c0d0c792e1
When we compare the boxes for two actors, they may appear to overlap by a small amount because of floating-point imprecision. Allow for up to 0.1 pixel overlap when determining what children are in the focus direction from the currently focused actor. https://bugzilla.gnome.org/show_bug.cgi?id=644134
733 lines
21 KiB
C
733 lines
21 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* st-container.c: Base class for St container actors
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*
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* Copyright 2007 OpenedHand
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* Copyright 2008, 2009 Intel Corporation.
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* Copyright 2010 Florian Müllner
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* Copyright 2010 Red Hat, Inc.
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU Lesser General Public License,
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* version 2.1, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
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* more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <stdlib.h>
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#include "st-container.h"
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#define ST_CONTAINER_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj),ST_TYPE_CONTAINER, StContainerPrivate))
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struct _StContainerPrivate
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{
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GList *children;
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ClutterActor *first_child;
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ClutterActor *last_child;
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gboolean block_update_pseude_classes;
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_ABSTRACT_TYPE_WITH_CODE (StContainer, st_container, ST_TYPE_WIDGET,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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static void
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st_container_update_pseudo_classes (StContainer *container)
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{
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GList *first_item, *last_item;
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ClutterActor *first_child, *last_child;
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StContainerPrivate *priv = container->priv;
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if (priv->block_update_pseude_classes)
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return;
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first_item = priv->children;
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first_child = first_item ? first_item->data : NULL;
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if (first_child != priv->first_child)
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{
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if (priv->first_child && ST_IS_WIDGET (priv->first_child))
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st_widget_remove_style_pseudo_class (ST_WIDGET (priv->first_child),
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"first-child");
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if (priv->first_child)
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{
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g_object_unref (priv->first_child);
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priv->first_child = NULL;
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}
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if (first_child && ST_IS_WIDGET (first_child))
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st_widget_add_style_pseudo_class (ST_WIDGET (first_child),
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"first-child");
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if (first_child)
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priv->first_child = g_object_ref (first_child);
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}
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last_item = g_list_last (priv->children);
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last_child = last_item ? last_item->data : NULL;
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if (last_child != priv->last_child)
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{
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if (priv->last_child && ST_IS_WIDGET (priv->last_child))
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st_widget_remove_style_pseudo_class (ST_WIDGET (priv->last_child),
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"last-child");
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if (priv->last_child)
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{
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g_object_unref (priv->last_child);
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priv->last_child = NULL;
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}
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if (last_child && ST_IS_WIDGET (last_child))
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st_widget_add_style_pseudo_class (ST_WIDGET (last_child),
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"last-child");
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if (last_child)
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priv->last_child = g_object_ref (last_child);
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}
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}
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/**
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* st_container_destroy_children:
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* @container: An #StContainer
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*
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* Destroys all child actors from @container.
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*/
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void
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st_container_destroy_children (StContainer *container)
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{
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StContainerPrivate *priv = container->priv;
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priv->block_update_pseude_classes = TRUE;
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while (priv->children)
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clutter_actor_destroy (priv->children->data);
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priv->block_update_pseude_classes = FALSE;
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st_container_update_pseudo_classes (container);
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}
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void
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st_container_move_child (StContainer *container,
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ClutterActor *actor,
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int pos)
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{
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StContainerPrivate *priv = container->priv;
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GList *item = NULL;
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item = g_list_find (priv->children, actor);
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if (item == NULL)
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{
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g_warning ("Actor of type '%s' is not a child of the %s container",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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priv->children = g_list_delete_link (priv->children, item);
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priv->children = g_list_insert (priv->children, actor, pos);
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st_container_update_pseudo_classes (container);
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clutter_actor_queue_relayout ((ClutterActor*) container);
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}
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void
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st_container_move_before (StContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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StContainerPrivate *priv = container->priv;
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GList *actor_item = NULL;
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GList *sibling_item = NULL;
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actor_item = g_list_find (priv->children, actor);
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sibling_item = g_list_find (priv->children, sibling);
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g_return_if_fail (actor_item != NULL);
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g_return_if_fail (sibling_item != NULL);
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priv->children = g_list_delete_link (priv->children, actor_item);
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priv->children = g_list_insert_before (priv->children, sibling_item, actor);
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st_container_update_pseudo_classes (container);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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}
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/**
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* st_container_get_children_list:
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* @container: An #StContainer
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*
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* Get the internal list of @container's child actors. This function
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* should only be used by subclasses of StContainer
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*
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* Returns: (element-type Clutter.Actor) (transfer none): list of @container's child actors
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*/
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GList *
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st_container_get_children_list (StContainer *container)
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{
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g_return_val_if_fail (ST_IS_CONTAINER (container), NULL);
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return container->priv->children;
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}
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static GList *
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st_container_real_get_focus_chain (StContainer *container)
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{
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GList *chain, *children;
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chain = NULL;
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for (children = container->priv->children; children; children = children->next)
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{
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ClutterActor *child = children->data;
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if (CLUTTER_ACTOR_IS_VISIBLE (child))
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chain = g_list_prepend (chain, child);
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}
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return g_list_reverse (chain);
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}
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/**
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* st_container_get_focus_chain:
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* @container: An #StContainer
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*
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* Gets a list of the focusable children of @container, in "Tab"
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* order. By default, this returns all visible
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* (as in CLUTTER_ACTOR_IS_VISIBLE()) children of @container.
