/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright © 2011 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 . * * Author: * Emmanuele Bassi */ /** * SECTION:clutter-drop-action * @Title: ClutterDropAction * @short_description: An action for drop targets * * #ClutterDropAction is a #ClutterAction that allows a #ClutterActor * implementation to control what happens when an actor dragged using * a #ClutterDragAction crosses the target area or when a dragged actor * is released (or "dropped") on the target area. * * A trivial use of #ClutterDropAction consists in connecting to the * #ClutterDropAction::drop signal and handling the drop from there, * for instance: * * |[ * ClutterAction *action = clutter_drop_action (); * * g_signal_connect (action, "drop", G_CALLBACK (on_drop), NULL); * clutter_actor_add_action (an_actor, action); * ]| * * The #ClutterDropAction::can-drop can be used to control whether the * #ClutterDropAction::drop signal is going to be emitted; returning %FALSE * from a handler connected to the #ClutterDropAction::can-drop signal will * cause the #ClutterDropAction::drop signal to be skipped when the input * device button is released. * * * Drop targets * * * FIXME: MISSING XINCLUDE CONTENT * * * * * It's important to note that #ClutterDropAction will only work with * actors dragged using #ClutterDragAction. * * #ClutterDropAction is available since Clutter 1.8 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-drop-action.h" #include "clutter-actor-meta-private.h" #include "clutter-actor-private.h" #include "clutter-drag-action.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-stage-private.h" struct _ClutterDropActionPrivate { ClutterActor *actor; ClutterActor *stage; gulong mapped_id; }; typedef struct _DropTarget { ClutterActor *stage; gulong capture_id; GHashTable *actions; ClutterDropAction *last_action; } DropTarget; enum { CAN_DROP, OVER_IN, OVER_OUT, DROP, DROP_CANCEL, LAST_SIGNAL }; static guint drop_signals[LAST_SIGNAL] = { 0, }; G_DEFINE_TYPE_WITH_PRIVATE (ClutterDropAction, clutter_drop_action, CLUTTER_TYPE_ACTION) static void drop_target_free (gpointer _data) { DropTarget *data = _data; g_signal_handler_disconnect (data->stage, data->capture_id); g_hash_table_destroy (data->actions); g_free (data); } static gboolean on_stage_capture (ClutterStage *stage, ClutterEvent *event, gpointer user_data) { DropTarget *data = user_data; gfloat event_x, event_y; ClutterActor *actor, *drag_actor; ClutterDropAction *drop_action; gboolean was_reactive; switch (clutter_event_type (event)) { case CLUTTER_MOTION: case CLUTTER_BUTTON_RELEASE: { ClutterInputDevice *device; if (!(clutter_event_get_state (event) & CLUTTER_BUTTON1_MASK)) return CLUTTER_EVENT_PROPAGATE; device = clutter_event_get_device (event); drag_actor = _clutter_stage_get_pointer_drag_actor (stage, device); if (drag_actor == NULL) return CLUTTER_EVENT_PROPAGATE; } break; case CLUTTER_TOUCH_UPDATE: case CLUTTER_TOUCH_END: drag_actor = _clutter_stage_get_touch_drag_actor (stage, clutter_event_get_event_sequence (event)); if (drag_actor == NULL) return CLUTTER_EVENT_PROPAGATE; break; default: return CLUTTER_EVENT_PROPAGATE; } clutter_event_get_coords (event, &event_x, &event_y); /* get the actor under the cursor, excluding the dragged actor; we * use reactivity because it won't cause any scene invalidation */ was_reactive = clutter_actor_get_reactive (drag_actor); clutter_actor_set_reactive (drag_actor, FALSE); actor = clutter_stage_get_actor_at_pos (stage, CLUTTER_PICK_REACTIVE, event_x, event_y); if (actor == NULL || actor == CLUTTER_ACTOR (stage)) { if (data->last_action != NULL) { ClutterActorMeta *meta = CLUTTER_ACTOR_META (data->last_action); g_signal_emit (data->last_action, drop_signals[OVER_OUT], 0, clutter_actor_meta_get_actor (meta)); data->last_action = NULL; } goto out; } drop_action = g_hash_table_lookup (data->actions, actor); if (drop_action == NULL) { if (data->last_action != NULL) { ClutterActorMeta *meta = CLUTTER_ACTOR_META (data->last_action); g_signal_emit (data->last_action, drop_signals[OVER_OUT], 0, clutter_actor_meta_get_actor (meta)); data->last_action = NULL; } goto out; } else { if (data->last_action != drop_action) { ClutterActorMeta *meta; if (data->last_action != NULL) { meta = CLUTTER_ACTOR_META (data->last_action); g_signal_emit (data->last_action, drop_signals[OVER_OUT], 0, clutter_actor_meta_get_actor (meta)); } meta = CLUTTER_ACTOR_META (drop_action); g_signal_emit (drop_action, drop_signals[OVER_IN], 0, clutter_actor_meta_get_actor (meta)); } data->last_action = drop_action; } out: if (clutter_event_type (event) == CLUTTER_BUTTON_RELEASE || clutter_event_type (event) == CLUTTER_TOUCH_END) { if (data->last_action != NULL) { ClutterActorMeta *meta = CLUTTER_ACTOR_META (data->last_action); gboolean can_drop = FALSE; g_signal_emit (data->last_action, drop_signals[CAN_DROP], 0, clutter_actor_meta_get_actor (meta), event_x, event_y, &can_drop); if (can_drop) { g_signal_emit (data->last_action, drop_signals[DROP], 0, clutter_actor_meta_get_actor (meta), event_x, event_y); } else { g_signal_emit (data->last_action, drop_signals[DROP_CANCEL], 0, clutter_actor_meta_get_actor (meta), event_x, event_y); } } data->last_action = NULL; } if (drag_actor != NULL) clutter_actor_set_reactive (drag_actor, was_reactive); return CLUTTER_EVENT_PROPAGATE; } static void drop_action_register (ClutterDropAction *self) { ClutterDropActionPrivate *priv = self->priv; DropTarget *data; g_assert (priv->stage != NULL); data = g_object_get_data (G_OBJECT (priv->stage), "__clutter_drop_targets"); if (data == NULL) { data = g_new0 (DropTarget, 1); data->stage = priv->stage; data->actions = g_hash_table_new (NULL, NULL); data->capture_id = g_signal_connect (priv->stage, "captured-event", G_CALLBACK (on_stage_capture), data); g_object_set_data_full (G_OBJECT (priv->stage), "__clutter_drop_targets", data, drop_target_free); } g_hash_table_replace (data->actions, priv->actor, self); } static void drop_action_unregister (ClutterDropAction *self) { ClutterDropActionPrivate *priv = self->priv; DropTarget *data = NULL; if (priv->stage != NULL) data = g_object_get_data (G_OBJECT (priv->stage), "__clutter_drop_targets"); if (data == NULL) return; g_hash_table_remove (data->actions, priv->actor); if (g_hash_table_size (data->actions) == 0) g_object_set_data (G_OBJECT (data->stage), "__clutter_drop_targets", NULL); } static void on_actor_mapped (ClutterActor *actor, GParamSpec *pspec, ClutterDropAction *self) { if (CLUTTER_ACTOR_IS_MAPPED (actor)) { if (self->priv->stage == NULL) self->priv->stage = clutter_actor_get_stage (actor); drop_action_register (self); } else drop_action_unregister (self); } static void clutter_drop_action_set_actor (ClutterActorMeta *meta, ClutterActor *actor) { ClutterDropActionPrivate *priv = CLUTTER_DROP_ACTION (meta)->priv; if (priv->actor != NULL) { drop_action_unregister (CLUTTER_DROP_ACTION (meta)); if (priv->mapped_id != 0) g_signal_handler_disconnect (priv->actor, priv->mapped_id); priv->stage = NULL; priv->actor = NULL; priv->mapped_id = 0; } priv->actor = actor; if (priv->actor != NULL) { priv->stage = clutter_actor_get_stage (actor); priv->mapped_id = g_signal_connect (actor, "notify::mapped", G_CALLBACK (on_actor_mapped), meta); if (priv->stage != NULL) drop_action_register (CLUTTER_DROP_ACTION (meta)); } CLUTTER_ACTOR_META_CLASS (clutter_drop_action_parent_class)->set_actor (meta, actor); } static gboolean signal_accumulator (GSignalInvocationHint *ihint, GValue *return_accu, const GValue *handler_return, gpointer user_data) { gboolean continue_emission; continue_emission = g_value_get_boolean (handler_return); g_value_set_boolean (return_accu, continue_emission); return continue_emission; } static gboolean clutter_drop_action_real_can_drop (ClutterDropAction *action, ClutterActor *actor, gfloat event_x, gfloat event_y) { return TRUE; } static