *actor)
{
StWidgetPrivate *priv;
int i;
actor->priv = priv = ST_WIDGET_GET_PRIVATE (actor);
priv->is_stylable = TRUE;
priv->transition_animation = NULL;
priv->local_state_set = atk_state_set_new ();
/* connect style changed */
g_signal_connect (actor, "notify::name", G_CALLBACK (st_widget_name_notify), NULL);
g_signal_connect (actor, "notify::reactive", G_CALLBACK (st_widget_reactive_notify), NULL);
g_signal_connect (actor, "notify::first-child", G_CALLBACK (st_widget_first_child_notify), NULL);
g_signal_connect (actor, "notify::last-child", G_CALLBACK (st_widget_last_child_notify), NULL);
g_signal_connect (st_texture_cache_get_default (), "texture-file-changed",
G_CALLBACK (st_widget_texture_cache_changed), actor);
for (i = 0; i < G_N_ELEMENTS (priv->paint_states); i++)
st_theme_node_paint_state_init (&priv->paint_states[i]);
}
static void
on_transition_completed (StThemeNodeTransition *transition,
StWidget *widget)
{
next_paint_state (widget);
st_theme_node_paint_state_copy (current_paint_state (widget),
st_theme_node_transition_get_new_paint_state (transition));
st_widget_remove_transition (widget);
}
static void
st_widget_recompute_style (StWidget *widget,
StThemeNode *old_theme_node)
{
StThemeNode *new_theme_node = st_widget_get_theme_node (widget);
int transition_duration;
gboolean paint_equal;
gboolean animations_enabled;
if (new_theme_node == old_theme_node)
{
widget->priv->is_style_dirty = FALSE;
return;
}
if (!old_theme_node ||
!st_theme_node_geometry_equal (old_theme_node, new_theme_node))
clutter_actor_queue_relayout ((ClutterActor *) widget);
transition_duration = st_theme_node_get_transition_duration (new_theme_node);
paint_equal = st_theme_node_paint_equal (old_theme_node, new_theme_node);
g_object_get (gtk_settings_get_default (),
"gtk-enable-animations", &animations_enabled,
NULL);
if (animations_enabled && transition_duration > 0)
{
if (widget->priv->transition_animation != NULL)
{
st_theme_node_transition_update (widget->priv->transition_animation,
new_theme_node);
}
else if (old_theme_node && !paint_equal)
{
/* Since our transitions are only of the painting done by StThemeNode, we
* only want to start a transition when what is painted changes; if
* other visual aspects like the foreground color of a label change,
* we can't animate that anyways.
*/
widget->priv->transition_animation =
st_theme_node_transition_new (old_theme_node,
new_theme_node,
current_paint_state (widget),
transition_duration);
g_signal_connect (widget->priv->transition_animation, "completed",
G_CALLBACK (on_transition_completed), widget);
g_signal_connect_swapped (widget->priv->transition_animation,
"new-frame",
G_CALLBACK (clutter_actor_queue_redraw),
widget);
}
}
else if (widget->priv->transition_animation)
{
st_widget_remove_transition (widget);
}
if (!paint_equal)
{
next_paint_state (widget);
if (!st_theme_node_paint_equal (new_theme_node, current_paint_state (widget)->node))
st_theme_node_paint_state_invalidate (current_paint_state (widget));
}
g_signal_emit (widget, signals[STYLE_CHANGED], 0);
widget->priv->is_style_dirty = FALSE;
}
/**
* st_widget_ensure_style:
* @widget: A #StWidget
*
* Ensures that @widget has read its style information.
*
*/
void
st_widget_ensure_style (StWidget *widget)
{
g_return_if_fail (ST_IS_WIDGET (widget));
if (widget->priv->is_style_dirty)
st_widget_recompute_style (widget, NULL);
}
/**
* st_widget_set_track_hover:
* @widget: A #StWidget
* @track_hover: %TRUE if the widget should track the pointer hover state
*
* Enables hover tracking on the #StWidget.
*
* If hover tracking is enabled, and the widget is visible and
* reactive, then @widget's #StWidget:hover property will be updated
* automatically to reflect whether the pointer is in @widget (or one
* of its children), and @widget's #StWidget:pseudo-class will have
* the "hover" class added and removed from it accordingly.
*
* Note that currently it is not possible to correctly track the hover
* state when another actor has a pointer grab. You can use
* st_widget_sync_hover() to update the property manually in this
* case.
