mutter/clutter/clutter/clutter-click-action.c
2016-04-12 20:04:26 +02:00

832 lines
23 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-click-action
* @Title: ClutterClickAction
* @Short_Description: Action for clickable actors
*
* #ClutterClickAction is a sub-class of #ClutterAction that implements
* the logic for clickable actors, by using the low level events of
* #ClutterActor, such as #ClutterActor::button-press-event and
* #ClutterActor::button-release-event, to synthesize the high level
* #ClutterClickAction::clicked signal.
*
* To use #ClutterClickAction you just need to apply it to a #ClutterActor
* using clutter_actor_add_action() and connect to the
* #ClutterClickAction::clicked signal:
*
* |[
* ClutterAction *action = clutter_click_action_new ();
*
* clutter_actor_add_action (actor, action);
*
* g_signal_connect (action, "clicked", G_CALLBACK (on_clicked), NULL);
* ]|
*
* #ClutterClickAction also supports long press gestures: a long press is
* activated if the pointer remains pressed within a certain threshold (as
* defined by the #ClutterClickAction:long-press-threshold property) for a
* minimum amount of time (as the defined by the
* #ClutterClickAction:long-press-duration property).
* The #ClutterClickAction::long-press signal is emitted multiple times,
* using different #ClutterLongPressState values; to handle long presses
* you should connect to the #ClutterClickAction::long-press signal and
* handle the different states:
*
* |[
* static gboolean
* on_long_press (ClutterClickAction *action,
* ClutterActor *actor,
* ClutterLongPressState state)
* {
* switch (state)
* {
* case CLUTTER_LONG_PRESS_QUERY:
* /&ast; return TRUE if the actor should support long press
* &ast; gestures, and FALSE otherwise; this state will be
* &ast; emitted on button presses
* &ast;/
* return TRUE;
*
* case CLUTTER_LONG_PRESS_ACTIVATE:
* /&ast; this state is emitted if the minimum duration has
* &ast; been reached without the gesture being cancelled.
* &ast; the return value is not used
* &ast;/
* return TRUE;
*
* case CLUTTER_LONG_PRESS_CANCEL:
* /&ast; this state is emitted if the long press was cancelled;
* &ast; for instance, the pointer went outside the actor or the
* &ast; allowed threshold, or the button was released before
* &ast; the minimum duration was reached. the return value is
* &ast; not used
* &ast;/
* return FALSE;
* }
* }
* ]|
*
* #ClutterClickAction is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-click-action.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
struct _ClutterClickActionPrivate
{
ClutterActor *stage;
guint event_id;
guint capture_id;
guint long_press_id;
gint long_press_threshold;
gint long_press_duration;
gint drag_threshold;
guint press_button;
gint press_device_id;
ClutterEventSequence *press_sequence;
ClutterModifierType modifier_state;
gfloat press_x;
gfloat press_y;
guint is_held : 1;
guint is_pressed : 1;
};
enum
{
PROP_0,
PROP_HELD,
PROP_PRESSED,
PROP_LONG_PRESS_THRESHOLD,
PROP_LONG_PRESS_DURATION,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST] = { NULL, };
enum
{
CLICKED,
LONG_PRESS,
LAST_SIGNAL
};
static guint click_signals[LAST_SIGNAL] = { 0, };
G_DEFINE_TYPE_WITH_PRIVATE (ClutterClickAction, clutter_click_action, CLUTTER_TYPE_ACTION)
/* forward declaration */
static gboolean on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterClickAction *action);
static inline void
click_action_set_pressed (ClutterClickAction *action,
gboolean is_pressed)
{
ClutterClickActionPrivate *priv = action->priv;
is_pressed = !!is_pressed;
if (priv->is_pressed == is_pressed)
return;
priv->is_pressed = is_pressed;
g_object_notify_by_pspec (G_OBJECT (action), obj_props[PROP_PRESSED]);
}
