mutter/clutter/clutter-drag-action.c

1340 lines
40 KiB
C
Raw Normal View History

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
2010-05-19 11:10:05 -04:00
* SECTION:clutter-drag-action
* @Title: ClutterDragAction
* @Short_Description: Action enabling dragging on actors
*
* #ClutterDragAction is a sub-class of #ClutterAction that implements
* all the necessary logic for dragging actors.
*
* The simplest usage of #ClutterDragAction consists in adding it to
* a #ClutterActor and setting it as reactive; for instance, the following
* code:
*
* |[
* clutter_actor_add_action (actor, clutter_drag_action_new ());
* clutter_actor_set_reactive (actor, TRUE);
* ]|
*
* will automatically result in the actor moving to follow the pointer
* whenever the pointer's button is pressed over the actor and moved
* across the stage.
*
* The #ClutterDragAction will signal the begin and the end of a dragging
* through the #ClutterDragAction::drag-begin and #ClutterDragAction::drag-end
* signals, respectively. Each pointer motion during a drag will also result
* in the #ClutterDragAction::drag-motion signal to be emitted.
*
* It is also possible to set another #ClutterActor as the dragged actor
* by calling clutter_drag_action_set_drag_handle() from within a handle
* of the #ClutterDragAction::drag-begin signal. The drag handle must be
* parented and exist between the emission of #ClutterDragAction::drag-begin
* and #ClutterDragAction::drag-end.
*
* <example id="drag-action-example">
* <title>A simple draggable actor</title>
* <programlisting>
* <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../examples/drag-action.c">
* <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
* </xi:include>
* </programlisting>
* <para>The example program above allows dragging the rectangle around
* the stage using a #ClutterDragAction. When pressing the
* <keycap>Shift</keycap> key the actor that is going to be dragged is a
* separate rectangle, and when the drag ends, the original rectangle will
* be animated to the final coordinates.</para>
* </example>
*
* #ClutterDragAction is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-drag-action.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-stage-private.h"
struct _ClutterDragActionPrivate
{
ClutterStage *stage;
gint x_drag_threshold;
gint y_drag_threshold;
ClutterActor *drag_handle;
ClutterDragAxis drag_axis;
ClutterRect drag_area;
ClutterInputDevice *device;
ClutterEventSequence *sequence;
gulong button_press_id;
gulong touch_begin_id;
gulong capture_id;
gfloat press_x;
gfloat press_y;
ClutterModifierType press_state;
gfloat last_motion_x;
gfloat last_motion_y;
ClutterModifierType last_motion_state;
ClutterInputDevice *last_motion_device;
gfloat transformed_press_x;
gfloat transformed_press_y;
guint emit_delayed_press : 1;
guint in_drag : 1;
guint motion_events_enabled : 1;
guint drag_area_set : 1;
};
enum
{
PROP_0,
PROP_X_DRAG_THRESHOLD,
PROP_Y_DRAG_THRESHOLD,
PROP_DRAG_HANDLE,
2010-06-21 05:20:32 -04:00
PROP_DRAG_AXIS,
PROP_DRAG_AREA,
PROP_DRAG_AREA_SET,
2010-06-21 05:20:32 -04:00
PROP_LAST
};
static GParamSpec *drag_props[PROP_LAST] = { NULL, };
2010-06-21 05:20:32 -04:00
enum
{
DRAG_BEGIN,
DRAG_PROGRESS,
DRAG_MOTION,
DRAG_END,
LAST_SIGNAL
};
static guint drag_signals[LAST_SIGNAL] = { 0, };
/* forward declaration */
static gboolean on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterDragAction *action);
G_DEFINE_TYPE (ClutterDragAction, clutter_drag_action, CLUTTER_TYPE_ACTION);
static void
get_drag_threshold (ClutterDragAction *action,
gint *x_threshold,
gint *y_threshold)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterSettings *settings = clutter_settings_get_default ();
gint x_res, y_res, default_threshold;
g_object_get (settings, "dnd-drag-threshold", &default_threshold, NULL);
if (priv->x_drag_threshold < 0)
x_res = default_threshold;
else
x_res = priv->x_drag_threshold;
if (priv->y_drag_threshold < 0)
