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3bdd49dc19
Script definitions can connect a signal to a State transition; this is a useful thing to document with a recipe in the cookbook.
858 lines
31 KiB
XML
858 lines
31 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="script"
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xmlns:xi="http://www.w3.org/2003/XInclude">
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<title>Script</title>
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<epigraph>
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<attribution>Alfred Hitchcock</attribution>
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<para>When an actor comes to me and wants to discuss his character,
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I say, "It's in the script". If he says, "But what's my motivation?",
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I say, "Your salary".</para>
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</epigraph>
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<section id="script-introduction">
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<title>Introduction</title>
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<para>User interfaces can become difficult to maintain when
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described entirely in code: declarations of UI
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elements become entwined with procedural code for
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handling interactions. This can make refactoring tough, as
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you have to find the right place in the code to modify the UI
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("Where did I set the color of that rectangle?") and make sure
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your UI modifications don't break any behaviour.</para>
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<para>Many frameworks separate presentation from programming
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logic, making it easier to change the appearance of the UI
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without affecting its behaviour (and vice versa). For example,
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in web development you can use HTML and CSS to define
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presentation, and JavaScript to implement application logic.</para>
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<para><type>ClutterScript</type> enables a similar separation:
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you can define the UI declaratively using
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<ulink href="http://www.json.org/">JSON</ulink>, load
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the UI from the JSON, then handle interactions with it through Clutter code
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(in C, Python, Vala or some other language). This has several
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benefits, including:</para>
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<itemizedlist>
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<listitem>
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<para>Separation of UI element declarations from control logic
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(see above).</para>
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</listitem>
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<listitem>
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<para>More concise code: typically, describing a UI in JSON
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requires far fewer characters than the equivalent procedural
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code (at least, once you have more than three or four actors in
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your application).</para>
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</listitem>
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<listitem>
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<para>If you write your JSON in external files, you can make the
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structure of the UI evident in the layout of the file. For
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example, child elements can be indented within the parent
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element. This can make identifying relationships between
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elements simpler and less error-prone.</para>
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</listitem>
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<listitem>
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<para>Creating and configuring some objects (e.g. animations,
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layouts) can be much simpler in JSON.</para>
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</listitem>
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<listitem>
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<para>Less compilation (if you're using a compiled language):
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because you can change the UI by editing external JSON files,
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you can make changes to it without needing to recompile
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the whole application.</para>
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</listitem>
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</itemizedlist>
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<para>The following sections are intended
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to give an overview of how <type>ClutterScript</type> works, and
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how to use it in an application. The recipes in this chapter
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then provide more detail about particular aspects of
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<type>ClutterScript</type>, such as how to connect signals to handlers,
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how to merge multiple JSON definitions in a single script, etc.
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There is also a lot of useful information in the <type>ClutterScript</type>
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API reference.</para>
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<section>
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<title>Basic principles of <type>ClutterScript</type></title>
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<para>Clutter is built on top of
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<ulink href="http://library.gnome.org/devel/gobject/">GObject</ulink>,
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an object system for C. <type>ClutterScript</type>
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provides a way to create instances of GObjects and
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set their properties. For example:</para>
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<example>
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<title>Example UI definition in JSON for use with
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<type>ClutterScript</type></title>
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<programlistingco>
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<programlisting>
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[ <co id="script-ui-introduction-json-list-bracket" />
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{ <co id="script-ui-introduction-json-object-bracket" />
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"id" : "stage", <co id="script-ui-introduction-json-id" />
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"type" : "ClutterStage", <co id="script-ui-introduction-json-type" />
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"width" : 400,
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"height" : 400,
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"color" : "#333355ff", <co id="script-ui-introduction-json-color-html" />
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"children" : [ "box" ] <co id="script-ui-introduction-json-child-by-id" />
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},
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{
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"id" : "box",
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"type" : "ClutterBox",
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"width" : 400,
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"height" : 400,
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"layout-manager" : { <co id="script-ui-introduction-json-no-id" />
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"type" : "ClutterBinLayout",
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"x-align" : "center", <co id="script-ui-introduction-json-nickname" />
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"y-align" : "center"
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},