static inline void
click_action_set_held (ClutterClickAction *action,
gboolean is_held)
{
ClutterClickActionPrivate *priv = action->priv;
is_held = !!is_held;
if (priv->is_held == is_held)
return;
priv->is_held = is_held;
g_object_notify_by_pspec (G_OBJECT (action), obj_props[PROP_HELD]);
}
static gboolean
click_action_emit_long_press (gpointer data)
{
ClutterClickAction *action = data;
ClutterClickActionPrivate *priv = action->priv;
ClutterActor *actor;
gboolean result;
priv->long_press_id = 0;
actor = clutter_actor_meta_get_actor (data);
g_signal_emit (action, click_signals[LONG_PRESS], 0,
actor,
CLUTTER_LONG_PRESS_ACTIVATE,
&result);
if (priv->capture_id != 0)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
click_action_set_pressed (action, FALSE);
click_action_set_held (action, FALSE);
return FALSE;
}
static inline void
click_action_query_long_press (ClutterClickAction *action)
{
ClutterClickActionPrivate *priv = action->priv;
ClutterActor *actor;
gboolean result = FALSE;
gint timeout;
if (priv->long_press_duration < 0)
{
ClutterSettings *settings = clutter_settings_get_default ();
g_object_get (settings,
"long-press-duration", &timeout,
NULL);
}
else
timeout = priv->long_press_duration;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
g_signal_emit (action, click_signals[LONG_PRESS], 0,
actor,
CLUTTER_LONG_PRESS_QUERY,
&result);
if (result)
{
priv->long_press_id =
clutter_threads_add_timeout (timeout,
click_action_emit_long_press,
action);
}
}
static inline void
click_action_cancel_long_press (ClutterClickAction *action)
{
ClutterClickActionPrivate *priv = action->priv;
if (priv->long_press_id != 0)
{
ClutterActor *actor;
gboolean result;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
g_source_remove (priv->long_press_id);
priv->long_press_id = 0;
g_signal_emit (action, click_signals[LONG_PRESS], 0,
actor,
CLUTTER_LONG_PRESS_CANCEL,
&result);
}
}
static gboolean
on_event (ClutterActor *actor,
ClutterEvent *event,
ClutterClickAction *action)
{
ClutterClickActionPrivate *priv = action->priv;
gboolean has_button = TRUE;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)))
return CLUTTER_EVENT_PROPAGATE;
switch (clutter_event_type (event))
{
case CLUTTER_TOUCH_BEGIN:
has_button = FALSE;
case CLUTTER_BUTTON_PRESS:
if (has_button && clutter_event_get_click_count (event) != 1)
return CLUTTER_EVENT_PROPAGATE;
if (priv->is_held)
return CLUTTER_EVENT_STOP;
if (!clutter_actor_contains (actor, clutter_event_get_source (event)))
return CLUTTER_EVENT_PROPAGATE;
priv->press_button = has_button ? clutter_event_get_button (event) : 0;
priv->press_device_id = clutter_event_get_device_id (event);
priv->press_sequence = clutter_event_get_event_sequence (event);
priv->modifier_state = clutter_event_get_state (event);
clutter_event_get_coords (event, &priv->press_x, &priv->press_y);
if (priv->long_press_threshold < 0)
{
ClutterSettings *settings = clutter_settings_get_default ();
g_object_get (settings,
"dnd-drag-threshold", &priv->drag_threshold,
NULL);
}
else
priv->drag_threshold = priv->long_press_threshold;
if (priv->stage == NULL)
priv->stage = clutter_actor_get_stage (actor);
priv->capture_id = g_signal_connect_after (priv->stage, "captured-event",
G_CALLBACK (on_captured_event),
action);
click_action_set_pressed (action, TRUE);
click_action_set_held (action, TRUE);
click_action_query_long_press (action);
break;
case CLUTTER_ENTER:
click_action_set_pressed (action, priv->is_held);
break;
case CLUTTER_LEAVE:
click_action_set_pressed (action, priv->is_held);
click_action_cancel_long_press (action);
break;
default:
break;
}
return CLUTTER_EVENT_PROPAGATE;
}
static gboolean
on_captured_event (ClutterActor *stage,
ClutterEvent *event,