*/
void
st_widget_set_track_hover (StWidget *widget,
gboolean track_hover)
{
StWidgetPrivate *priv;
g_return_if_fail (ST_IS_WIDGET (widget));
priv = widget->priv;
if (priv->track_hover != track_hover)
{
priv->track_hover = track_hover;
g_object_notify (G_OBJECT (widget), "track-hover");
if (priv->track_hover)
st_widget_sync_hover (widget);
else
st_widget_set_hover (widget, FALSE);
}
}
/**
* st_widget_get_track_hover:
* @widget: A #StWidget
*
* Returns the current value of the track-hover property. See
* st_widget_set_track_hover() for more information.
*
* Returns: current value of track-hover on @widget
*/
gboolean
st_widget_get_track_hover (StWidget *widget)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), FALSE);
return widget->priv->track_hover;
}
/**
* st_widget_set_hover:
* @widget: A #StWidget
* @hover: whether the pointer is hovering over the widget
*
* Sets @widget's hover property and adds or removes "hover" from its
* pseudo class accordingly.
*
* If you have set #StWidget:track-hover, you should not need to call
* this directly. You can call st_widget_sync_hover() if the hover
* state might be out of sync due to another actor's pointer grab.
*/
void
st_widget_set_hover (StWidget *widget,
gboolean hover)
{
StWidgetPrivate *priv;
g_return_if_fail (ST_IS_WIDGET (widget));
priv = widget->priv;
if (priv->hover != hover)
{
priv->hover = hover;
if (priv->hover)
st_widget_add_style_pseudo_class (widget, "hover");
else
st_widget_remove_style_pseudo_class (widget, "hover");
g_object_notify (G_OBJECT (widget), "hover");
}
}
/**
* st_widget_sync_hover:
* @widget: A #StWidget
*
* Sets @widget's hover state according to the current pointer
* position. This can be used to ensure that it is correct after
* (or during) a pointer grab.
*/
void
st_widget_sync_hover (StWidget *widget)
{
ClutterDeviceManager *device_manager;
ClutterInputDevice *pointer;
ClutterActor *pointer_actor;
device_manager = clutter_device_manager_get_default ();
pointer = clutter_device_manager_get_core_device (device_manager,
CLUTTER_POINTER_DEVICE);
pointer_actor = clutter_input_device_get_pointer_actor (pointer);
if (pointer_actor)
st_widget_set_hover (widget, clutter_actor_contains (CLUTTER_ACTOR (widget), pointer_actor));
else
st_widget_set_hover (widget, FALSE);
}
/**
* st_widget_get_hover:
* @widget: A #StWidget
*
* If #StWidget:track-hover is set, this returns whether the pointer
* is currently over the widget.
*
* Returns: current value of hover on @widget
*/
gboolean
st_widget_get_hover (StWidget *widget)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), FALSE);
return widget->priv->hover;
}
/**
* st_widget_set_can_focus:
* @widget: A #StWidget
* @can_focus: %TRUE if the widget can receive keyboard focus
* via keyboard navigation
*
* Marks @widget as being able to receive keyboard focus via
* keyboard navigation.
*/
void
st_widget_set_can_focus (StWidget *widget,
gboolean can_focus)
{
StWidgetPrivate *priv;
g_return_if_fail (ST_IS_WIDGET (widget));
priv = widget->priv;
if (priv->can_focus != can_focus)
{
priv->can_focus = can_focus;
g_object_notify (G_OBJECT (widget), "can-focus");
}
}
/**
* st_widget_get_can_focus:
* @widget: A #StWidget
*
* Returns the current value of the can-focus property. See
* st_widget_set_can_focus() for more information.
*
* Returns: current value of can-focus on @widget
*/
gboolean
st_widget_get_can_focus (StWidget *widget)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), FALSE);
return widget->priv->can_focus;
}
/**
* st_widget_popup_menu:
* @self: A #StWidget
*
* Asks the widget to pop-up a context menu.
*/
void
st_widget_popup_menu (StWidget *self)
{
g_signal_emit (self, signals[POPUP_MENU], 0);
}
/* filter @children to contain only only actors that overlap @rbox
* when moving in @direction. (Assuming no transformations.)
*/
static GList *
filter_by_position (GList *children,
ClutterActorBox *rbox,
GtkDirectionType direction)
{
ClutterActorBox cbox;
ClutterVertex abs_vertices[4];
GList *l, *ret;
ClutterActor *child;
for (l = children, ret = NULL; l; l = l->next)
{
child = l->data;
clutter_actor_get_abs_allocation_vertices (child, abs_vertices);
clutter_actor_box_from_vertices (&cbox, abs_vertices);
/* Filter out children if they are in the wrong direction from
* @rbox, or if they don't overlap it. To account for floating-
* point imprecision, an actor is "down" (etc.) from an another
* actor even if it overlaps it by up to 0.1 pixels.
