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This is to allow implementing modified click such as ctrl+click, shift+click, and so on. http://bugzilla.clutter-project.org/show_bug.cgi?id=2520
440 lines
11 KiB
C
440 lines
11 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-click-action
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* @Title: ClutterClickAction
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* @Short_Description: Action for clickable actors
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*
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* #ClutterClickAction is a sub-class of #ClutterAction that implements
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* the logic for clickable actors, by using the low level events of
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* #ClutterActor, such as #ClutterActor::button-press-event and
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* #ClutterActor::button-release-event, to synthesize the high level
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* #ClutterClickAction::clicked signal.
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*
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* To use #ClutterClickAction you just need to apply it to a #ClutterActor
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* using clutter_actor_add_action() and connect to the
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* #ClutterClickAction::clicked signal:
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*
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* |[
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* ClutterAction *action = clutter_click_action_new ();
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*
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* clutter_actor_add_action (actor, action);
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*
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* g_signal_connect (action, "clicked", G_CALLBACK (on_clicked), NULL);
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* ]|
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*
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* #ClutterClickAction is available since Clutter 1.4
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-click-action.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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struct _ClutterClickActionPrivate
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{
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ClutterActor *stage;
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guint event_id;
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gulong capture_id;
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guint press_button;
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ClutterModifierType modifier_state;
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guint is_held : 1;
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guint is_pressed : 1;
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};
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enum
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{
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PROP_0,
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PROP_HELD,
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PROP_PRESSED,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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enum
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{
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CLICKED,
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LAST_SIGNAL
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};
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static guint click_signals[LAST_SIGNAL] = { 0, };
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G_DEFINE_TYPE (ClutterClickAction, clutter_click_action, CLUTTER_TYPE_ACTION);
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/* forward declaration */
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static gboolean on_captured_event (ClutterActor *stage,
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ClutterEvent *event,
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ClutterClickAction *action);
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static inline void
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click_action_set_pressed (ClutterClickAction *action,
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gboolean is_pressed)
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{
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ClutterClickActionPrivate *priv = action->priv;
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if (priv->is_pressed == is_pressed)
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return;
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priv->is_pressed = is_pressed;
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_clutter_notify_by_pspec (G_OBJECT (action), obj_props[PROP_PRESSED]);
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}
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static gboolean
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on_event (ClutterActor *actor,
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ClutterEvent *event,
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ClutterClickAction *action)
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{
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ClutterClickActionPrivate *priv = action->priv;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)))
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return FALSE;
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switch (clutter_event_type (event))
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{
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case CLUTTER_BUTTON_PRESS:
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if (clutter_event_get_click_count (event) != 1)
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return FALSE;
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if (priv->is_held)
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return TRUE;
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if (!clutter_actor_contains (actor, clutter_event_get_source (event)))
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return FALSE;
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priv->is_held = TRUE;
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priv->press_button = clutter_event_get_button (event);
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priv->modifier_state = clutter_event_get_state (event);
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if (priv->stage == NULL)
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priv->stage = clutter_actor_get_stage (actor);
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priv->capture_id = g_signal_connect_after (priv->stage, "captured-event",
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G_CALLBACK (on_captured_event),
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action);
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click_action_set_pressed (action, TRUE);
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break;
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case CLUTTER_ENTER:
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click_action_set_pressed (action, priv->is_held);
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break;
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case CLUTTER_LEAVE:
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click_action_set_pressed (action, priv->is_held);
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break;
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default:
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break;
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}
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return FALSE;
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}
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static gboolean
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on_captured_event (ClutterActor *stage,
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ClutterEvent *event,
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ClutterClickAction *action)
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{
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ClutterClickActionPrivate *priv = action->priv;
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ClutterActor *actor;
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ClutterModifierType modifier_state;
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
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switch (clutter_event_type (event))
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{
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case CLUTTER_BUTTON_RELEASE:
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if (!priv->is_held)
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return TRUE;
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if (clutter_event_get_button (event) != priv->press_button ||
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clutter_event_get_click_count (event) != 1)
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return FALSE;
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priv->is_held = FALSE;
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/* disconnect the capture */
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if (priv->capture_id != 0)
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{
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g_signal_handler_disconnect (priv->stage, priv->capture_id);
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priv->capture_id = 0;
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}
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if (!clutter_actor_contains (actor, clutter_event_get_source (event)))
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return FALSE;
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/* exclude any button-mask so that we can compare
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* the press and release states properly */
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modifier_state = clutter_event_get_state (event) &
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~(CLUTTER_BUTTON1_MASK |
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CLUTTER_BUTTON2_MASK |
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CLUTTER_BUTTON3_MASK |
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CLUTTER_BUTTON4_MASK |
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CLUTTER_BUTTON5_MASK);
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/* if press and release states don't match we
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* simply ignore modifier keys. i.e. modifier keys
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* are expected to be pressed throughout the whole
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* click */
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if (modifier_state != priv->modifier_state)
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priv->modifier_state = 0;
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click_action_set_pressed (action, FALSE);
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g_signal_emit (action, click_signals[CLICKED], 0, actor);
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break;
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default:
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break;
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}
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return FALSE;
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}
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static void
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clutter_click_action_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterClickActionPrivate *priv = CLUTTER_CLICK_ACTION (meta)->priv;