ClutterClickAction *action)
{
ClutterClickActionPrivate *priv = action->priv;
ClutterActor *actor;
ClutterModifierType modifier_state;
gboolean has_button = TRUE;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));
switch (clutter_event_type (event))
{
case CLUTTER_TOUCH_END:
has_button = FALSE;
case CLUTTER_BUTTON_RELEASE:
if (!priv->is_held)
return CLUTTER_EVENT_STOP;
if ((has_button && clutter_event_get_button (event) != priv->press_button) ||
(has_button && clutter_event_get_click_count (event) != 1) ||
clutter_event_get_device_id (event) != priv->press_device_id ||
clutter_event_get_event_sequence (event) != priv->press_sequence)
return CLUTTER_EVENT_PROPAGATE;
click_action_set_held (action, FALSE);
click_action_cancel_long_press (action);
/* disconnect the capture */
if (priv->capture_id != 0)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
if (priv->long_press_id != 0)
{
g_source_remove (priv->long_press_id);
priv->long_press_id = 0;
}
if (!clutter_actor_contains (actor, clutter_event_get_source (event)))
return CLUTTER_EVENT_PROPAGATE;
/* exclude any button-mask so that we can compare
* the press and release states properly */
modifier_state = clutter_event_get_state (event) &
~(CLUTTER_BUTTON1_MASK |
CLUTTER_BUTTON2_MASK |
CLUTTER_BUTTON3_MASK |
CLUTTER_BUTTON4_MASK |
CLUTTER_BUTTON5_MASK);
/* if press and release states don't match we
* simply ignore modifier keys. i.e. modifier keys
* are expected to be pressed throughout the whole
* click */
if (modifier_state != priv->modifier_state)
priv->modifier_state = 0;
click_action_set_pressed (action, FALSE);
g_signal_emit (action, click_signals[CLICKED], 0, actor);
break;
case CLUTTER_MOTION:
case CLUTTER_TOUCH_UPDATE:
{
gfloat motion_x, motion_y;
gfloat delta_x, delta_y;
if (clutter_event_get_device_id (event) != priv->press_device_id ||
clutter_event_get_event_sequence (event) != priv->press_sequence)
return CLUTTER_EVENT_PROPAGATE;
if (!priv->is_held)
return CLUTTER_EVENT_PROPAGATE;
clutter_event_get_coords (event, &motion_x, &motion_y);
delta_x = ABS (motion_x - priv->press_x);
delta_y = ABS (motion_y - priv->press_y);
if (delta_x > priv->drag_threshold ||
delta_y > priv->drag_threshold)
click_action_cancel_long_press (action);
}
break;
default:
break;
}
return CLUTTER_EVENT_STOP;
}
static void
clutter_click_action_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterClickAction *action = CLUTTER_CLICK_ACTION (meta);
ClutterClickActionPrivate *priv = action->priv;
if (priv->event_id != 0)
{
ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
if (old_actor != NULL)
g_signal_handler_disconnect (old_actor, priv->event_id);
priv->event_id = 0;
}
if (priv->capture_id != 0)
{
if (priv->stage != NULL)
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
priv->stage = NULL;
}
if (priv->long_press_id != 0)
{
g_source_remove (priv->long_press_id);
priv->long_press_id = 0;
}
click_action_set_pressed (action, FALSE);
click_action_set_held (action, FALSE);
if (actor != NULL)
priv->event_id = g_signal_connect (actor, "event",
G_CALLBACK (on_event),
action);
CLUTTER_ACTOR_META_CLASS (clutter_click_action_parent_class)->set_actor (meta, actor);
}
static void
clutter_click_action_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterClickActionPrivate *priv = CLUTTER_CLICK_ACTION (gobject)->priv;
switch (prop_id)
{
case PROP_LONG_PRESS_DURATION:
priv->long_press_duration = g_value_get_int (value);
break;
case PROP_LONG_PRESS_THRESHOLD:
priv->long_press_threshold = g_value_get_int (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_click_action_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterClickActionPrivate *priv = CLUTTER_CLICK_ACTION (gobject)->priv;
switch (prop_id)
{