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"children" : [ <co id="script-ui-introduction-json-child-by-embedding" />
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{
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"id" : "rectangle",
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"type" : "ClutterRectangle",
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"width" : 200,
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"height" : 200,
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"color" : "red" <co id="script-ui-introduction-json-color-word" />
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}
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]
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}
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]
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</programlisting>
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<note>
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<para>N.B. The numbers in brackets in the example further
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explain the JSON structure, and are not part of the UI
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definition.</para>
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</note>
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<calloutlist>
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<callout arearefs="script-ui-introduction-json-list-bracket">
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<para>All the objects defined for the UI sit inside a JSON
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list structure, marked with square brackets.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-object-bracket">
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<para>A pair of braces surrounds each object definition;
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inside the braces, key-value pairs set properties on the
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object. See the
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<link linkend="script-introduction-data-types">section on
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datatypes</link> for more about the acceptable values.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-id
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script-ui-introduction-json-no-id">
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<para>An <varname>id</varname> is required for objects which
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are referred to elsewhere in the JSON or which need to be
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accessible from code (see
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<link linkend="script-ui">this recipe</link> for the basics of
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using object IDs from code).</para>
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<para>In cases where an object doesn't need to be accessible
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from code and is not referenced elsewhere in the JSON file,
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the <varname>id</varname> can be omitted.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-type">
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<para>The <varname>type</varname> key is mandatory, and
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specifies the type of the object; usually this will be
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one of the Clutter object types.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-color-html
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script-ui-introduction-json-color-word">
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<para>Colors can be set using hexadecimal color code strings,
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as used in HTML and CSS; or by using color words. The
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range of acceptable values is as for the
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<function>pango_color_from_string()</function> function.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-child-by-id
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script-ui-introduction-json-child-by-embedding">
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<para>Children can be associated with a parent through
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the <varname>children</varname> property. Children are
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either added to the <varname>children</varname> list by ID;
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or by directly embedding the child JSON object as an element
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within the list. The two can be mixed in a single
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list of <varname>children</varname>.</para>
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</callout>
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<callout arearefs="script-ui-introduction-json-nickname">
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<para>This uses the nickname for a value in an enumeration
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(in this case, the nickname for
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<constant>CLUTTER_BIN_ALIGNMENT_CENTER</constant>).</para>
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<para>To get the nickname for an enumeration value, take
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the component which is unique to that value in the
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enumeration, lowercase it, and replace any underscores
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with hyphens. Some examples:</para>
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<itemizedlist>
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<listitem>
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<para><constant>CLUTTER_ALIGN_X_AXIS</constant> has
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the nickname <code>x-axis</code></para>
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</listitem>
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<listitem>
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<para><constant>CLUTTER_GRAVITY_NORTH</constant> has
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the nickname <code>north</code></para>
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</listitem>
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<listitem>
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<para><constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>
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has the nickname <code>height-for-width</code></para>
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</listitem>
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</itemizedlist>
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</callout>
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</calloutlist>
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</programlistingco>
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</example>
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<para>Once you grasp that Clutter objects are GObjects, and you
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are setting their properties, you can work out what is "scriptable"
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by referring to the <emphasis>Properties</emphasis> sections
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of the API reference for each Clutter type. Any of the properties
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described there can be set using <type>ClutterScript</type>.</para>
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<para>Having said this, there are some special properties which
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aren't obvious, but which can be set via JSON;
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<emphasis>layout properties</emphasis> are one example. These aren't
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listed as properties of <type>ClutterActor</type> but can be set
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as part of a <type>ClutterActor</type> object definition
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(using the <code>layout::<property name></code>
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syntax for the key). Some of these are covered in recipes later in
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this chapter.</para>
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</section>
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<section id="script-introduction-data-types">
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<title>Data types</title>
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<para><type>ClutterScript</type> uses the standard JSON format.
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It is very important that you respect the data type of the property
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you are setting, ensuring that you use the right JSON data type.