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*
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* Returns: (element-type Clutter.Actor) (transfer container):
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* @container's focusable children
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*/
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GList *
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st_container_get_focus_chain (StContainer *container)
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{
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return ST_CONTAINER_GET_CLASS (container)->get_focus_chain (container);
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}
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static gint
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sort_z_order (gconstpointer a,
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gconstpointer b)
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{
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float depth_a, depth_b;
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depth_a = clutter_actor_get_depth (CLUTTER_ACTOR (a));
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depth_b = clutter_actor_get_depth (CLUTTER_ACTOR (b));
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if (depth_a < depth_b)
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return -1;
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if (depth_a > depth_b)
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return 1;
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return 0;
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}
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static void
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st_container_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (container));
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-added signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_container_sort_depth_order (container);
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st_container_update_pseudo_classes (ST_CONTAINER (container));
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g_object_unref (actor);
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}
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static void
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st_container_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-removed signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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st_container_update_pseudo_classes (ST_CONTAINER (container));
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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g_object_unref (actor);
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}
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static void
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st_container_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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/* Using g_list_foreach instead of iterating the list manually
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* because it has better protection against the current node being
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* removed. This will happen for example if someone calls
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* clutter_container_foreach(container, clutter_actor_destroy)
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*/
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g_list_foreach (priv->children, (GFunc) callback, user_data);
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}
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static void
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st_container_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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st_container_update_pseudo_classes (ST_CONTAINER (container));
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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st_container_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* See comment in st_container_raise() for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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st_container_update_pseudo_classes (ST_CONTAINER (container));
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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st_container_sort_depth_order (ClutterContainer *container)
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{
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StContainerPrivate *priv = ST_CONTAINER (container)->priv;
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priv->children = g_list_sort (priv->children, sort_z_order);
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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st_container_dispose (GObject *object)
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{
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StContainerPrivate *priv = ST_CONTAINER (object)->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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g_list_free (priv->children);
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priv->children = NULL;
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}
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if (priv->first_child)
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g_object_unref (priv->first_child);
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priv->first_child = NULL;
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if (priv->last_child)
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g_object_unref (priv->last_child);
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priv->last_child = NULL;
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G_OBJECT_CLASS (st_container_parent_class)->dispose (object);
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}
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/* filter @children to contain only only actors that overlap @rbox
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* when moving in @direction. (Assuming no transformations.)
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*/
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static GList *
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filter_by_position (GList *children,
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ClutterActorBox *rbox,
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GtkDirectionType direction)
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{
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ClutterActorBox cbox;
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GList *l, *ret;
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ClutterActor *child;
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for (l = children, ret = NULL; l; l = l->next)
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{
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child = l->data;
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clutter_actor_get_allocation_box (child, &cbox);
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/* Filter out children if they are in the wrong direction from
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* @rbox, or if they don't overlap it. To account for floating-
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* point imprecision, an actor is "down" (etc.) from an another
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* actor even if it overlaps it by up to 0.1 pixels.
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*/
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switch (direction)
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{
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case GTK_DIR_UP:
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if (cbox.y2 > rbox->y1 + 0.1)
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continue;
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if (cbox.x1 >= rbox->x2 || cbox.x2 <= rbox->x1)
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continue;
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break;
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case GTK_DIR_DOWN:
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if (cbox.y1 < rbox->y2 - 0.1)
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continue;
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if (cbox.x1 >= rbox->x2 || cbox.x2 <= rbox->x1)
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continue;
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break;
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case GTK_DIR_LEFT:
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if (cbox.x2 > rbox->x1 + 0.1)
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continue;
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if (cbox.y1 >= rbox->y2 || cbox.y2 <= rbox->y1)
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continue;
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break;
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case GTK_DIR_RIGHT:
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if (cbox.x1 < rbox->x2 - 0.1)
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continue;
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if (cbox.y1 >= rbox->y2 || cbox.y2 <= rbox->y1)
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continue;
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break;
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default:
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g_return_val_if_reached (NULL);
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}
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ret = g_list_prepend (ret, child);
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}
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g_list_free (children);
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return ret;
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}
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typedef struct {
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GtkDirectionType direction;
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ClutterActorBox box;
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} StContainerChildSortData;
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static int
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sort_by_position (gconstpointer a,
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gconstpointer b,
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gpointer user_data)
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{
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ClutterActor *actor_a = (ClutterActor *)a;
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ClutterActor *actor_b = (ClutterActor *)b;
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StContainerChildSortData *sort_data = user_data;
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GtkDirectionType direction = sort_data->direction;
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ClutterActorBox abox, bbox;
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int ax, ay, bx, by;
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int cmp, fmid;
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/* Determine the relationship, relative to motion in @direction, of
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* the center points of the two actors. Eg, for %GTK_DIR_UP, we
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* return a negative number if @actor_a's center is below @actor_b's
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* center, and postive if vice versa, which will result in an
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* overall list sorted bottom-to-top.