case PROP_HELD:
g_value_set_boolean (value, priv->is_held);
break;
case PROP_PRESSED:
g_value_set_boolean (value, priv->is_pressed);
break;
case PROP_LONG_PRESS_DURATION:
g_value_set_int (value, priv->long_press_duration);
break;
case PROP_LONG_PRESS_THRESHOLD:
g_value_set_int (value, priv->long_press_threshold);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_click_action_dispose (GObject *gobject)
{
ClutterClickActionPrivate *priv = CLUTTER_CLICK_ACTION (gobject)->priv;
if (priv->event_id)
{
g_signal_handler_disconnect (clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (gobject)),
priv->event_id);
priv->event_id = 0;
}
if (priv->capture_id)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
if (priv->long_press_id)
{
g_source_remove (priv->long_press_id);
priv->long_press_id = 0;
}
G_OBJECT_CLASS (clutter_click_action_parent_class)->dispose (gobject);
}
static void
clutter_click_action_class_init (ClutterClickActionClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
meta_class->set_actor = clutter_click_action_set_actor;
gobject_class->dispose = clutter_click_action_dispose;
gobject_class->set_property = clutter_click_action_set_property;
gobject_class->get_property = clutter_click_action_get_property;
/**
* ClutterClickAction:pressed:
*
* Whether the clickable actor should be in "pressed" state
*
* Since: 1.4
*/
obj_props[PROP_PRESSED] =
g_param_spec_boolean ("pressed",
P_("Pressed"),
P_("Whether the clickable should be in pressed state"),
FALSE,
CLUTTER_PARAM_READABLE);
/**
* ClutterClickAction:held:
*
* Whether the clickable actor has the pointer grabbed
*
* Since: 1.4
*/
obj_props[PROP_HELD] =
g_param_spec_boolean ("held",
P_("Held"),
P_("Whether the clickable has a grab"),
FALSE,
CLUTTER_PARAM_READABLE);
/**
* ClutterClickAction:long-press-duration:
*
* The minimum duration of a press for it to be recognized as a long
* press gesture, in milliseconds.
*
* A value of -1 will make the #ClutterClickAction use the value of
* the #ClutterSettings:long-press-duration property.
*
* Since: 1.8
*/
obj_props[PROP_LONG_PRESS_DURATION] =
g_param_spec_int ("long-press-duration",
P_("Long Press Duration"),
P_("The minimum duration of a long press to recognize the gesture"),
-1, G_MAXINT,
-1,
CLUTTER_PARAM_READWRITE);
/**
* ClutterClickAction:long-press-threshold:
*
* The maximum allowed distance that can be covered (on both axes) before
* a long press gesture is cancelled, in pixels.
*
* A value of -1 will make the #ClutterClickAction use the value of
* the #ClutterSettings:dnd-drag-threshold property.
*
* Since: 1.8
*/
obj_props[PROP_LONG_PRESS_THRESHOLD] =
g_param_spec_int ("long-press-threshold",
P_("Long Press Threshold"),
P_("The maximum threshold before a long press is cancelled"),
-1, G_MAXINT,
-1,
CLUTTER_PARAM_READWRITE);
g_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
/**
* ClutterClickAction::clicked:
* @action: the #ClutterClickAction that emitted the signal
* @actor: the #ClutterActor attached to the @action
*
* The ::clicked signal is emitted when the #ClutterActor to which
* a #ClutterClickAction has been applied should respond to a
* pointer button press and release events
*
* Since: 1.4
*/
click_signals[CLICKED] =
g_signal_new (I_("clicked"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterClickActionClass, clicked),
NULL, NULL,
_clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterClickAction::long-press:
* @action: the #ClutterClickAction that emitted the signal
* @actor: the #ClutterActor attached to the @action
* @state: the long press state
*
* The ::long-press signal is emitted during the long press gesture
* handling.
*
* This signal can be emitted multiple times with different states.