y_res = default_threshold;
else
y_res = priv->y_drag_threshold;
if (x_threshold != NULL)
*x_threshold = x_res;
if (y_threshold != NULL)
*y_threshold = y_res;
}
static void
emit_drag_begin (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
if (priv->stage != NULL)
{
clutter_stage_set_motion_events_enabled (priv->stage, FALSE);
if (clutter_event_type (event) == CLUTTER_TOUCH_BEGIN)
_clutter_stage_add_touch_drag_actor (priv->stage,
clutter_event_get_event_sequence (event),
priv->drag_handle != NULL
? priv->drag_handle
: actor);
else
_clutter_stage_add_pointer_drag_actor (priv->stage,
clutter_event_get_device (event),
priv->drag_handle != NULL
? priv->drag_handle
: actor);
}
g_signal_emit (action, drag_signals[DRAG_BEGIN], 0,
actor,
priv->press_x, priv->press_y,
priv->press_state);
}
static void
emit_drag_motion (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *drag_handle = NULL;
gfloat delta_x, delta_y;
gfloat motion_x, motion_y;
gboolean can_emit_drag_motion = TRUE;
clutter_event_get_coords (event, &priv->last_motion_x, &priv->last_motion_y);
priv->last_motion_state = clutter_event_get_state (event);
priv->last_motion_device = clutter_event_get_device (event);
if (priv->drag_handle != NULL && !priv->emit_delayed_press)
drag_handle = priv->drag_handle;
else
drag_handle = actor;
motion_x = motion_y = 0.0f;
clutter_actor_transform_stage_point (drag_handle,
priv->last_motion_x,
priv->last_motion_y,
&motion_x, &motion_y);
delta_x = delta_y = 0.0f;
switch (priv->drag_axis)
{
case CLUTTER_DRAG_AXIS_NONE:
delta_x = motion_x - priv->transformed_press_x;
delta_y = motion_y - priv->transformed_press_y;
break;
case CLUTTER_DRAG_X_AXIS:
delta_x = motion_x - priv->transformed_press_x;
break;
case CLUTTER_DRAG_Y_AXIS:
delta_y = motion_y - priv->transformed_press_y;
break;
default:
g_assert_not_reached ();
return;
}
if (priv->emit_delayed_press)
{
gint x_drag_threshold, y_drag_threshold;
get_drag_threshold (action, &x_drag_threshold, &y_drag_threshold);
if (ABS (delta_x) >= x_drag_threshold ||
ABS (delta_y) >= y_drag_threshold)
{
priv->emit_delayed_press = FALSE;
emit_drag_begin (action, actor, event);
}
else
return;
}
g_signal_emit (action, drag_signals[DRAG_PROGRESS], 0,
actor,
delta_x, delta_y,
&can_emit_drag_motion);
if (can_emit_drag_motion)
{
g_signal_emit (action, drag_signals[DRAG_MOTION], 0,
actor,
delta_x, delta_y);
}
}
static void
emit_drag_end (ClutterDragAction *action,
ClutterActor *actor,
ClutterEvent *event)
{
ClutterDragActionPrivate *priv = action->priv;
/* ::drag-end may result in the destruction of the actor, which in turn
* will lead to the removal and finalization of the action, so we need
* to keep the action alive for the entire emission sequence
*/
g_object_ref (action);
/* if we have an event, update our own state, otherwise we'll
* just use the currently stored state when emitting the ::drag-end
* signal
*/
if (event != NULL)
{
clutter_event_get_coords (event, &priv->last_motion_x, &priv->last_motion_y);
priv->last_motion_state = clutter_event_get_state (event);
priv->last_motion_device = clutter_event_get_device (event);
}
priv->in_drag = FALSE;
/* we might not have emitted ::drag-begin yet */
if (!priv->emit_delayed_press)
g_signal_emit (action, drag_signals[DRAG_END], 0,
actor,
priv->last_motion_x, priv->last_motion_y,
priv->last_motion_state);
if (priv->stage == NULL)
goto out;
/* disconnect the capture */
if (priv->capture_id != 0)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
clutter_stage_set_motion_events_enabled (priv->stage,
priv->motion_events_enabled);
if (priv->last_motion_device != NULL && event != NULL)
{
if (clutter_event_type (event) == CLUTTER_BUTTON_RELEASE)
_clutter_stage_remove_pointer_drag_actor (priv->stage,
priv->last_motion_device);
else
_clutter_stage_remove_touch_drag_actor (priv->stage,
priv->sequence);
}
out:
priv->last_motion_device = NULL;
priv->sequence = NULL;
g_object_unref (action);