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if (priv->event_id != 0)
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{
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ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
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g_signal_handler_disconnect (old_actor, priv->event_id);
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priv->event_id = 0;
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}
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if (priv->capture_id != 0)
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{
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g_signal_handler_disconnect (priv->stage, priv->capture_id);
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priv->capture_id = 0;
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priv->stage = NULL;
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}
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if (actor != NULL)
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priv->event_id = g_signal_connect (actor, "event",
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G_CALLBACK (on_event),
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meta);
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CLUTTER_ACTOR_META_CLASS (clutter_click_action_parent_class)->set_actor (meta, actor);
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}
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static void
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clutter_click_action_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterClickActionPrivate *priv = CLUTTER_CLICK_ACTION (gobject)->priv;
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switch (prop_id)
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{
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case PROP_HELD:
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g_value_set_boolean (value, priv->is_held);
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break;
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case PROP_PRESSED:
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g_value_set_boolean (value, priv->is_pressed);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_click_action_class_init (ClutterClickActionClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterClickActionPrivate));
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meta_class->set_actor = clutter_click_action_set_actor;
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gobject_class->get_property = clutter_click_action_get_property;
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/**
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* ClutterClickAction:pressed:
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*
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* Whether the clickable actor should be in "pressed" state
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*
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* Since: 1.4
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*/
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obj_props[PROP_PRESSED] =
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g_param_spec_boolean ("pressed",
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P_("Pressed"),
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P_("Whether the clickable should be in pressed state"),
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FALSE,
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CLUTTER_PARAM_READABLE);
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/**
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* ClutterClickAction:held:
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*
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* Whether the clickable actor has the pointer grabbed
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*
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* Since: 1.4
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*/
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obj_props[PROP_HELD] =
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g_param_spec_boolean ("held",
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P_("Held"),
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P_("Whether the clickable has a grab"),
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FALSE,
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CLUTTER_PARAM_READABLE);
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_clutter_object_class_install_properties (gobject_class,
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PROP_LAST,
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obj_props);
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/**
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* ClutterClickAction::clicked:
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* @action: the #ClutterClickAction that emitted the signal
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* @actor: the #ClutterActor attached to the @action
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*
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* The ::clicked signal is emitted when the #ClutterActor to which
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* a #ClutterClickAction has been applied should respond to a
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* pointer button press and release events
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*
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* Since: 1.4
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*/
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click_signals[CLICKED] =
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g_signal_new (I_("clicked"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterClickActionClass, clicked),
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NULL, NULL,
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_clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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}
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static void
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clutter_click_action_init (ClutterClickAction *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_CLICK_ACTION,
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ClutterClickActionPrivate);
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}
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/**
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* clutter_click_action_new:
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*
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* Creates a new #ClutterClickAction instance
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*
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* Return value: the newly created #ClutterClickAction
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*
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* Since: 1.4
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*/
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ClutterAction *
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clutter_click_action_new (void)
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{
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return g_object_new (CLUTTER_TYPE_CLICK_ACTION, NULL);
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}
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/**
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* clutter_click_action_release:
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* @action: a #ClutterClickAction
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*
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* Emulates a release of the pointer button, which ungrabs the pointer
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* and unsets the #ClutterClickAction:pressed state.
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*
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* This function is useful to break a grab, for instance after a certain
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* amount of time has passed.
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*
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* Since: 1.4
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*/
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void
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clutter_click_action_release (ClutterClickAction *action)
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{
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ClutterClickActionPrivate *priv;
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g_return_if_fail (CLUTTER_IS_CLICK_ACTION (action));
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priv = action->priv;
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if (!priv->is_held)
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return;
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priv->is_held = FALSE;
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/* disconnect the capture */
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if (priv->capture_id != 0)
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{
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g_signal_handler_disconnect (priv->stage, priv->capture_id);
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priv->capture_id = 0;
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}
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click_action_set_pressed (action, FALSE);
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}
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/**
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* clutter_click_action_get_button:
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* @action: a #ClutterClickAction
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*
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* Retrieves the button that was pressed.
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*
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* Return value: the button value
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*
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* Since: 1.4
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*/
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guint
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clutter_click_action_get_button (ClutterClickAction *action)
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{
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g_return_val_if_fail (CLUTTER_IS_CLICK_ACTION (action), 0);
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return action->priv->press_button;
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}
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/**
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* clutter_click_action_get_state:
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* @action: a #ClutterClickAction
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*
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* Retrieves the modifier state of the click action.
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*
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* Return value: the modifier state parameter, or 0
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*
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* Since: 1.6
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*/
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ClutterModifierType
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clutter_click_action_get_state (ClutterClickAction *action)
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{
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g_return_val_if_fail (CLUTTER_IS_CLICK_ACTION (action), 0);
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return action->priv->modifier_state;
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}
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