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You may get unexpected results or errors if you try to set a property
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using the wrong data type: for example, setting a property
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to an integer <type>number</type> in the JSON, when the Clutter property
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is expecting a <type>gfloat</type>, may cause errors.</para>
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<para>To assist in using the right data types in your JSON
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definitions, the table below shows how Clutter and GLib data
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types map to JSON:</para>
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<informaltable>
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<thead>
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<tr>
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<th>C data type (Clutter/GLib)</th>
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<th>Maps to JSON</th>
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<th>Example (C => JSON)</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>floating point number (gfloat, gdouble)</td>
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<td>number (int frac, int exp, int frac exp)</td>
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<td>
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<para><code>1.0</code> => <code>1.0</code></para>
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<para><code>1e-1</code> => <code>1e-1</code></para>
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<para><code>1E-1</code> => <code>1E-1</code></para>
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<para><code>0.1E-1</code> => <code>0.1E-1</code></para>
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</td>
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</tr>
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<tr>
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<td>integer (guint8, gint)</td>
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<td>number (int)</td>
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<td>
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<para><code>1</code> => <code>1</code></para>
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<para><code>0x00</code> => <code>0</code> (no hex in JSON)</para>
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<para><code>01</code> => <code>1</code> (no octal in JSON)</para>
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</td>
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</tr>
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<tr>
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<td>gboolean</td>
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<td>true/false</td>
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<td>
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<para><code>TRUE</code> => <code>true</code></para>
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<para><code>FALSE</code> => <code>false</code></para>
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</td>
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</tr>
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<tr>
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<td>gchar</td>
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<td>string</td>
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<td><code>"hello world"</code> => <code>"hello world"</code></td>
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</tr>
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<tr>
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<td>enum (e.g. Clutter constants)</td>
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<td>string</td>
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<td>
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<code>CLUTTER_ALIGN_X_AXIS</code> =>
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<code>"CLUTTER_ALIGN_X_AXIS"</code> or <code>"x-axis"</code>
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(the latter is the GEnum nickname for the constant)
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</td>
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</tr>
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<tr>
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<td>ClutterColor</td>
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<td>color string</td>
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<td>
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<code>clutter_color_new (255, 0, 0, 255)</code> =>
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<code>"red"</code> or <code>"#f00f"</code> or
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<code>"#ff0000ff"</code>; alternatively,
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<code>"#f00"</code> or <code>"#ff0000"</code>
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(implicitly sets alpha value to 255)
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</td>
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</tr>
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<tr>
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<td>ClutterActor (or other Clutter type)</td>
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<td>object</td>
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<td>
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<code>clutter_rectangle_new ()</code> =>
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<code>{ "type" : "ClutterRectangle" }</code>
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</td>
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</tr>
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<tr>
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<td>Property which takes a list or array of values</td>
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<td>array of objects and/or IDs</td>
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<td>
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<code>clutter_container_add_actor (stage, rectangle)</code> =>
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<programlisting>
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{
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"id" : "stage",
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"type" : "ClutterStage",
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...,
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"children" : [
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{
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"id" : "rectangle",
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"type" : "ClutterRectangle",
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...
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}
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]
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}
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</programlisting>
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</td>
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</tr>
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<tr>
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<td><code>NULL</code></td>
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<td><code>null</code></td>
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<td>-</td>
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</tr>
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</tbody>
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</informaltable>
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</section>
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</section>
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<section id="script-ui">
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<title>Defining a user interface with JSON</title>
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<section>
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<title>Problem</title>
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<para>You want to create a user interface as quickly as
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possible; you also need to change it easily as requirements shift.</para>
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<para>This need can arise when:</para>
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<itemizedlist>
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<listitem>
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<para>you are prototyping a user interface, and you need to
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quickly test new ideas.</para>
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</listitem>
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<listitem>
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<para>the user interface you are building is likely to contain many
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elements and relationships between them.</para>
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</listitem>
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</itemizedlist>
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</section>
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<section>
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<title>Solution</title>
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<para>Define the user interface in an external JSON file. Then
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create a <type>ClutterScript</type> object and load the JSON
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into it from the file.</para>
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<para>This keeps the UI definition separate from the application
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logic and makes it easier to manage.</para>
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<note>
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<para>See <link linkend="script-introduction">the introduction</link>
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for the reasons why <type>ClutterScript</type> is a good solution,
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and for an overview of how JSON definitions work.</para>
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</note>
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<para>Here's an example JSON definition to put in the file:</para>
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<informalexample>
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<programlisting>
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<xi:include href="examples/script-ui.json" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</informalexample>
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<para>In the application, load the JSON from the file with
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<function>clutter_script_load_from_file()</function>. (You can
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also load JSON from a string (<type>gchar*</type>) with
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<function>clutter_script_load_from_data()</function>.)</para>
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<para>Then retrieve objects by ID to use them in your code:</para>
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<example>
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<title>Loading JSON from a file and retrieving objects
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defined by it</title>
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<programlisting>
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<xi:include href="examples/script-ui.c" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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<para>Although we only retrieved the stage in the example above,
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<function>clutter_script_get_objects()</function> can
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retrieve multiple objects with a single call:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterScript *script;
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script = clutter_script_new ();
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/* ...load JSON file etc. */
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ClutterStage *stage;
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ClutterActor *actor1;
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ClutterActor *actor2;
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/* use a NULL-terminated argument list of id,variable pairs */
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clutter_script_get_objects (script,
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"stage", &stage,
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"actor1", &actor1,
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"actor2", &actor2,
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NULL);
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]]>
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</programlisting>
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</informalexample>
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<para>You can also use <function>clutter_script_get_object()</function>
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to retrieve a single object, though you may have to cast
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it to the right type before use; for example:</para>
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<informalexample>
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<programlisting>
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ClutterStage *stage = CLUTTER_STAGE (clutter_script_get_object (script, "stage));
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>In the sample code, the stage is part of the JSON definition.