}
static gboolean
on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
if (!priv->in_drag)
return CLUTTER_EVENT_PROPAGATE;
if (clutter_event_get_device (event) != priv->device)
return CLUTTER_EVENT_PROPAGATE;
switch (clutter_event_type (event))
{
case CLUTTER_TOUCH_UPDATE:
if (clutter_event_get_event_sequence (event) == priv->sequence)
emit_drag_motion (action, actor, event);
break;
case CLUTTER_MOTION:
{
ClutterModifierType mods = clutter_event_get_state (event);
/* we might miss a button-release event in case of grabs,
* so we need to check whether the button is still down
* during a motion event
*/
if (mods & CLUTTER_BUTTON1_MASK)
emit_drag_motion (action, actor, event);
else
emit_drag_end (action, actor, event);
}
break;
case CLUTTER_TOUCH_END:
case CLUTTER_TOUCH_CANCEL:
if (clutter_event_get_event_sequence (event) == priv->sequence)
emit_drag_end (action, actor, event);
break;
case CLUTTER_BUTTON_RELEASE:
if (priv->in_drag)
emit_drag_end (action, actor, event);
break;
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
if (priv->in_drag)
return CLUTTER_EVENT_STOP;
break;
default:
break;
}
return CLUTTER_EVENT_PROPAGATE;
}
static gboolean
on_drag_begin (ClutterActor *actor,
ClutterEvent *event,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)))
return CLUTTER_EVENT_PROPAGATE;
/* dragging is only performed using the primary button */
switch (clutter_event_type (event))
{
case CLUTTER_BUTTON_PRESS:
if (clutter_event_get_button (event) != CLUTTER_BUTTON_PRIMARY)
return CLUTTER_EVENT_PROPAGATE;
break;
case CLUTTER_TOUCH_BEGIN:
if (priv->sequence != NULL)
return CLUTTER_EVENT_PROPAGATE;
priv->sequence = clutter_event_get_event_sequence (event);
break;
default:
return CLUTTER_EVENT_PROPAGATE;
}
if (priv->stage == NULL)
priv->stage = CLUTTER_STAGE (clutter_actor_get_stage (actor));
clutter_event_get_coords (event, &priv->press_x, &priv->press_y);
priv->press_state = clutter_event_get_state (event);
priv->device = clutter_event_get_device (event);
priv->last_motion_x = priv->press_x;
priv->last_motion_y = priv->press_y;
priv->transformed_press_x = priv->press_x;
priv->transformed_press_y = priv->press_y;
clutter_actor_transform_stage_point (actor, priv->press_x, priv->press_y,
&priv->transformed_press_x,
&priv->transformed_press_y);
priv->motion_events_enabled =
clutter_stage_get_motion_events_enabled (priv->stage);
if (priv->x_drag_threshold == 0 || priv->y_drag_threshold == 0)
emit_drag_begin (action, actor, event);
else
priv->emit_delayed_press = TRUE;
priv->in_drag = TRUE;
priv->capture_id = g_signal_connect_after (priv->stage, "captured-event",
G_CALLBACK (on_captured_event),
action);
return CLUTTER_EVENT_PROPAGATE;
}
static void
clutter_drag_action_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (meta)->priv;
if (priv->button_press_id != 0)
{
ClutterActor *old_actor;
old_actor = clutter_actor_meta_get_actor (meta);
if (old_actor != NULL)
{
g_signal_handler_disconnect (old_actor, priv->button_press_id);
g_signal_handler_disconnect (old_actor, priv->touch_begin_id);
}
priv->button_press_id = 0;
priv->touch_begin_id = 0;
}
if (priv->capture_id != 0)
{
if (priv->stage != NULL)
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
priv->stage = NULL;
}
clutter_drag_action_set_drag_handle (CLUTTER_DRAG_ACTION (meta), NULL);
priv->in_drag = FALSE;
if (actor != NULL)
{
priv->button_press_id = g_signal_connect (actor, "button-press-event",
G_CALLBACK (on_drag_begin),
meta);
priv->touch_begin_id = g_signal_connect (actor, "touch-event",
G_CALLBACK (on_drag_begin),
meta);
}
CLUTTER_ACTOR_META_CLASS (clutter_drag_action_parent_class)->set_actor (meta, actor);
}
static gboolean
clutter_drag_action_real_drag_progress (ClutterDragAction *action,
ClutterActor *actor,
gfloat delta_x,
gfloat delta_y)
{
return TRUE;
}
static void
clutter_drag_action_real_drag_motion (ClutterDragAction *action,
ClutterActor *actor,
gfloat delta_x,
gfloat delta_y)
{