*/
switch (direction)
{
case GTK_DIR_UP:
if (cbox.y2 > rbox->y1 + 0.1)
continue;
break;
case GTK_DIR_DOWN:
if (cbox.y1 < rbox->y2 - 0.1)
continue;
break;
case GTK_DIR_LEFT:
if (cbox.x2 > rbox->x1 + 0.1)
continue;
break;
case GTK_DIR_RIGHT:
if (cbox.x1 < rbox->x2 - 0.1)
continue;
break;
default:
g_return_val_if_reached (NULL);
}
ret = g_list_prepend (ret, child);
}
g_list_free (children);
return ret;
}
typedef struct {
GtkDirectionType direction;
ClutterActorBox box;
} StWidgetChildSortData;
static int
sort_by_position (gconstpointer a,
gconstpointer b,
gpointer user_data)
{
ClutterActor *actor_a = (ClutterActor *)a;
ClutterActor *actor_b = (ClutterActor *)b;
StWidgetChildSortData *sort_data = user_data;
GtkDirectionType direction = sort_data->direction;
ClutterActorBox abox, bbox;
ClutterVertex abs_vertices[4];
int ax, ay, bx, by;
int cmp, fmid;
/* Determine the relationship, relative to motion in @direction, of
* the center points of the two actors. Eg, for %GTK_DIR_UP, we
* return a negative number if @actor_a's center is below @actor_b's
* center, and postive if vice versa, which will result in an
* overall list sorted bottom-to-top.
*/
clutter_actor_get_abs_allocation_vertices (actor_a, abs_vertices);
clutter_actor_box_from_vertices (&abox, abs_vertices);
ax = (int)(abox.x1 + abox.x2) / 2;
ay = (int)(abox.y1 + abox.y2) / 2;
clutter_actor_get_abs_allocation_vertices (actor_b, abs_vertices);
clutter_actor_box_from_vertices (&bbox, abs_vertices);
bx = (int)(bbox.x1 + bbox.x2) / 2;
by = (int)(bbox.y1 + bbox.y2) / 2;
switch (direction)
{
case GTK_DIR_UP:
cmp = by - ay;
break;
case GTK_DIR_DOWN:
cmp = ay - by;
break;
case GTK_DIR_LEFT:
cmp = bx - ax;
break;
case GTK_DIR_RIGHT:
cmp = ax - bx;
break;
default:
g_return_val_if_reached (0);
}
if (cmp)
return cmp;
/* If two actors have the same center on the axis being sorted,
* prefer the one that is closer to the center of the current focus
* actor on the other axis. Eg, for %GTK_DIR_UP, prefer whichever
* of @actor_a and @actor_b has a horizontal center closest to the
* current focus actor's horizontal center.
*
* (This matches GTK's behavior.)
*/
switch (direction)
{
case GTK_DIR_UP:
case GTK_DIR_DOWN:
fmid = (int)(sort_data->box.x1 + sort_data->box.x2) / 2;
return abs (ax - fmid) - abs (bx - fmid);
case GTK_DIR_LEFT:
case GTK_DIR_RIGHT:
fmid = (int)(sort_data->box.y1 + sort_data->box.y2) / 2;
return abs (ay - fmid) - abs (by - fmid);
default:
g_return_val_if_reached (0);
}
}
static gboolean
st_widget_real_navigate_focus (StWidget *widget,
ClutterActor *from,
GtkDirectionType direction)
{
ClutterActor *widget_actor, *focus_child;
GList *children, *l;
widget_actor = CLUTTER_ACTOR (widget);
if (from == widget_actor)
return FALSE;
/* Figure out if @from is a descendant of @widget, and if so,
* set @focus_child to the immediate child of @widget that
* contains (or *is*) @from.
*/
focus_child = from;
while (focus_child && clutter_actor_get_parent (focus_child) != widget_actor)
focus_child = clutter_actor_get_parent (focus_child);
if (widget->priv->can_focus)
{
if (!focus_child)
{
if (CLUTTER_ACTOR_IS_MAPPED (widget_actor))
{
/* Accept focus from outside */
clutter_actor_grab_key_focus (widget_actor);
return TRUE;
}
else
{
/* Refuse to set focus on hidden actors */
return FALSE;
}
}
else
{
/* Yield focus from within: since @widget itself is
* focusable we don't allow the focus to be navigated
* within @widget.
*/
return FALSE;
}
}
/* See if we can navigate within @focus_child */
if (focus_child && ST_IS_WIDGET (focus_child))
{
if (st_widget_navigate_focus (ST_WIDGET (focus_child), from, direction, FALSE))
return TRUE;
}
children = st_widget_get_focus_chain (widget);
if (direction == GTK_DIR_TAB_FORWARD ||
direction == GTK_DIR_TAB_BACKWARD)
{
/* At this point we know that we want to navigate focus to one of
* @widget's immediate children; the next one after @focus_child, or the
* first one if @focus_child is %NULL. (With "next" and "first" being
* determined by @direction.)
