mirror of
https://github.com/brl/mutter.git
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2007-10-10 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-event.c: * clutter/clutter-main.c: * tests/test-events.c: Add basic W3 DOM event 'capture' like functionality.
This commit is contained in:
parent
a4b7abd18e
commit
6216ce659c
@ -1,3 +1,12 @@
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2007-10-10 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-actor.c:
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* clutter/clutter-actor.h:
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* clutter/clutter-event.c:
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* clutter/clutter-main.c:
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* tests/test-events.c:
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Add basic W3 DOM event 'capture' like functionality.
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2007-10-10 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-script-private.h:
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@ -106,6 +106,7 @@ enum
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PARENT_SET,
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EVENT,
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EVENT_CAPTURED,
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EVENT_AFTER,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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@ -117,7 +118,6 @@ enum
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FOCUS_OUT,
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ENTER_EVENT,
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LEAVE_EVENT,
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LAST_SIGNAL
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};
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@ -1469,9 +1469,10 @@ clutter_actor_class_init (ClutterActorClass *klass)
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterActorClass, enter),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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_clutter_boolean_handled_accumulator, NULL,
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clutter_marshal_BOOLEAN__BOXED,
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G_TYPE_BOOLEAN, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterActor::leave:
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@ -1486,10 +1487,28 @@ clutter_actor_class_init (ClutterActorClass *klass)
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterActorClass, leave),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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_clutter_boolean_handled_accumulator, NULL,
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clutter_marshal_BOOLEAN__BOXED,
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G_TYPE_BOOLEAN, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterActor::captured-event:
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* @actor: the actor which the pointer has left
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*
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* The ::leave signal is emitted when the pointer leaves the @actor.
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*
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* Since: 0.6
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*/
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actor_signals[EVENT_CAPTURED] =
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g_signal_new ("captured-event",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterActorClass, captured),
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_clutter_boolean_handled_accumulator, NULL,
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clutter_marshal_BOOLEAN__BOXED,
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G_TYPE_BOOLEAN, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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klass->show = clutter_actor_real_show;
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klass->show_all = clutter_actor_show;
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@ -2977,6 +2996,7 @@ clutter_actor_lower_bottom (ClutterActor *self)
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* clutter_actor_event:
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* @actor: a #ClutterActor
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* @event: a #ClutterEvent
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* @capture: TRUE if event in in capture phase, FALSE otherwise.
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*
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* This function is used to emit an event on the main stage.
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* You should rarely need to use this function, except for
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@ -2988,7 +3008,8 @@ clutter_actor_lower_bottom (ClutterActor *self)
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*/
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gboolean
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clutter_actor_event (ClutterActor *actor,
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ClutterEvent *event)
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ClutterEvent *event,
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gboolean capture)
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{
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gboolean retval = TRUE;
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gint signal_num = -1;
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@ -2997,51 +3018,64 @@ clutter_actor_event (ClutterActor *actor,
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g_return_val_if_fail (event != NULL, FALSE);
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g_object_ref (actor);
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if (capture)
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{
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g_signal_emit (actor, actor_signals[EVENT_CAPTURED], 0,
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event, &retval);
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goto out;
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}
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g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
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if (!retval)
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{
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switch (event->type)
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{
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case CLUTTER_NOTHING:
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break;
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case CLUTTER_BUTTON_PRESS:
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signal_num = BUTTON_PRESS_EVENT;
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break;
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case CLUTTER_BUTTON_RELEASE:
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signal_num = BUTTON_RELEASE_EVENT;
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break;
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case CLUTTER_SCROLL:
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signal_num = SCROLL_EVENT;
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break;
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case CLUTTER_KEY_PRESS:
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signal_num = KEY_PRESS_EVENT;
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break;
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case CLUTTER_KEY_RELEASE:
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signal_num = KEY_RELEASE_EVENT;
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break;
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case CLUTTER_MOTION:
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signal_num = MOTION_EVENT;
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break;
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case CLUTTER_ENTER:
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signal_num = ENTER_EVENT;
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break;
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case CLUTTER_LEAVE:
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signal_num = LEAVE_EVENT;
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break;
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case CLUTTER_DELETE:
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case CLUTTER_DESTROY_NOTIFY:
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case CLUTTER_CLIENT_MESSAGE:
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default:
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signal_num = -1;
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break;
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}
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{
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case CLUTTER_NOTHING:
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break;
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case CLUTTER_BUTTON_PRESS:
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signal_num = BUTTON_PRESS_EVENT;
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break;
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case CLUTTER_BUTTON_RELEASE:
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signal_num = BUTTON_RELEASE_EVENT;
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break;
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case CLUTTER_SCROLL:
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signal_num = SCROLL_EVENT;
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break;
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case CLUTTER_KEY_PRESS:
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signal_num = KEY_PRESS_EVENT;
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break;
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case CLUTTER_KEY_RELEASE:
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signal_num = KEY_RELEASE_EVENT;
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break;
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case CLUTTER_MOTION:
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signal_num = MOTION_EVENT;
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break;
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case CLUTTER_ENTER:
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signal_num = ENTER_EVENT;
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break;
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case CLUTTER_LEAVE:
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signal_num = LEAVE_EVENT;
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break;
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case CLUTTER_DELETE:
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case CLUTTER_DESTROY_NOTIFY:
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case CLUTTER_CLIENT_MESSAGE:
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default:
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signal_num = -1;
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break;
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}
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if (signal_num != -1)
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g_signal_emit (actor, actor_signals[signal_num], 0, event, &retval);
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g_signal_emit (actor, actor_signals[signal_num], 0,
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event, &retval);
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}
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g_signal_emit (actor, actor_signals[EVENT_AFTER], 0, event);
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if (!retval)
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g_signal_emit (actor, actor_signals[EVENT_AFTER], 0, event);
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out:
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g_object_unref (actor);
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@ -211,6 +211,8 @@ struct _ClutterActorClass
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ClutterCrossingEvent *event);
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void (* leave) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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void (* captured) (ClutterActor *actor,
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ClutterEvent *event);
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void (* focus_in) (ClutterActor *actor);
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void (* focus_out) (ClutterActor *actor);
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@ -367,7 +369,8 @@ void clutter_actor_apply_transform_to_point (ClutterActor
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/* Per actor event handling - may change */
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gboolean
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clutter_actor_event (ClutterActor *actor,
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ClutterEvent *event);
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ClutterEvent *event,
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gboolean capture);
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void
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clutter_actor_set_reactive (ClutterActor *actor);
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@ -379,10 +379,8 @@ clutter_event_free (ClutterEvent *event)
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if (G_LIKELY (event))
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{
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ClutterActor *source = NULL;
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source = clutter_event_get_source (event);
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if (source)
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g_object_unref (source);
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if (event->type == CLUTTER_LEAVE || event->type == CLUTTER_ENTER)
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g_object_unref (event->crossing.related);
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g_slice_free (ClutterEvent, event);
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}
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}
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@ -1133,6 +1133,56 @@ event_click_count_generate (ClutterEvent *event)
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}
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}
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static void
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deliver_event (ClutterEvent *event, ClutterActor *source)
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{
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#define MAX_EVENT_DEPTH 512
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static ClutterActor **event_tree = NULL;
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static gboolean lock = FALSE;
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ClutterActor *actor;
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gint i = 0, n_tree_events = 0;
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g_return_if_fail (source != NULL);
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g_return_if_fail (lock == FALSE);
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lock = TRUE; /* Guard against reentrancy */
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/* Sorry Mr Bassi. */
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if (event_tree == NULL)
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event_tree = g_new0(ClutterActor*, MAX_EVENT_DEPTH);
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actor = source;
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/* Build 'tree' of events */
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while (actor && n_tree_events < MAX_EVENT_DEPTH)
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{
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if (clutter_actor_is_reactive (actor) ||
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clutter_actor_get_parent (actor) == NULL)
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event_tree[n_tree_events++] = g_object_ref (actor);
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actor = clutter_actor_get_parent (actor);
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}
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/* Capture */
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for (i=n_tree_events-1; i >= 0; i--)
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if (clutter_actor_event (event_tree[i], event, TRUE))
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goto done;
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/* Bubble */
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for (i=0; i < n_tree_events; i++)
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if (clutter_actor_event (event_tree[i], event, FALSE))
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goto done;
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done:
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for (i=0; i < n_tree_events; i++)
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g_object_unref (event_tree[i]);
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lock = FALSE;
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}
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/**
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* clutter_do_event
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* @event: a #ClutterEvent.
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@ -1151,6 +1201,7 @@ clutter_do_event (ClutterEvent *event)
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ClutterMainContext *context;
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ClutterBackend *backend;
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ClutterActor *stage;
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static ClutterActor *motion_last_actor = NULL;
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context = clutter_context_get_default ();
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@ -1175,18 +1226,7 @@ clutter_do_event (ClutterEvent *event)
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g_return_if_fail (actor != NULL);
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while (actor)
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{
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if (clutter_actor_is_reactive (actor) ||
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clutter_actor_get_parent (actor) == NULL /* STAGE */ )
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{
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CLUTTER_NOTE (EVENT, "forwarding event to reactive actor");
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if (clutter_actor_event (actor, event))
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break;
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}
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actor = clutter_actor_get_parent (actor);
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}
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deliver_event (event, actor);
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}
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break;
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case CLUTTER_DESTROY_NOTIFY:
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@ -1203,25 +1243,16 @@ clutter_do_event (ClutterEvent *event)
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g_return_if_fail (actor != NULL);
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event->key.source = g_object_ref (actor);
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/* bubble up */
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do
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{
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if (clutter_actor_event (actor, event))
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break;
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actor = clutter_actor_get_parent (actor);
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}
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while (actor != NULL);
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event->key.source = actor;
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deliver_event (event, actor);
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}
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break;
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case CLUTTER_MOTION:
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if (context->motion_events_per_actor == FALSE)
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{
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/* Only stage gets motion events */
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event->motion.source = g_object_ref (stage);
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clutter_actor_event (stage, event);
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event->motion.source = stage;
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clutter_actor_event (stage, event, FALSE);
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break;
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}
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case CLUTTER_BUTTON_PRESS:
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@ -1246,15 +1277,20 @@ clutter_do_event (ClutterEvent *event)
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x, y,
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CLUTTER_PICK_REACTIVE);
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/* FIXME: for an optimisation should check if there are
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* actually any reactive actors and avoid the pick all togeather
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* (signalling just the stage). Should be big help for gles.