ClutterActor *drag_handle;
gfloat x, y;
if (action->priv->drag_handle != NULL)
drag_handle = action->priv->drag_handle;
else
drag_handle = actor;
clutter_actor_get_position (drag_handle, &x, &y);
x += delta_x;
y += delta_y;
if (action->priv->drag_area_set)
{
ClutterRect *drag_area = &action->priv->drag_area;
x = CLAMP (x, drag_area->origin.x, drag_area->origin.x + drag_area->size.width);
y = CLAMP (y, drag_area->origin.y, drag_area->origin.y + drag_area->size.height);
}
clutter_actor_set_position (drag_handle, x, y);
}
static void
clutter_drag_action_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterDragAction *action = CLUTTER_DRAG_ACTION (gobject);
ClutterDragActionPrivate *priv = action->priv;
switch (prop_id)
{
case PROP_X_DRAG_THRESHOLD:
clutter_drag_action_set_drag_threshold (action,
g_value_get_int (value),
priv->y_drag_threshold);
break;
case PROP_Y_DRAG_THRESHOLD:
clutter_drag_action_set_drag_threshold (action,
priv->x_drag_threshold,
g_value_get_int (value));
break;
case PROP_DRAG_HANDLE:
clutter_drag_action_set_drag_handle (action, g_value_get_object (value));
break;
case PROP_DRAG_AXIS:
clutter_drag_action_set_drag_axis (action, g_value_get_enum (value));
break;
case PROP_DRAG_AREA:
clutter_drag_action_set_drag_area (action, g_value_get_boxed (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_drag_action_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (gobject)->priv;
switch (prop_id)
{
case PROP_X_DRAG_THRESHOLD:
{
gint threshold;
get_drag_threshold (CLUTTER_DRAG_ACTION (gobject), &threshold, NULL);
g_value_set_int (value, threshold);
}
break;
case PROP_Y_DRAG_THRESHOLD:
{
gint threshold;
get_drag_threshold (CLUTTER_DRAG_ACTION (gobject), NULL, &threshold);
g_value_set_int (value, threshold);
}
break;
case PROP_DRAG_HANDLE:
g_value_set_object (value, priv->drag_handle);
break;
case PROP_DRAG_AXIS:
g_value_set_enum (value, priv->drag_axis);
break;
case PROP_DRAG_AREA:
g_value_set_boxed (value, &priv->drag_area);
break;
case PROP_DRAG_AREA_SET:
g_value_set_boolean (value, priv->drag_area_set);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_drag_action_dispose (GObject *gobject)
{
ClutterDragActionPrivate *priv = CLUTTER_DRAG_ACTION (gobject)->priv;
/* if we're being disposed while a capture is still present, we
* need to reset the state we are currently holding
*/
if (priv->stage != NULL)
{
if (priv->last_motion_device != NULL)
{
_clutter_stage_remove_pointer_drag_actor (priv->stage,
priv->last_motion_device);
priv->last_motion_device = NULL;
}
if (priv->sequence != NULL)
{
_clutter_stage_remove_touch_drag_actor (priv->stage,
priv->sequence);
priv->sequence = NULL;
}
if (priv->capture_id != 0)
{
clutter_stage_set_motion_events_enabled (priv->stage,
priv->motion_events_enabled);
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
priv->stage = NULL;
}
}
else
{
priv->last_motion_device = NULL;
priv->sequence = NULL;
priv->capture_id = 0;
}
if (priv->button_press_id != 0)
{
ClutterActor *actor;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (gobject));
if (actor != NULL)
{
g_signal_handler_disconnect (actor, priv->button_press_id);
g_signal_handler_disconnect (actor, priv->touch_begin_id);
}
priv->button_press_id = 0;
priv->touch_begin_id = 0;
}
clutter_drag_action_set_drag_handle (CLUTTER_DRAG_ACTION (gobject), NULL);
clutter_drag_action_set_drag_area (CLUTTER_DRAG_ACTION (gobject), NULL);
G_OBJECT_CLASS (clutter_drag_action_parent_class)->dispose (gobject);
}
static void
clutter_drag_action_class_init (ClutterDragActionClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterDragActionPrivate));
meta_class->set_actor = clutter_drag_action_set_actor;
klass->drag_progress = clutter_drag_action_real_drag_progress;
klass->drag_motion = clutter_drag_action_real_drag_motion;
/**
* ClutterDragAction:x-drag-threshold:
*
* The horizontal threshold, in pixels, that the cursor must travel
* in order to begin a drag action.