*/
if (direction == GTK_DIR_TAB_BACKWARD)
children = g_list_reverse (children);
if (focus_child)
{
/* Remove focus_child and any earlier children */
while (children && children->data != focus_child)
children = g_list_delete_link (children, children);
if (children)
children = g_list_delete_link (children, children);
}
}
else /* direction is an arrow key, not tab */
{
StWidgetChildSortData sort_data;
ClutterVertex abs_vertices[4];
/* Compute the allocation box of the previous focused actor. If there
* was no previous focus, use the coordinates of the appropriate edge of
* @widget.
*
* Note that all of this code assumes the actors are not
* transformed (or at most, they are all scaled by the same
* amount). If @widget or any of its children is rotated, or
* any child is inconsistently scaled, then the focus chain will
* probably be unpredictable.
*/
if (from)
{
clutter_actor_get_abs_allocation_vertices (from, abs_vertices);
clutter_actor_box_from_vertices (&sort_data.box, abs_vertices);
}
else
{
clutter_actor_get_abs_allocation_vertices (widget_actor, abs_vertices);
clutter_actor_box_from_vertices (&sort_data.box, abs_vertices);
switch (direction)
{
case GTK_DIR_UP:
sort_data.box.y1 = sort_data.box.y2;
break;
case GTK_DIR_DOWN:
sort_data.box.y2 = sort_data.box.y1;
break;
case GTK_DIR_LEFT:
sort_data.box.x1 = sort_data.box.x2;
break;
case GTK_DIR_RIGHT:
sort_data.box.x2 = sort_data.box.x1;
break;
default:
g_warn_if_reached ();
}
}
sort_data.direction = direction;
if (from)
children = filter_by_position (children, &sort_data.box, direction);
if (children)
children = g_list_sort_with_data (children, sort_by_position, &sort_data);
}
/* Now try each child in turn */
for (l = children; l; l = l->next)
{
if (ST_IS_WIDGET (l->data))
{
if (st_widget_navigate_focus (l->data, from, direction, FALSE))
{
g_list_free (children);
return TRUE;
}
}
}
g_list_free (children);
return FALSE;
}
/**
* st_widget_navigate_focus:
* @widget: the "top level" container
* @from: (allow-none): the actor that the focus is coming from
* @direction: the direction focus is moving in
* @wrap_around: whether focus should wrap around
*
* Tries to update the keyboard focus within @widget in response to a
* keyboard event.
*
* If @from is a descendant of @widget, this attempts to move the
* keyboard focus to the next descendant of @widget (in the order
* implied by @direction) that has the #StWidget:can-focus property
* set. If @from is %NULL, this attempts to focus either @widget
* itself, or its first descendant in the order implied by
* @direction. If @from is outside of @widget, it behaves as if it was
* a descendant if @direction is one of the directional arrows and as
* if it was %NULL otherwise.
*
* If a container type is marked #StWidget:can-focus, the expected
* behavior is that it will only take up a single slot on the focus
* chain as a whole, rather than allowing navigation between its child
* actors (or having a distinction between itself being focused and
* one of its children being focused).
*
* Some widget classes might have slightly different behavior from the
* above, where that would make more sense.
*
* If @wrap_around is %TRUE and @from is a child of @widget, but the
* widget has no further children that can accept the focus in the
* given direction, then st_widget_navigate_focus() will try a second
* time, using a %NULL @from, which should cause it to reset the focus
* to the first available widget in the given direction.
*
* Return value: %TRUE if clutter_actor_grab_key_focus() has been
* called on an actor. %FALSE if not.
*/
gboolean
st_widget_navigate_focus (StWidget *widget,
ClutterActor *from,
GtkDirectionType direction,
gboolean wrap_around)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), FALSE);
if (ST_WIDGET_GET_CLASS (widget)->navigate_focus (widget, from, direction))
return TRUE;
if (wrap_around && from && clutter_actor_contains (CLUTTER_ACTOR (widget), from))
return ST_WIDGET_GET_CLASS (widget)->navigate_focus (widget, NULL, direction);
return FALSE;
}
static gboolean
append_actor_text (GString *desc,
ClutterActor *actor)
{
if (CLUTTER_IS_TEXT (actor))
{
g_string_append_printf (desc, " (\"%s\")",
clutter_text_get_text (CLUTTER_TEXT (actor)));
return TRUE;
}
else if (ST_IS_LABEL (actor))
{
g_string_append_printf (desc, " (\"%s\")",
st_label_get_text (ST_LABEL (actor)));
return TRUE;
}
else
return FALSE;
}
/**
* st_describe_actor:
* @actor: a #ClutterActor
*
* Creates a string describing @actor, for use in debugging. This
* includes the class name and actor name (if any), plus if @actor
* is an #StWidget, its style class and pseudo class names.