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*/
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CLUTTER_NOTE (EVENT, "Reactive event received at %i, %i - actor: %p",
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x, y, actor);
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g_return_if_fail (actor != NULL);
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if (event->type == CLUTTER_SCROLL)
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event->scroll.source = g_object_ref (actor);
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event->scroll.source = actor;
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else
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event->button.source = g_object_ref (actor);
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event->button.source = actor;
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/* Motion enter leave events */
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if (event->type == CLUTTER_MOTION)
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@ -1270,7 +1306,8 @@ clutter_do_event (ClutterEvent *event)
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cev.crossing.flags = 0;
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cev.crossing.x = x;
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cev.crossing.y = y;
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cev.crossing.source = g_object_ref (motion_last_actor);
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cev.crossing.source = motion_last_actor;
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/* unref in free */
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cev.crossing.related = g_object_ref (actor);
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clutter_event_put (&cev); /* copys */
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@ -1280,7 +1317,7 @@ clutter_do_event (ClutterEvent *event)
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cev.crossing.flags = 0;
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cev.crossing.x = x;
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cev.crossing.y = y;
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cev.crossing.source = g_object_ref (actor);
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cev.crossing.source = actor;
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cev.crossing.related = g_object_ref (motion_last_actor);
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clutter_event_put (&cev);
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@ -1291,27 +1328,7 @@ clutter_do_event (ClutterEvent *event)
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else
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event_click_count_generate (event);
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/* Send the event to the actor and all parents always the
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* stage.
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*
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* FIXME: for an optimisation should check if there are
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* actually any reactive actors and avoid the pick all togeather
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* (signalling just the stage). Should be big help for gles.
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*
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* FIXME: Actors be able to stop emission.
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*/
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while (actor)
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{
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if (clutter_actor_is_reactive (actor) ||
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clutter_actor_get_parent (actor) == NULL /* STAGE */ )
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{
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CLUTTER_NOTE (EVENT, "forwarding event to reactive actor");
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if (clutter_actor_event (actor, event))
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break;
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}
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actor = clutter_actor_get_parent (actor);
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}
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deliver_event (event, actor);
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}
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break;
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case CLUTTER_STAGE_STATE:
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@ -828,7 +828,7 @@ clutter_stage_event (ClutterStage *stage,
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return FALSE;
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/* emit raw event */
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if (clutter_actor_event (CLUTTER_ACTOR (stage), event))
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if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
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return TRUE;
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if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
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|
@ -42,6 +42,18 @@ red_button_cb (ClutterActor *actor,
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IsMotion = TRUE;
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clutter_enable_motion_events (IsMotion);
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return FALSE;
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}
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static gboolean
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capture_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer data)
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{
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printf("captured event for type '%s'\n", G_OBJECT_TYPE_NAME(actor));
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return FALSE;
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}
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static void
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@ -152,6 +164,7 @@ main (int argc, char *argv[])
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stage = clutter_stage_get_default ();
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g_signal_connect (stage, "event", G_CALLBACK (input_cb), "stage");
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g_signal_connect (stage, "fullscreen",
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G_CALLBACK (stage_state_cb), "fullscreen");
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g_signal_connect (stage, "unfullscreen",
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@ -161,6 +174,8 @@ main (int argc, char *argv[])
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g_signal_connect (stage, "deactivate",
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G_CALLBACK (stage_state_cb), "deactivate");
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g_signal_connect (stage, "captured-event", G_CALLBACK (capture_cb), NULL);
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focus_box = clutter_rectangle_new_with_color (&ncol);
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clutter_container_add (CLUTTER_CONTAINER(stage), focus_box, NULL);
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@ -193,6 +208,8 @@ main (int argc, char *argv[])
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g_signal_connect (actor, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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g_signal_connect (actor, "captured-event", G_CALLBACK (capture_cb), NULL);
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actor = clutter_rectangle_new_with_color (&bcol);
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clutter_actor_set_size (actor, 100, 100);
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clutter_actor_set_position (actor, 400, 100);
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