mutter/clutter/cally/cally-clone.c
2012-03-07 12:36:43 +00:00

132 lines
4.2 KiB
C

/* CALLY - The Clutter Accessibility Implementation Library
*
* Copyright (C) 2010 Igalia, S.L.
*
* Author: Alejandro Piñeiro Iglesias <apinheiro@igalia.com>
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:cally-clone
* @Title: CallyClone
* @short_description: Implementation of the ATK interfaces for a #ClutterClone
* @see_also: #ClutterClone
*
* #CallyClone implements the required ATK interfaces of #ClutterClone
*
* In particular it sets a proper role for the clone, as just a image,
* as it is the sanest and simplest approach.
*/
/* Design rationale for CallyClone:
*
* In the old times, it was just ClutterCloneTexture. So, from a a11y POV
* CallyCloneTexture was just another image, like ClutterTexture, and if
* it was a clone was irrevelant. So on cally-0.8, CallyCloneTexture
* expose a object with role ATK_ROLE_IMAGE. But now, ClutterClone is more
* general. You can clone any object, including groups, and made things
* like have one text entry, and a clone with different properties in the
* same window, updated both at once.
*
* The question is if the idea is have a ClutterClone as a "first-class"
* citizen inside the stage hierarchy (full clone), or it is just supposed
* to be a mirror image of the original object.
*
* In the case of the a11y POV this would mean that if the text changes on
* the source, the clone should emit as well the text-changing signals.
*
* As ClutterClone smartly just paint the same object with different
* parameters, this would mean that it should be the cally object the one
* that should replicate the source clutter hierarchy to do that,
* something that just sound crazy.
*
* Taking into account that:
*
* - ClutterClone doesn't re-emit mirrored signals from the source
* I think that likely the answer would be "yes, it is just a
* mirrored image, not a real full clone".
*
* - You can't interact directly with the clone (ie: focus, and so on).
* Its basic usage (right now) is clone textures.
*
* Any other solution could be overwhelming.
*
* I think that the final solution would be that ClutterClone from the
* a11y POV should still be managed as a image (with the proper properties,
* position, size, etc.).
*/
#include "cally-clone.h"
#include "cally-actor-private.h"
/* AtkObject */
static void cally_clone_real_initialize (AtkObject *obj,
gpointer data);
G_DEFINE_TYPE (CallyClone, cally_clone, CALLY_TYPE_ACTOR)
static void
cally_clone_class_init (CallyCloneClass *klass)
{
/* GObjectClass *gobject_class = G_OBJECT_CLASS (klass); */
AtkObjectClass *class = ATK_OBJECT_CLASS (klass);
class->initialize = cally_clone_real_initialize;
}
static void
cally_clone_init (CallyClone *clone)
{
/* nothing to do yet */
}
/**
* cally_clone_new:
* @actor: a #ClutterActor
*
* Creates a new #CallyClone for the given @actor. @actor must be a
* #ClutterClone.
*
* Return value: the newly created #AtkObject
*
* Since: 1.4
*/
AtkObject*
cally_clone_new (ClutterActor *actor)
{
GObject *object = NULL;
AtkObject *accessible = NULL;
g_return_val_if_fail (CLUTTER_IS_CLONE (actor), NULL);
object = g_object_new (CALLY_TYPE_CLONE, NULL);
accessible = ATK_OBJECT (object);
atk_object_initialize (accessible, actor);
return accessible;
}
static void
cally_clone_real_initialize (AtkObject *obj,
gpointer data)
{
ATK_OBJECT_CLASS (cally_clone_parent_class)->initialize (obj, data);
obj->role = ATK_ROLE_IMAGE;
}