*
* Return value: the debug name.
*/
char *
st_describe_actor (ClutterActor *actor)
{
GString *desc;
const char *name;
int i;
if (!actor)
return g_strdup ("[null]");
desc = g_string_new (NULL);
g_string_append_printf (desc, "[%p %s", actor,
G_OBJECT_TYPE_NAME (actor));
if (ST_IS_WIDGET (actor))
{
const char *style_class = st_widget_get_style_class_name (ST_WIDGET (actor));
const char *pseudo_class = st_widget_get_style_pseudo_class (ST_WIDGET (actor));
char **classes;
if (style_class)
{
classes = g_strsplit (style_class, ",", -1);
for (i = 0; classes[i]; i++)
{
g_strchug (classes[i]);
g_string_append_printf (desc, ".%s", classes[i]);
}
g_strfreev (classes);
}
if (pseudo_class)
{
classes = g_strsplit (pseudo_class, ",", -1);
for (i = 0; classes[i]; i++)
{
g_strchug (classes[i]);
g_string_append_printf (desc, ":%s", classes[i]);
}
g_strfreev (classes);
}
}
name = clutter_actor_get_name (actor);
if (name)
g_string_append_printf (desc, " \"%s\"", name);
if (!append_actor_text (desc, actor))
{
GList *children, *l;
/* Do a limited search of @actor's children looking for a label */
children = clutter_actor_get_children (actor);
for (l = children, i = 0; l && i < 20; l = l->next, i++)
{
if (append_actor_text (desc, l->data))
break;
children = g_list_concat (children, clutter_actor_get_children (l->data));
}
g_list_free (children);
}
g_string_append_c (desc, ']');
return g_string_free (desc, FALSE);
}
/**
* st_set_slow_down_factor:
* @factor: new slow-down factor
*
* Set a global factor applied to all animation durations
*/
void
st_set_slow_down_factor (gfloat factor)
{
st_slow_down_factor = factor;
}
/**
* st_get_slow_down_factor:
*
* Returns: the global factor applied to all animation durations
*/
gfloat
st_get_slow_down_factor ()
{
return st_slow_down_factor;
}
/**
* st_widget_get_label_actor:
* @widget: a #StWidget
*
* Gets the label that identifies @widget if it is defined
*
* Return value: (transfer none): the label that identifies the widget
*/
ClutterActor *
st_widget_get_label_actor (StWidget *widget)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), NULL);
return widget->priv->label_actor;
}
/**
* st_widget_set_label_actor:
* @widget: a #StWidget
* @label: a #ClutterActor
*
* Sets @label as the #ClutterActor that identifies (labels)
* @widget. @label can be %NULL to indicate that @widget is not
* labelled any more
*/
void
st_widget_set_label_actor (StWidget *widget,
ClutterActor *label)
{
g_return_if_fail (ST_IS_WIDGET (widget));
if (widget->priv->label_actor != label)
{
if (widget->priv->label_actor)
g_object_unref (widget->priv->label_actor);
if (label != NULL)
widget->priv->label_actor = g_object_ref (label);
else
widget->priv->label_actor = NULL;
g_object_notify (G_OBJECT (widget), "label-actor");
}
}
/**
* st_widget_set_accessible_name:
* @widget: widget to set the accessible name for
* @name: (allow-none): a character string to be set as the accessible name
*
* This method sets @name as the accessible name for @widget.
*
* Usually you will have no need to set the accessible name for an
* object, as usually there is a label for most of the interface
* elements. So in general it is better to just use
* @st_widget_set_label_actor. This method is only required when you
* need to set an accessible name and there is no available label
* object.
*
*/
void
st_widget_set_accessible_name (StWidget *widget,
const gchar *name)
{
g_return_if_fail (ST_IS_WIDGET (widget));
if (widget->priv->accessible_name != NULL)
g_free (widget->priv->accessible_name);
widget->priv->accessible_name = g_strdup (name);
g_object_notify (G_OBJECT (widget), "accessible-name");
}
/**
* st_widget_get_accessible_name:
* @widget: widget to get the accessible name for
*
* Gets the accessible name for this widget. See
* st_widget_set_accessible_name() for more information.
*
* Return value: a character string representing the accessible name
* of the widget.
*/
const gchar *
st_widget_get_accessible_name (StWidget *widget)
{
g_return_val_if_fail (ST_IS_WIDGET (widget), NULL);
return widget->priv->accessible_name;
}
/**
* st_widget_set_accessible_role:
* @widget: widget to set the accessible role for
* @role: The role to use
*
* This method sets @role as the accessible role for @widget. This
* role describes what kind of user interface element @widget is and
* is provided so that assistive technologies know how to present
* @widget to the user.