*
* The %CLUTTER_LONG_PRESS_QUERY state will be emitted on button presses,
* and its return value will determine whether the long press handling
* should be initiated. If the signal handlers will return %TRUE, the
* %CLUTTER_LONG_PRESS_QUERY state will be followed either by a signal
* emission with the %CLUTTER_LONG_PRESS_ACTIVATE state if the long press
* constraints were respected, or by a signal emission with the
* %CLUTTER_LONG_PRESS_CANCEL state if the long press was cancelled.
*
* It is possible to forcibly cancel a long press detection using
* clutter_click_action_release().
*
* Return value: Only the %CLUTTER_LONG_PRESS_QUERY state uses the
* returned value of the handler; other states will ignore it
*
* Since: 1.8
*/
click_signals[LONG_PRESS] =
g_signal_new (I_("long-press"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterClickActionClass, long_press),
NULL, NULL,
_clutter_marshal_BOOLEAN__OBJECT_ENUM,
G_TYPE_BOOLEAN, 2,
CLUTTER_TYPE_ACTOR,
CLUTTER_TYPE_LONG_PRESS_STATE);
}
static void
clutter_click_action_init (ClutterClickAction *self)
{
self->priv = clutter_click_action_get_instance_private (self);
self->priv->long_press_threshold = -1;
self->priv->long_press_duration = -1;
}
/**
* clutter_click_action_new:
*
* Creates a new #ClutterClickAction instance
*
* Return value: the newly created #ClutterClickAction
*
* Since: 1.4
*/
ClutterAction *
clutter_click_action_new (void)
{
return g_object_new (CLUTTER_TYPE_CLICK_ACTION, NULL);
}
/**
* clutter_click_action_release:
* @action: a #ClutterClickAction
*
* Emulates a release of the pointer button, which ungrabs the pointer
* and unsets the #ClutterClickAction:pressed state.
*
* This function will also cancel the long press gesture if one was
* initiated.
*
* This function is useful to break a grab, for instance after a certain
* amount of time has passed.
*
* Since: 1.4
*/
void
clutter_click_action_release (ClutterClickAction *action)
{
ClutterClickActionPrivate *priv;
g_return_if_fail (CLUTTER_IS_CLICK_ACTION (action));
priv = action->priv;
if (!priv->is_held)
return;
/* disconnect the capture */
if (priv->capture_id != 0)
{
g_signal_handler_disconnect (priv->stage, priv->capture_id);
priv->capture_id = 0;
}
click_action_cancel_long_press (action);
click_action_set_held (action, FALSE);
click_action_set_pressed (action, FALSE);
}
/**
* clutter_click_action_get_button:
* @action: a #ClutterClickAction
*
* Retrieves the button that was pressed.
*
* Return value: the button value
*
* Since: 1.4
*/
guint
clutter_click_action_get_button (ClutterClickAction *action)
{
g_return_val_if_fail (CLUTTER_IS_CLICK_ACTION (action), 0);
return action->priv->press_button;
}
/**
* clutter_click_action_get_state:
* @action: a #ClutterClickAction
*
* Retrieves the modifier state of the click action.
*
* Return value: the modifier state parameter, or 0
*
* Since: 1.6
*/
ClutterModifierType
clutter_click_action_get_state (ClutterClickAction *action)
{
g_return_val_if_fail (CLUTTER_IS_CLICK_ACTION (action), 0);
return action->priv->modifier_state;
}
/**
* clutter_click_action_get_coords:
* @action: a #ClutterClickAction
* @press_x: (out): return location for the X coordinate, or %NULL
* @press_y: (out): return location for the Y coordinate, or %NULL
*
* Retrieves the screen coordinates of the button press.
*
* Since: 1.8
*/
void
clutter_click_action_get_coords (ClutterClickAction *action,
gfloat *press_x,
gfloat *press_y)
{
g_return_if_fail (CLUTTER_IS_ACTION (action));
if (press_x != NULL)
*press_x = action->priv->press_x;
if (press_y != NULL)
*press_y = action->priv->press_y;
}