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However, it doesn't have to be: it is possible to create the
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stage in application code; then load more components from one
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or more JSON definitions and attach them to the stage you
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constructed in code.</para>
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<para>However, keeping most of the user interface definition
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in external JSON files makes it easier to change
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the UI without having to touch any code. If you have some user
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interface elements constructed in code and some in JSON, it can
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make refactoring more difficult.</para>
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</section>
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</section>
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<section id="script-signals">
|
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<title>Connecting to signals in <type>ClutterScript</type></title>
|
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<section>
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<title>Problem</title>
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<para>You have declared an actor using JSON, and want to add
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handlers for signals emitted by it.</para>
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</section>
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<section>
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<title>Solution</title>
|
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<para>Add a <varname>signals</varname> property to the actor's
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JSON definition.</para>
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<para>Here's how to connect a <type>ClutterStage's</type>
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<code>destroy</code> signal to the
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<function>clutter_main_quit()</function> function:</para>
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|
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<informalexample>
|
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<programlisting>
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{
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"id" : "stage",
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"type" : "ClutterStage",
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"width" : 300,
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"height" : 300,
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|
|
<emphasis>"signals" : [
|
|
{ "name" : "destroy", "handler" : "clutter_main_quit" }
|
|
]</emphasis>
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The highlighted part of the code is where the
|
|
signal is connected. In this case, a Clutter function is used
|
|
as the handler; in most cases, you'll want to define your own
|
|
handlers, rather than using functions from other libraries,
|
|
as follows:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
{
|
|
"id" : "rectangle",
|
|
"type" : "ClutterRectangle",
|
|
"width" : 200,
|
|
"height" : 200,
|
|
"reactive" : true,
|
|
|
|
<emphasis>"signals" : [
|
|
{ "name" : "motion-event", "handler" : "foo_pointer_motion_cb" }
|
|
]</emphasis>
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>This signal handler definition sets
|
|
<function>foo_pointer_motion_cb()</function>
|
|
as the handler for the <code>motion-event</code>
|
|
signal on the rectangle. (NB the rectangle has
|
|
<varname>reactive</varname> set to true, otherwise it
|
|
can't emit this signal.)</para>
|
|
|
|
<para>As per standard event handling in Clutter,
|
|
you define the handler function next. For example:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
/* handler which just prints the position of the pointer at each motion event */
|
|
gboolean
|
|
foo_pointer_motion_cb (ClutterActor *actor,
|
|
ClutterEvent *event,
|
|
gpointer user_data)
|
|
{
|
|
gfloat x, y;
|
|
clutter_event_get_coords (event, &x, &y);
|
|
|
|
g_print ("Pointer movement at %.0f,%.0f\n", x, y);
|
|
|
|
return TRUE;
|
|
}
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<note>
|
|
<para>See the
|
|
<link linkend="script-signals-discussion-writing-handlers">Discussion</link>
|
|
section for more about writing handler functions.</para>
|
|
</note>
|
|
|
|
<para>To make the signal connections active in your code,
|
|
call the <function>clutter_script_connect_signals()</function>
|
|
function after loading the JSON:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
GError *error = NULL;
|
|
|
|
/* load JSON from a file */
|
|
ClutterScript *ui = clutter_script_new ();