*
* Usually you will have no need to set the accessible role for an
* object, as this information is extracted from the context of the
* object (ie: a #StButton has by default a push button role). This
* method is only required when you need to redefine the role
* currently associated with the widget, for instance if it is being
* used in an unusual way (ie: a #StButton used as a togglebutton), or
* if a generic object is used directly (ie: a container as a menu
* item).
*
* If @role is #ATK_ROLE_INVALID, the role will not be changed
* and the accessible's default role will be used instead.
*/
void
st_widget_set_accessible_role (StWidget *widget,
AtkRole role)
{
g_return_if_fail (ST_IS_WIDGET (widget));
widget->priv->accessible_role = role;
g_object_notify (G_OBJECT (widget), "accessible-role");
}
/**
* st_widget_get_accessible_role:
* @widget: widget to get the accessible role for
*
* Gets the #AtkRole for this widget. See
* st_widget_set_accessible_role() for more information.
*
* Return value: accessible #AtkRole for this widget
*/
AtkRole
st_widget_get_accessible_role (StWidget *widget)
{
AtkObject *accessible = NULL;
AtkRole role = ATK_ROLE_INVALID;
g_return_val_if_fail (ST_IS_WIDGET (widget), ATK_ROLE_INVALID);
if (widget->priv->accessible_role != ATK_ROLE_INVALID)
role = widget->priv->accessible_role;
else if (widget->priv->accessible != NULL)
role = atk_object_get_role (accessible);
return role;
}
static void
notify_accessible_state_change (StWidget *widget,
AtkStateType state,
gboolean value)
{
if (widget->priv->accessible != NULL)
atk_object_notify_state_change (widget->priv->accessible, state, value);
}
/**
* st_widget_add_accessible_state:
* @widget: A #StWidget
* @state: #AtkStateType state to add
*
* This method adds @state as one of the accessible states for
* @widget. The list of states of a widget describes the current state
* of user interface element @widget and is provided so that assistive
* technologies know how to present @widget to the user.
*
* Usually you will have no need to add accessible states for an
* object, as the accessible object can extract most of the states
* from the object itself (ie: a #StButton knows when it is pressed).
* This method is only required when one cannot extract the
* information automatically from the object itself (i.e.: a generic
* container used as a toggle menu item will not automatically include
* the toggled state).
*
*/
void
st_widget_add_accessible_state (StWidget *widget,
AtkStateType state)
{
g_return_if_fail (ST_IS_WIDGET (widget));
if (atk_state_set_add_state (widget->priv->local_state_set, state))
notify_accessible_state_change (widget, state, TRUE);
}
/**
* st_widget_remove_accessible_state:
* @widget: A #StWidget
* @state: #AtkState state to remove
*
* This method removes @state as on of the accessible states for
* @widget. See st_widget_add_accessible_state() for more information.
*
*/
void
st_widget_remove_accessible_state (StWidget *widget,
AtkStateType state)
{
g_return_if_fail (ST_IS_WIDGET (widget));
if (atk_state_set_remove_state (widget->priv->local_state_set, state))
notify_accessible_state_change (widget, state, FALSE);
}
/******************************************************************************/
/*************************** ACCESSIBILITY SUPPORT ****************************/
/******************************************************************************/
/* GObject */
static void st_widget_accessible_class_init (StWidgetAccessibleClass *klass);
static void st_widget_accessible_init (StWidgetAccessible *widget);
static void st_widget_accessible_dispose (GObject *gobject);
/* AtkObject */
static AtkStateSet *st_widget_accessible_ref_state_set (AtkObject *obj);
static void st_widget_accessible_initialize (AtkObject *obj,
gpointer data);
static AtkRole st_widget_accessible_get_role (AtkObject *obj);
/* Private methods */
static void on_pseudo_class_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data);
static void on_can_focus_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data);
static void on_label_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data);
static void check_pseudo_class (StWidgetAccessible *self,
StWidget *widget);
static void check_labels (StWidgetAccessible *self,
StWidget *widget);
G_DEFINE_TYPE (StWidgetAccessible, st_widget_accessible, CALLY_TYPE_ACTOR)
#define ST_WIDGET_ACCESSIBLE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), ST_TYPE_WIDGET_ACCESSIBLE, \
StWidgetAccessiblePrivate))
struct _StWidgetAccessiblePrivate
{
/* Cached values (used to avoid extra notifications) */
gboolean selected;
gboolean checked;
/* The current_label. Right now there are the proper atk
* relationships between this object and the label
*/
AtkObject *current_label;
};
static AtkObject *
st_widget_get_accessible (ClutterActor *actor)
{
StWidget *widget = NULL;
g_return_val_if_fail (ST_IS_WIDGET (actor), NULL);
widget = ST_WIDGET (actor);
if (widget->priv->accessible == NULL)
{
widget->priv->accessible =
