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e69d60e8b6
Remove the dispose() implementation and replace with destroy(). This should be promoted as the standard approach for implementing a composite actor, as it emits a signal when instances of the actor subclass are destroyed.
452 lines
13 KiB
C
452 lines
13 KiB
C
#include "cb-button.h"
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/**
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* SECTION:cb-button
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* @short_description: Button widget
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*
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* A button widget with support for a text label and background color.
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*/
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/* convenience macro for GType implementations; see:
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* http://library.gnome.org/devel/gobject/2.27/gobject-Type-Information.html#G-DEFINE-TYPE:CAPS
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*/
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G_DEFINE_TYPE (CbButton, cb_button, CLUTTER_TYPE_ACTOR);
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/* macro for accessing the object's private structure */
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#define CB_BUTTON_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CB_TYPE_BUTTON, CbButtonPrivate))
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/* private structure - should only be accessed through the public API;
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* this is used to store member variables whose properties
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* need to be accessible from the implementation; for example, if we
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* intend to create wrapper functions which modify properties on the
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* actors composing an object, we should keep a reference to the actors
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* here
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*
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* this is also the place where other state variables go:
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* for example, you might record the current state of the button
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* (toggled on or off) or a background image
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*/
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struct _CbButtonPrivate
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{
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ClutterActor *child;
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ClutterActor *label;
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ClutterAction *click_action;
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gchar *text;
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};
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/* enumerates property identifiers for this class;
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* note that property identifiers should be non-zero integers,
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* so we add an unused PROP_0 to occupy the 0 position in the enum
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*/
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enum {
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PROP_0,
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PROP_TEXT
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};
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/* enumerates signal identifiers for this class;
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* LAST_SIGNAL is not used as a signal identifier, but is instead
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* used to delineate the size of the cache array for signals (see below)
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*/
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enum {
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CLICKED,
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LAST_SIGNAL
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};
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/* cache array for signals */
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static guint cb_button_signals[LAST_SIGNAL] = { 0, };
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/* from http://mail.gnome.org/archives/gtk-devel-list/2004-July/msg00158.html:
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*
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* "The finalize method finishes releasing the remaining
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* resources just before the object itself will be freed from memory, and
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* therefore it will only be called once. The two step process helps break
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* cyclic references. Both dispose and finalize must chain up to their
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* parent objects by calling their parent's respective methods *after* they
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* have disposed or finalized their own members."
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*/
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static void
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cb_button_finalize (GObject *gobject)
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{
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CbButtonPrivate *priv = CB_BUTTON (gobject)->priv;
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g_free (priv->text);
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/* call the parent class' finalize() method */
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G_OBJECT_CLASS (cb_button_parent_class)->finalize (gobject);
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}
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/* enables objects to be uniformly treated as GObjects;
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* also exposes properties so they become scriptable, e.g.
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* through ClutterScript
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*/
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static void
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cb_button_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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CbButton *button = CB_BUTTON (gobject);
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switch (prop_id)
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{
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case PROP_TEXT:
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cb_button_set_text (button, g_value_get_string (value));
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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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/* enables objects to be uniformly treated as GObjects */
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static void
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cb_button_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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CbButtonPrivate *priv = CB_BUTTON (gobject)->priv;
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switch (prop_id)
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{
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case PROP_TEXT:
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g_value_set_string (value, priv->text);
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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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/* ClutterActor implementation
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*
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* we only implement destroy(), get_preferred_height(), get_preferred_width(),
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* allocate(), and paint(), as this is the minimum we can get away with
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*/
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/* composite actors should implement destroy(), and inside their
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* implementation destroy any actors they are composed from;
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* in this case, we just destroy the child ClutterBox
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*/
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static void
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cb_button_destroy (ClutterActor *self)
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{
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CbButtonPrivate *priv = CB_BUTTON (self)->priv;
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/* we just destroy the child, and let the child
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* deal with destroying _its_ children; note that we have a guard
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* here in case the child has already been destroyed
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*/
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if (priv->child)
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{
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clutter_actor_destroy (priv->child);
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priv->child = NULL;