|
|
clutter_script_load_from_file (ui, filename, &error);
|
|
|
|
/* ...handle errors etc... */
|
|
|
|
/* connect the signals defined in the JSON file
|
|
*
|
|
* the first argument is the script into which the JSON
|
|
* definition was loaded
|
|
*
|
|
* the second argument is passed as user_data to all
|
|
* handlers: in this case, we pass the script as user_data
|
|
* to all handlers, so that all the objects in the UI
|
|
* are available to callback functions
|
|
*/
|
|
clutter_script_connect_signals (ui, ui);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
</section>
|
|
|
|
<section id="script-signals-discussion">
|
|
<title>Discussion</title>
|
|
|
|
<section>
|
|
<title>Options for connecting signals to handlers</title>
|
|
|
|
<para>Every connection between a signal and handler requires
|
|
a JSON object with <varname>name</varname> and
|
|
<varname>handler</varname> keys. The <varname>name</varname>
|
|
is the name of the signal you're connecting a handler to; the
|
|
<varname>handler</varname> is the name of the function which
|
|
will handle the signal.</para>
|
|
|
|
<para>You can also specify these optional keys for a handler
|
|
object:</para>
|
|
|
|
<orderedlist>
|
|
<listitem>
|
|
<para><code>"after" : true</code> configures the handler
|
|
to run after the default handler for the signal. (Default is
|
|
<code>"after" : false</code>).</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para><varname>"swapped" : true</varname> specifies that
|
|
the instance and the user data passed to the
|
|
handler function are swapped around; i.e. the instance emitting
|
|
the signal is passed in as the user data argument (usually the
|
|
last argument), and any user data is passed in as the first
|
|
argument. (Default is <code>"swapped" : false</code>).</para>
|
|
</listitem>
|
|
</orderedlist>
|
|
|
|
<note>
|
|
<para>While the connections to signals were specified in JSON
|
|
above, it is still possible to connect handlers to signals in
|
|
code (e.g. if you need to conditionally connect a handler). Just
|
|
retrieve the object from the <type>ClutterScript</type> and
|
|
connect to its signals with
|
|
<function>g_signal_connect()</function>.</para>
|
|
</note>
|
|
|
|
</section>
|
|
|
|
<section id="script-signals-discussion-writing-handlers">
|
|
<title>Writing handler functions</title>
|
|
|
|
<para>The handler function has the usual signature required
|
|
for the signal. However, the function cannot be static, otherwise
|
|
the function is invisible to GModule (the mechanism used by
|
|
<type>ClutterScript</type> to look up functions named
|
|
in the JSON definition). Consequently, callback functions should be
|
|
namespaced in such a way that they won't clash with function
|
|
definitions in other parts of your code or in libraries you link
|
|
to.</para>
|
|
|
|
<para>You should also ensure that you use the
|
|
<option>-export-dynamic</option> flag when you compile your
|
|
application: either by passing it on the command line (if you're
|
|
calling <command>gcc</command> directly); or by adding
|
|
it to the appropriate <varname>LDFLAGS</varname> variable in
|
|
your <filename>Makefile</filename> (if you're using
|
|
<command>make</command>); or by whatever other mechanism is
|
|
appropriate for your build environment.</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Passing objects to handler functions</title>
|
|
|
|
<para>In a typical Clutter application, handler functions
|
|
require access to objects other than the one which emitted a
|
|
signal. For example, a button may move another actor when
|
|
clicked. Typically, you would pass any required objects
|
|
to the handler function as user data, like this:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
g_signal_connect (button,
|
|
"clicked",
|
|
G_CALLBACK (_button_clicked_cb),
|
|
actor_to_move);
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>Note how <varname>actor_to_move</varname> is passed
|
|
as user data to the handler.</para>
|
|
|
|
<para>However, the JSON definition doesn't allow you to specify
|
|
that different user data be passed to different handlers. So,
|
|
to get at all required objects in the handler, a simple
|
|
solution is to pass the <type>ClutterScript</type> to
|
|
<emphasis>every</emphasis> handler function; then inside
|
|
<emphasis>each</emphasis> handler function, retrieve
|
|
the required objects from the script.</para>
|
|
|
|
<para>This was done in the code example above, by passing
|
|
the <type>ClutterScript</type> instance as two arguments to
|
|
<function>clutter_script_connect_signals()</function>:
|
|
the first argument specifies the script which defines the
|
|
signal handlers; the second specifies the user data passed to every
|
|
handler function. This ensures that each handler has access
|
|
to all of the elements defined in the JSON file.</para>
|
|
|
|
<note>
|
|
<para>Alternatively, you could create some other structure to
|
|
hold the objects you need and pass it to all handler functions.