g_object_new (ST_WIDGET_GET_CLASS (widget)->get_accessible_type (),
NULL);
atk_object_initialize (widget->priv->accessible, actor);
}
return widget->priv->accessible;
}
static const gchar *
st_widget_accessible_get_name (AtkObject *obj)
{
const gchar* name = NULL;
g_return_val_if_fail (ST_IS_WIDGET_ACCESSIBLE (obj), NULL);
name = ATK_OBJECT_CLASS (st_widget_accessible_parent_class)->get_name (obj);
if (name == NULL)
{
StWidget *widget = NULL;
widget = ST_WIDGET (atk_gobject_accessible_get_object (ATK_GOBJECT_ACCESSIBLE (obj)));
if (widget == NULL)
name = NULL;
else
name = widget->priv->accessible_name;
}
return name;
}
static void
st_widget_accessible_class_init (StWidgetAccessibleClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
AtkObjectClass *atk_class = ATK_OBJECT_CLASS (klass);
gobject_class->dispose = st_widget_accessible_dispose;
atk_class->ref_state_set = st_widget_accessible_ref_state_set;
atk_class->initialize = st_widget_accessible_initialize;
atk_class->get_role = st_widget_accessible_get_role;
atk_class->get_name = st_widget_accessible_get_name;
g_type_class_add_private (gobject_class, sizeof (StWidgetAccessiblePrivate));
}
static void
st_widget_accessible_init (StWidgetAccessible *self)
{
StWidgetAccessiblePrivate *priv = ST_WIDGET_ACCESSIBLE_GET_PRIVATE (self);
self->priv = priv;
}
static void
st_widget_accessible_dispose (GObject *gobject)
{
StWidgetAccessible *self = ST_WIDGET_ACCESSIBLE (gobject);
if (self->priv->current_label)
{
g_object_unref (self->priv->current_label);
self->priv->current_label = NULL;
}
G_OBJECT_CLASS (st_widget_accessible_parent_class)->dispose (gobject);
}
static void
on_accessible_name_notify (GObject *gobject,
GParamSpec *pspec,
AtkObject *accessible)
{
g_object_notify (G_OBJECT (accessible), "accessible-name");
}
static void
st_widget_accessible_initialize (AtkObject *obj,
gpointer data)
{
ATK_OBJECT_CLASS (st_widget_accessible_parent_class)->initialize (obj, data);
g_signal_connect (data, "notify::pseudo-class",
G_CALLBACK (on_pseudo_class_notify),
obj);
g_signal_connect (data, "notify::can-focus",
G_CALLBACK (on_can_focus_notify),
obj);
g_signal_connect (data, "notify::label-actor",
G_CALLBACK (on_label_notify),
obj);
g_signal_connect (data, "notify::accessible-name",
G_CALLBACK (on_accessible_name_notify),
obj);
/* Check the cached selected state and notify the first selection.
* Ie: it is required to ensure a first notification when Alt+Tab
* popup appears
*/
check_pseudo_class (ST_WIDGET_ACCESSIBLE (obj), ST_WIDGET (data));
check_labels (ST_WIDGET_ACCESSIBLE (obj), ST_WIDGET (data));
}
static AtkStateSet *
st_widget_accessible_ref_state_set (AtkObject *obj)
{
AtkStateSet *result = NULL;
AtkStateSet *aux_set = NULL;
ClutterActor *actor = NULL;
StWidget *widget = NULL;
StWidgetAccessible *self = NULL;
result = ATK_OBJECT_CLASS (st_widget_accessible_parent_class)->ref_state_set (obj);
actor = CLUTTER_ACTOR (atk_gobject_accessible_get_object (ATK_GOBJECT_ACCESSIBLE (obj)));
if (actor == NULL) /* State is defunct */
return result;
widget = ST_WIDGET (actor);
self = ST_WIDGET_ACCESSIBLE (obj);
/* priv->selected should be properly updated on the
* ATK_STATE_SELECTED notification callbacks
*/
if (self->priv->selected)
atk_state_set_add_state (result, ATK_STATE_SELECTED);
if (self->priv->checked)
atk_state_set_add_state (result, ATK_STATE_CHECKED);
/* On clutter there isn't any tip to know if a actor is focusable or
* not, anyone can receive the key_focus. For this reason
* cally_actor sets any actor as FOCUSABLE. This is not the case on
* St, where we have can_focus. But this means that we need to
* remove the state FOCUSABLE if it is not focusable
*/
if (st_widget_get_can_focus (widget))
atk_state_set_add_state (result, ATK_STATE_FOCUSABLE);
else
atk_state_set_remove_state (result, ATK_STATE_FOCUSABLE);
/* We add the states added externally if required */
if (!atk_state_set_is_empty (widget->priv->local_state_set))
{
aux_set = atk_state_set_or_sets (result, widget->priv->local_state_set);
g_object_unref (result); /* previous result will not be used */
result = aux_set;
}
return result;
}
static AtkRole
st_widget_accessible_get_role (AtkObject *obj)
{
StWidget *widget = NULL;
g_return_val_if_fail (ST_IS_WIDGET_ACCESSIBLE (obj), ATK_ROLE_INVALID);
widget = ST_WIDGET (atk_gobject_accessible_get_object (ATK_GOBJECT_ACCESSIBLE (obj)));
if (widget == NULL)
return ATK_ROLE_INVALID;
if (widget->priv->accessible_role != ATK_ROLE_INVALID)
return widget->priv->accessible_role;
return ATK_OBJECT_CLASS (st_widget_accessible_parent_class)->get_role (obj);
}
static void
on_pseudo_class_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data)
{
check_pseudo_class (ST_WIDGET_ACCESSIBLE (data),
ST_WIDGET (gobject));
}
/*
* In some cases the only way to check some states are checking the
* pseudo-class. Like if the object is selected (see bug 637830) or if
* the object is toggled. This method also notifies a state change if
* the value is different to the one cached.