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*/
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clutter_actor_get_allocation_box (actor_a, &abox);
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ax = (int)(abox.x1 + abox.x2) / 2;
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ay = (int)(abox.y1 + abox.y2) / 2;
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clutter_actor_get_allocation_box (actor_b, &bbox);
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bx = (int)(bbox.x1 + bbox.x2) / 2;
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by = (int)(bbox.y1 + bbox.y2) / 2;
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switch (direction)
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{
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case GTK_DIR_UP:
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cmp = by - ay;
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break;
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case GTK_DIR_DOWN:
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cmp = ay - by;
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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_container_navigate_focus (StWidget *widget,
|
|
ClutterActor *from,
|
|
GtkDirectionType direction)
|
|
{
|
|
StContainer *container = ST_CONTAINER (widget);
|
|
ClutterActor *container_actor, *focus_child;
|
|
GList *children, *l;
|
|
|
|
container_actor = CLUTTER_ACTOR (widget);
|
|
if (from == container_actor)
|
|
return FALSE;
|
|
|
|
/* Figure out if @from is a descendant of @container, and if so,
|
|
* set @focus_child to the immediate child of @container that
|
|
* contains (or *is*) @from.
|
|
*/
|
|
focus_child = from;
|
|
while (focus_child && clutter_actor_get_parent (focus_child) != container_actor)
|
|
focus_child = clutter_actor_get_parent (focus_child);
|
|
|
|
if (st_widget_get_can_focus (widget))
|
|
{
|
|
if (!focus_child)
|
|
{
|
|
/* Accept focus from outside */
|
|
clutter_actor_grab_key_focus (container_actor);
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
/* Yield focus from within: since @container itself is
|
|
* focusable we don't allow the focus to be navigated
|
|
* within @container.
|
|
*/
|
|
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;
|
|
}
|
|
|
|
/* At this point we know that we want to navigate focus to one of
|
|
* @container'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.)
|
|
*/
|
|
|
|
children = st_container_get_focus_chain (container);
|
|
if (direction == GTK_DIR_TAB_FORWARD ||
|
|
direction == GTK_DIR_TAB_BACKWARD)
|
|
{
|
|
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 */
|
|
{
|
|
StContainerChildSortData sort_data;
|
|
|
|
/* Compute the allocation box of the previous focused actor, in
|
|
* @container's coordinate space. If there was no previous focus,
|
|
* use the coordinates of the appropriate edge of @container.
|
|
*
|
|
* Note that all of this code assumes the actors are not
|
|
* transformed (or at most, they are all scaled by the same
|
|
* amount). If @container or any of its children is rotated, or
|
|
* any child is inconsistently scaled, then the focus chain will
|
|
* probably be unpredictable.
|
|
*/
|
|
if (focus_child)
|
|
{
|
|
clutter_actor_get_allocation_box (focus_child, &sort_data.box);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_get_allocation_box (CLUTTER_ACTOR (container), &sort_data.box);
|
|
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 (focus_child)
|
|
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;
|
|
}
|
|
|
|
static void
|
|
clutter_container_iface_init (ClutterContainerIface *iface)
|
|
{
|
|
iface->add = st_container_add;
|
|
iface->remove = st_container_remove;
|
|
iface->foreach = st_container_foreach;
|
|
iface->raise = st_container_raise;
|
|
iface->lower = st_container_lower;
|
|
iface->sort_depth_order = st_container_sort_depth_order;
|
|
}
|
|
|
|
static void
|
|
st_container_init (StContainer *container)
|
|
{
|
|
container->priv = ST_CONTAINER_GET_PRIVATE (container);
|
|
}
|
|
|
|
static void
|
|
st_container_class_init (StContainerClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
StWidgetClass *widget_class = ST_WIDGET_CLASS (klass);
|
|
StContainerClass *container_class = ST_CONTAINER_CLASS (klass);
|
|
|
|
g_type_class_add_private (klass, sizeof (StContainerPrivate));
|
|
|
|
object_class->dispose = st_container_dispose;
|
|
|
|
widget_class->navigate_focus = st_container_navigate_focus;
|
|
|
|
container_class->get_focus_chain = st_container_real_get_focus_chain;
|
|
}
|