|
|
But this would effectively be a reimplementation of some aspects
|
|
of <type>ClutterScript</type>.</para>
|
|
</note>
|
|
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Full examples</title>
|
|
|
|
<example id="script-signals-examples-1">
|
|
<title><type>ClutterScript</type> JSON with signal handler
|
|
definitions</title>
|
|
<programlisting>
|
|
<xi:include href="examples/script-signals.json" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
<example id="script-signals-examples-2">
|
|
<title>Loading a JSON file into a <type>ClutterScript</type>
|
|
and connecting signal handlers</title>
|
|
<programlisting>
|
|
<xi:include href="examples/script-signals.c" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section id="script-state">
|
|
<title>Connecting <type>ClutterState</type> states in <type>ClutterScript</type></title>
|
|
|
|
<section>
|
|
<title>Problem</title>
|
|
|
|
<para>You have declared an actor using JSON, and want to connect
|
|
signals to <type>ClutterState</type> transitions.</para>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Solution</title>
|
|
|
|
<para>Connect the <type>ClutterState</type> states to the signals
|
|
using the <varname>states</varname> and <varname>target-state</varname>
|
|
keys of the <varname>signals</varname> definition, and call
|
|
<function>clutter_script_connect_signals()</function>; for instance,
|
|
the following JSON declares that the <emphasis>enter-event</emphasis>
|
|
signal should transition to the <emphasis>hover</emphasis> state
|
|
and the <emphasis>leave-event</emphasis> should transition to the
|
|
<emphasis>base</emphasis> state:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
{
|
|
"id" : "rectangle",
|
|
"type" : "ClutterRectangle",
|
|
"width" : 200,
|
|
"height" : 200,
|
|
"reactive" : true,
|
|
|
|
<emphasis>"signals" : [
|
|
{ "name" : "enter-event", "states" : "rectangle-states", "target-state" : "hover" },
|
|
{ "name" : "leave-event", "states" : "rectangle-states", "target-state" : "base" }
|
|
]</emphasis>
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The <emphasis>rectangle-states</emphasis> state machine holds
|
|
the various states.</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Discussion</title>
|
|
|
|
<para>Connecting a <type>ClutterState</type> state transition to
|
|
a signal defined inside a <type>ClutterScript</type> JSON without
|
|
requiring a real function to wrap <function>clutter_state_set_state()</function>
|
|
allows to minimize the amount of code that has to be written, and
|
|
ties the state to the UI element being defined.</para>
|
|
|
|
<para>The connection between a signal and a <type>ClutterState</type>
|
|
state is similar to the connection between a signal and a handler
|
|
function. Each definition must contain the name of the signal; the
|
|
script id of the <type>ClutterState</type> object that is used to
|
|
store the target state definition; and the target state of the
|
|
transition.</para>
|
|
|
|
<para>The <emphasis>states</emphasis> key can also contain a full
|
|
definition of the <type>ClutterState</type>.</para>
|
|
|
|
<para>The <emphasis>target-state</emphasis> key works exactly like
|
|
the argument of <function>clutter_state_set_state()</function>: it
|
|
will transition the <type>ClutterState</type> from the current state
|
|
to the desired state.</para>
|
|
|
|
<para>The <type>ClutterState</type> instance that will be used to
|
|
resolve the target state can be defined in JSON like any other
|
|
object, but it is also possible to create a <type>ClutterState</type>
|
|
in code, and associate it to a <type>ClutterScript</type> instance
|
|
prior to parsing the signal connection JSON, through the
|
|
<function>clutter_script_add_states()</function> function of
|
|
<type>ClutterScript</type>.</para>
|
|
|
|
<para>The <emphasis>warp</emphasis> boolean key can be used to
|
|
perform a transition to the target state without an animation,
|
|
similarly to what <function>clutter_state_warp_to_state()</function>
|
|
does, for instance:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
{
|
|
<emphasis>"signals" : [
|
|
{
|
|
"name" : "enter-event",
|
|
"states" : "rectangle-states",
|
|
"target-state" : "hover",
|
|
"warp" : true
|
|
}
|
|
]</emphasis>
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>will not animate the transition between the current state
|
|
and the target <emphasis>hover</emphasis> state when the signal
|
|
is emitted.</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Full examples</title>
|
|
|
|
<example id="script-states-example-1">
|
|
<title><type>ClutterScript</type> JSON with state definitions</title>
|
|
<programlisting>
|
|
<xi:include href="examples/script-states.json" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
<example id="script-states-examples-2">
|
|
<title>Loading a JSON file into a <type>ClutterScript</type> and connecting states</title>
|
|
<programlisting>
|
|
<xi:include href="examples/script-states.c" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
</section>
|
|
|
|
</section>
|
|
|
|
</chapter>
|