*
* We also assume that if the object uses that pseudo-class, it makes
* sense to notify that state change. It would be possible to refine
* that behaviour checking the role (ie: notify CHECKED changes only
* for CHECK_BUTTON roles).
*
* In a ideal world we would have a more standard way to get the
* state, like the widget-context (as in the case of
* gtktreeview-cells), or something like the property "can-focus". But
* for the moment this is enough, and we can update that in the future
* if required.
*/
static void
check_pseudo_class (StWidgetAccessible *self,
StWidget *widget)
{
gboolean found = FALSE;
found = st_widget_has_style_pseudo_class (widget,
"selected");
if (found != self->priv->selected)
{
self->priv->selected = found;
atk_object_notify_state_change (ATK_OBJECT (self),
ATK_STATE_SELECTED,
found);
}
found = st_widget_has_style_pseudo_class (widget,
"checked");
if (found != self->priv->checked)
{
self->priv->checked = found;
atk_object_notify_state_change (ATK_OBJECT (self),
ATK_STATE_CHECKED,
found);
}
}
static void
on_can_focus_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data)
{
gboolean can_focus = st_widget_get_can_focus (ST_WIDGET (gobject));
atk_object_notify_state_change (ATK_OBJECT (data),
ATK_STATE_FOCUSABLE, can_focus);
}
static void
on_label_notify (GObject *gobject,
GParamSpec *pspec,
gpointer data)
{
check_labels (ST_WIDGET_ACCESSIBLE (data), ST_WIDGET (gobject));
}
static void
check_labels (StWidgetAccessible *widget_accessible,
StWidget *widget)
{
ClutterActor *label = NULL;
AtkObject *label_accessible = NULL;
/* We only call this method at startup, and when the label changes,
* so it is fine to remove the previous relationships if we have the
* current_label by default
*/
if (widget_accessible->priv->current_label != NULL)
{
AtkObject *previous_label = widget_accessible->priv->current_label;
atk_object_remove_relationship (ATK_OBJECT (widget_accessible),
ATK_RELATION_LABELLED_BY,
previous_label);
atk_object_remove_relationship (previous_label,
ATK_RELATION_LABEL_FOR,
ATK_OBJECT (widget_accessible));
g_object_unref (previous_label);
}
label = st_widget_get_label_actor (widget);
if (label == NULL)
{
widget_accessible->priv->current_label = NULL;
}
else
{
label_accessible = clutter_actor_get_accessible (label);
widget_accessible->priv->current_label = g_object_ref (label_accessible);
atk_object_add_relationship (ATK_OBJECT (widget_accessible),
ATK_RELATION_LABELLED_BY,
label_accessible);
atk_object_add_relationship (label_accessible,
ATK_RELATION_LABEL_FOR,
ATK_OBJECT (widget_accessible));
}
}
/**
* st_widget_get_focus_chain:
* @widget: An #StWidget
*
* Gets a list of the focusable children of @widget, in "Tab"
* order. By default, this returns all visible
* (as in CLUTTER_ACTOR_IS_VISIBLE()) children of @widget.
*
* Returns: (element-type Clutter.Actor) (transfer container):
* @widget's focusable children
*/
GList *
st_widget_get_focus_chain (StWidget *widget)
{
return ST_WIDGET_GET_CLASS (widget)->get_focus_chain (widget);
}