*
* When set to a positive value, #ClutterDragAction will only emit
* #ClutterDragAction::drag-begin if the pointer has moved
* horizontally at least of the given amount of pixels since
* the button press event.
*
* When set to -1, #ClutterDragAction will use the default threshold
* stored in the #ClutterSettings:dnd-drag-threshold property of
* #ClutterSettings.
*
* When read, this property will always return a valid drag
* threshold, either as set or the default one.
*
*
*/
drag_props[PROP_X_DRAG_THRESHOLD] =
g_param_spec_int ("x-drag-threshold",
P_("Horizontal Drag Threshold"),
P_("The horizontal amount of pixels required to start dragging"),
-1, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:y-drag-threshold:
*
* The vertical threshold, in pixels, that the cursor must travel
* in order to begin a drag action.
*
* When set to a positive value, #ClutterDragAction will only emit
* #ClutterDragAction::drag-begin if the pointer has moved
* vertically at least of the given amount of pixels since
* the button press event.
*
* When set to -1, #ClutterDragAction will use the value stored
* in the #ClutterSettings:dnd-drag-threshold property of
* #ClutterSettings.
*
* When read, this property will always return a valid drag
* threshold, either as set or the default one.
*
*
*/
drag_props[PROP_Y_DRAG_THRESHOLD] =
g_param_spec_int ("y-drag-threshold",
P_("Vertical Drag Threshold"),
P_("The vertical amount of pixels required to start dragging"),
-1, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-handle:
*
* The #ClutterActor that is effectively being dragged
*
2010-08-17 09:54:20 -04:00
* A #ClutterDragAction will, be default, use the #ClutterActor that
* has been attached to the action; it is possible to create a
* separate #ClutterActor and use it instead.
*
* Setting this property has no effect on the #ClutterActor argument
* passed to the #ClutterDragAction signals
*
*
*/
drag_props[PROP_DRAG_HANDLE] =
g_param_spec_object ("drag-handle",
P_("Drag Handle"),
P_("The actor that is being dragged"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-axis:
*
* Constraints the dragging action to the specified axis
*
*
*/
drag_props[PROP_DRAG_AXIS] =
g_param_spec_enum ("drag-axis",
P_("Drag Axis"),
P_("Constraints the dragging to an axis"),
CLUTTER_TYPE_DRAG_AXIS,
CLUTTER_DRAG_AXIS_NONE,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-area:
*
* Constains the dragging action (or in particular, the resulting
* actor position) to the specified #ClutterRect, in parent's
* coordinates.
*
*
*/
drag_props[PROP_DRAG_AREA] =
g_param_spec_boxed ("drag-area",
P_("Drag Area"),
P_("Constrains the dragging to a rectangle"),
CLUTTER_TYPE_RECT,
CLUTTER_PARAM_READWRITE);
/**
* ClutterDragAction:drag-area-set:
*
* Whether the #ClutterDragAction:drag-area property has been set.