void clutter_drop_action_class_init (ClutterDropActionClass *klass) { ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); meta_class->set_actor = clutter_drop_action_set_actor; klass->can_drop = clutter_drop_action_real_can_drop; /** * ClutterDropAction::can-drop: * @action: the #ClutterDropAction that emitted the signal * @actor: the #ClutterActor attached to the @action * @event_x: the X coordinate (in stage space) of the drop event * @event_y: the Y coordinate (in stage space) of the drop event * * The ::can-drop signal is emitted when the dragged actor is dropped * on @actor. The return value of the ::can-drop signal will determine * whether or not the #ClutterDropAction::drop signal is going to be * emitted on @action. * * The default implementation of #ClutterDropAction returns %TRUE for * this signal. * * Return value: %TRUE if the drop is accepted, and %FALSE otherwise * * Since: 1.8 */ drop_signals[CAN_DROP] = g_signal_new (I_("can-drop"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterDropActionClass, can_drop), signal_accumulator, NULL, _clutter_marshal_BOOLEAN__OBJECT_FLOAT_FLOAT, G_TYPE_BOOLEAN, 3, CLUTTER_TYPE_ACTOR, G_TYPE_FLOAT, G_TYPE_FLOAT); /** * ClutterDropAction::over-in: * @action: the #ClutterDropAction that emitted the signal * @actor: the #ClutterActor attached to the @action * * The ::over-in signal is emitted when the dragged actor crosses * into @actor. * * Since: 1.8 */ drop_signals[OVER_IN] = g_signal_new (I_("over-in"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterDropActionClass, over_in), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterDropAction::over-out: * @action: the #ClutterDropAction that emitted the signal * @actor: the #ClutterActor attached to the @action * * The ::over-out signal is emitted when the dragged actor crosses * outside @actor. * * Since: 1.8 */ drop_signals[OVER_OUT] = g_signal_new (I_("over-out"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterDropActionClass, over_out), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterDropAction::drop: * @action: the #ClutterDropAction that emitted the signal * @actor: the #ClutterActor attached to the @action * @event_x: the X coordinate (in stage space) of the drop event * @event_y: the Y coordinate (in stage space) of the drop event * * The ::drop signal is emitted when the dragged actor is dropped * on @actor. This signal is only emitted if at least an handler of * #ClutterDropAction::can-drop returns %TRUE. * * Since: 1.8 */ drop_signals[DROP] = g_signal_new (I_("drop"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterDropActionClass, drop), NULL, NULL, _clutter_marshal_VOID__OBJECT_FLOAT_FLOAT, G_TYPE_NONE, 3, CLUTTER_TYPE_ACTOR, G_TYPE_FLOAT, G_TYPE_FLOAT); /** * ClutterDropAction::drop-cancel: * @action: the #ClutterDropAction that emitted the signal * @actor: the #ClutterActor attached to the @action * @event_x: the X coordinate (in stage space) of the drop event * @event_y: the Y coordinate (in stage space) of the drop event * * The ::drop-cancel signal is emitted when the drop is refused * by an emission of the #ClutterDropAction::can-drop signal. * * After the ::drop-cancel signal is fired the active drag is * terminated. * * Since: 1.12 */ drop_signals[DROP_CANCEL] = g_signal_new (I_("drop-cancel"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterDropActionClass, drop), NULL, NULL, _clutter_marshal_VOID__OBJECT_FLOAT_FLOAT, G_TYPE_NONE, 3, CLUTTER_TYPE_ACTOR, G_TYPE_FLOAT, G_TYPE_FLOAT); } static void clutter_drop_action_init (ClutterDropAction *self) { self->priv = clutter_drop_action_get_instance_private (self); } /** * clutter_drop_action_new: * * Creates a new #ClutterDropAction. * * Use clutter_actor_add_action() to add the action to a #ClutterActor. * * Return value: the newly created #ClutterDropAction * * Since: 1.8 */ ClutterAction * clutter_drop_action_new (void) { return g_object_new (CLUTTER_TYPE_DROP_ACTION, NULL); }