*
*
*/
drag_props[PROP_DRAG_AREA_SET] =
g_param_spec_boolean ("drag-area-set",
P_("Drag Area Set"),
P_("Whether the drag area is set"),
FALSE,
CLUTTER_PARAM_READABLE);
gobject_class->set_property = clutter_drag_action_set_property;
gobject_class->get_property = clutter_drag_action_get_property;
gobject_class->dispose = clutter_drag_action_dispose;
g_object_class_install_properties (gobject_class,
PROP_LAST,
drag_props);
/**
* ClutterDragAction::drag-begin:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @event_x: the X coordinate (in stage space) of the press event
* @event_y: the Y coordinate (in stage space) of the press event
* @modifiers: the modifiers of the press event
*
* The ::drag-begin signal is emitted when the #ClutterDragAction
* starts the dragging
*
* The emission of this signal can be delayed by using the
* #ClutterDragAction:x-drag-threshold and
* #ClutterDragAction:y-drag-threshold properties
*
*
*/
drag_signals[DRAG_BEGIN] =
g_signal_new (I_("drag-begin"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_begin),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT_FLAGS,
G_TYPE_NONE, 4,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT,
CLUTTER_TYPE_MODIFIER_TYPE);
/**
* ClutterDragAction::drag-progress:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @delta_x: the X component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
* @delta_y: the Y component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
*
* The ::drag-progress signal is emitted for each motion event after
* the #ClutterDragAction::drag-begin signal has been emitted.
*
* The components of the distance between the press event and the
* latest motion event are computed in the actor's coordinate space,
* to take into account eventual transformations. If you want the
* stage coordinates of the latest motion event you can use
* clutter_drag_action_get_motion_coords().
*
* The default handler will emit #ClutterDragAction::drag-motion,
* if #ClutterDragAction::drag-progress emission returns %TRUE.
*
* Return value: %TRUE if the drag should continue, and %FALSE
* if it should be stopped.
*
*
*/
drag_signals[DRAG_PROGRESS] =
g_signal_new (I_("drag-progress"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_progress),
_clutter_boolean_continue_accumulator, NULL,
_clutter_marshal_BOOLEAN__OBJECT_FLOAT_FLOAT,
G_TYPE_BOOLEAN, 3,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT);
/**
* ClutterDragAction::drag-motion:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @delta_x: the X component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
* @delta_y: the Y component of the distance between the press event
* that began the dragging and the current position of the pointer,
* as of the latest motion event
*
* The ::drag-motion signal is emitted for each motion event after
* the #ClutterDragAction::drag-begin signal has been emitted.
*
* The components of the distance between the press event and the
* latest motion event are computed in the actor's coordinate space,
* to take into account eventual transformations. If you want the
* stage coordinates of the latest motion event you can use
* clutter_drag_action_get_motion_coords().
*
* The default handler of the signal will call clutter_actor_move_by()
* either on @actor or, if set, of #ClutterDragAction:drag-handle using
* the @delta_x and @delta_y components of the dragging motion. If you
* want to override the default behaviour, you can connect to the
* #ClutterDragAction::drag-progress signal and return %FALSE from the
* handler.
*
*
*/
drag_signals[DRAG_MOTION] =
g_signal_new (I_("drag-motion"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_motion),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT,
G_TYPE_NONE, 3,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT);
/**
* ClutterDragAction::drag-end:
* @action: the #ClutterDragAction that emitted the signal
* @actor: the #ClutterActor attached to the action
* @event_x: the X coordinate (in stage space) of the release event
* @event_y: the Y coordinate (in stage space) of the release event
* @modifiers: the modifiers of the release event
*
* The ::drag-end signal is emitted at the end of the dragging,
* when the pointer button's is released
*
* This signal is emitted if and only if the #ClutterDragAction::drag-begin
* signal has been emitted first
*
*
*/
drag_signals[DRAG_END] =
g_signal_new (I_("drag-end"),
CLUTTER_TYPE_DRAG_ACTION,
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterDragActionClass, drag_end),
NULL, NULL,
_clutter_marshal_VOID__OBJECT_FLOAT_FLOAT_FLAGS,
G_TYPE_NONE, 4,
CLUTTER_TYPE_ACTOR,
G_TYPE_FLOAT,
G_TYPE_FLOAT,
CLUTTER_TYPE_MODIFIER_TYPE);
}
static void
clutter_drag_action_init (ClutterDragAction *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_DRAG_ACTION,
ClutterDragActionPrivate);
}
/**
* clutter_drag_action_new:
*
* Creates a new #ClutterDragAction instance
*
* Return value: the newly created #ClutterDragAction
*
*
*/
ClutterAction *
clutter_drag_action_new (void)
{
return g_object_new (CLUTTER_TYPE_DRAG_ACTION, NULL);
}
/**
* clutter_drag_action_set_drag_threshold:
* @action: a #ClutterDragAction
* @x_threshold: a distance on the horizontal axis, in pixels, or
* -1 to use the default drag threshold from #ClutterSettings
* @y_threshold: a distance on the vertical axis, in pixels, or
* -1 to use the default drag threshold from #ClutterSettings
*
* Sets the horizontal and vertical drag thresholds that must be
* cleared by the pointer before @action can begin the dragging.
*
* If @x_threshold or @y_threshold are set to -1 then the default
* drag threshold stored in the #ClutterSettings:dnd-drag-threshold
* property of #ClutterSettings will be used.
*
*
*/
void
clutter_drag_action_set_drag_threshold (ClutterDragAction *action,
gint x_threshold,
gint y_threshold)
{
ClutterDragActionPrivate *priv;
GObject *self;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
self = G_OBJECT (action);
priv = action->priv;
g_object_freeze_notify (self);
if (priv->x_drag_threshold != x_threshold)
{
priv->x_drag_threshold = x_threshold;
g_object_notify_by_pspec (self, drag_props[PROP_X_DRAG_THRESHOLD]);
}
if (priv->y_drag_threshold != y_threshold)
{
priv->y_drag_threshold = y_threshold;
g_object_notify_by_pspec (self, drag_props[PROP_Y_DRAG_THRESHOLD]);
}
g_object_thaw_notify (self);
}
/**
* clutter_drag_action_get_drag_threshold:
* @action: a #ClutterDragAction
* @x_threshold: (out): return location for the horizontal drag
* threshold value, in pixels
* @y_threshold: (out): return location for the vertical drag
* threshold value, in pixels
*
* Retrieves the values set by clutter_drag_action_set_drag_threshold().
*
* If the #ClutterDragAction:x-drag-threshold property or the
* #ClutterDragAction:y-drag-threshold property have been set to -1 then
* this function will return the default drag threshold value as stored
* by the #ClutterSettings:dnd-drag-threshold property of #ClutterSettings.
*
*
*/
void
clutter_drag_action_get_drag_threshold (ClutterDragAction *action,
guint *x_threshold,
guint *y_threshold)
{
gint x_res, y_res;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
get_drag_threshold (action, &x_res, &y_res);
if (x_threshold != NULL)
*x_threshold = x_res;
if (y_threshold != NULL)
*y_threshold = y_res;
}
static void
on_drag_handle_destroy (ClutterActor *handle,
ClutterDragAction *action)
{
ClutterDragActionPrivate *priv = action->priv;
ClutterActor *actor;
/* make sure we reset the state */
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
if (priv->in_drag)
emit_drag_end (action, actor, NULL);
priv->drag_handle = NULL;
}
/**
* clutter_drag_action_set_drag_handle:
* @action: a #ClutterDragAction
* @handle: (allow-none): a #ClutterActor, or %NULL to unset
*
* Sets the actor to be used as the drag handle.
*
*
*/
void
clutter_drag_action_set_drag_handle (ClutterDragAction *action,
ClutterActor *handle)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
g_return_if_fail (handle == NULL || CLUTTER_IS_ACTOR (handle));
priv = action->priv;
if (priv->drag_handle == handle)
return;
if (priv->drag_handle != NULL)
g_signal_handlers_disconnect_by_func (priv->drag_handle,
G_CALLBACK (on_drag_handle_destroy),
action);
priv->drag_handle = handle;
if (priv->drag_handle != NULL)
{
priv->transformed_press_x = priv->press_x;
priv->transformed_press_y = priv->press_y;
clutter_actor_transform_stage_point (priv->drag_handle, priv->press_x,
priv->press_y,
&priv->transformed_press_x,
&priv->transformed_press_y);
g_signal_connect (priv->drag_handle, "destroy",
G_CALLBACK (on_drag_handle_destroy),
action);
}
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_HANDLE]);
}
/**
* clutter_drag_action_get_drag_handle:
* @action: a #ClutterDragAction
*
* Retrieves the drag handle set by clutter_drag_action_set_drag_handle()
*
* Return value: (transfer none): a #ClutterActor, used as the drag
* handle, or %NULL if none was set
*
*
*/
ClutterActor *
clutter_drag_action_get_drag_handle (ClutterDragAction *action)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action), NULL);
return action->priv->drag_handle;
}
/**
* clutter_drag_action_set_drag_axis:
* @action: a #ClutterDragAction
* @axis: the axis to constraint the dragging to
*
* Restricts the dragging action to a specific axis
*
*
*/
void
clutter_drag_action_set_drag_axis (ClutterDragAction *action,
ClutterDragAxis axis)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
g_return_if_fail (axis >= CLUTTER_DRAG_AXIS_NONE &&
axis <= CLUTTER_DRAG_Y_AXIS);
priv = action->priv;
if (priv->drag_axis == axis)
return;
priv->drag_axis = axis;
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AXIS]);
}
/**
* clutter_drag_action_get_drag_axis:
* @action: a #ClutterDragAction
*
* Retrieves the axis constraint set by clutter_drag_action_set_drag_axis()
*
* Return value: the axis constraint
*
*
*/
ClutterDragAxis
clutter_drag_action_get_drag_axis (ClutterDragAction *action)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action),
CLUTTER_DRAG_AXIS_NONE);
return action->priv->drag_axis;
}
/**
* clutter_drag_action_get_press_coords:
* @action: a #ClutterDragAction
* @press_x: (out): return location for the press event's X coordinate
* @press_y: (out): return location for the press event's Y coordinate
*
* Retrieves the coordinates, in stage space, of the press event
* that started the dragging
*
*
*/
void
clutter_drag_action_get_press_coords (ClutterDragAction *action,
gfloat *press_x,
gfloat *press_y)
{
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
if (press_x)
*press_x = action->priv->press_x;
if (press_y)
*press_y = action->priv->press_y;
}
/**
* clutter_drag_action_get_motion_coords:
* @action: a #ClutterDragAction
* @motion_x: (out): return location for the latest motion
* event's X coordinate
* @motion_y: (out): return location for the latest motion
* event's Y coordinate
*
* Retrieves the coordinates, in stage space, of the latest motion
* event during the dragging
*
*
*/
void
clutter_drag_action_get_motion_coords (ClutterDragAction *action,
gfloat *motion_x,
gfloat *motion_y)
{
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
if (motion_x)
*motion_x = action->priv->last_motion_x;
if (motion_y)
*motion_y = action->priv->last_motion_y;
}
/**
* clutter_drag_action_get_drag_area:
* @action: a #ClutterDragAction
* @drag_area: (out caller-allocates): a #ClutterRect to be filled
*
* Retrieves the "drag area" associated with @action, that
* is a #ClutterRect that constrains the actor movements,
* in parents coordinates.
*
* Returns: %TRUE if the actor is actually constrained (and thus
* @drag_area is valid), %FALSE otherwise
*/
gboolean
clutter_drag_action_get_drag_area (ClutterDragAction *action,
ClutterRect *drag_area)
{
g_return_val_if_fail (CLUTTER_IS_DRAG_ACTION (action), FALSE);
if (drag_area != NULL)
*drag_area = action->priv->drag_area;
return action->priv->drag_area_set;
}
/**
* clutter_drag_action_set_drag_area:
* @action: a #ClutterDragAction
* @drag_area: (allow-none): a #ClutterRect
*
* Sets @drag_area to constrain the dragging of the actor associated
* with @action, so that it position is always within @drag_area, expressed
* in parent's coordinates.
* If @drag_area is %NULL, the actor is not constrained.
*/
void
clutter_drag_action_set_drag_area (ClutterDragAction *action,
const ClutterRect *drag_area)
{
ClutterDragActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_DRAG_ACTION (action));
priv = action->priv;
if (drag_area != NULL)
{
priv->drag_area = *drag_area;
priv->drag_area_set = TRUE;
}
else
priv->drag_area_set = FALSE;
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AREA_SET]);
g_object_notify_by_pspec (G_OBJECT (action), drag_props[PROP_DRAG_AREA]);
}