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}
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/* chain up to destroy() on the parent ClutterActorClass;
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* note that we check the parent class has a destroy() implementation
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* before calling it
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*/
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if (CLUTTER_ACTOR_CLASS (cb_button_parent_class)->destroy)
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CLUTTER_ACTOR_CLASS (cb_button_parent_class)->destroy (self);
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}
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/* get_preferred_height and get_preferred_width defer to the
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* internal ClutterBox, adding 20px padding on each axis;
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* min_*_p is the minimum height or width the actor should occupy
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* to be useful; natural_*_p is the height or width the actor
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* would occupy if not constrained
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*
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* note that if we required explicit sizing for CbButtons
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* (i.e. a developer must set their height and width),
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* we wouldn't need to implement these functions
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*/
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static void
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cb_button_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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CbButtonPrivate *priv = CB_BUTTON (self)->priv;
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clutter_actor_get_preferred_height (priv->child,
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for_width,
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min_height_p,
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natural_height_p);
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*min_height_p += 20.0;
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*natural_height_p += 20.0;
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}
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static void
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cb_button_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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CbButtonPrivate *priv = CB_BUTTON (self)->priv;
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clutter_actor_get_preferred_width (priv->child,
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for_height,
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min_width_p,
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natural_width_p);
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*min_width_p += 20.0;
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*natural_width_p += 20.0;
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}
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/* use the actor's allocation for the ClutterBox */
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static void
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cb_button_allocate (ClutterActor *actor,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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CbButtonPrivate *priv = CB_BUTTON (actor)->priv;
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ClutterActorBox child_box = { 0, };
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/* set the allocation for the whole button */
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CLUTTER_ACTOR_CLASS (cb_button_parent_class)->allocate (actor, box, flags);
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/* make the child (the ClutterBox) fill the parent;
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* note that this allocation box is relative to the
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* coordinates of the whole button actor, so we can't just
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* use the box passed into this function; instead, it
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* is adjusted to span the whole of the actor, from its
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* top-left corner (0,0) to its bottom-right corner
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* (width,height)
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*/
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child_box.x1 = 0.0;
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child_box.y1 = 0.0;
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child_box.x2 = clutter_actor_box_get_width (box);
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child_box.y2 = clutter_actor_box_get_height (box);
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clutter_actor_allocate (priv->child, &child_box, flags);
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}
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/* paint function implementation: just calls paint() on the ClutterBox */
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static void
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cb_button_paint (ClutterActor *actor)
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{
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CbButtonPrivate *priv = CB_BUTTON (actor)->priv;
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clutter_actor_paint (priv->child);
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}
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/* proxy ClickAction signals so they become signals from the actor */
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static void
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cb_button_clicked (ClutterClickAction *action,
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ClutterActor *actor,
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gpointer user_data)
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{
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/* emit signal via the cache array */
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g_signal_emit (actor, cb_button_signals[CLICKED], 0);
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}
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/* GObject class and instance initialization functions; note that
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* these have been placed after the Clutter implementation, as
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* they refer to the static function implementations above
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*/
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/* class init: attach functions to superclasses, define properties
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* and signals
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*/
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static void
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cb_button_class_init (CbButtonClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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gobject_class->finalize = cb_button_finalize;
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gobject_class->set_property = cb_button_set_property;
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gobject_class->get_property = cb_button_get_property;
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actor_class->destroy = cb_button_destroy;
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actor_class->get_preferred_height = cb_button_get_preferred_height;
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actor_class->get_preferred_width = cb_button_get_preferred_width;
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actor_class->allocate = cb_button_allocate;
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actor_class->paint = cb_button_paint;
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g_type_class_add_private (klass, sizeof (CbButtonPrivate));
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/**
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* CbButton:text:
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*
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* The text shown on the #CbButton
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*/
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pspec = g_param_spec_string ("text",
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"Text",
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"Text of the button",
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NULL,
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G_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_TEXT, pspec);
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/**
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* CbButton::clicked:
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* @button: the #CbButton that emitted the signal
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*
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* The ::clicked signal is emitted when the internal #ClutterClickAction
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* associated with a #CbButton emits its own ::clicked signal
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*/
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cb_button_signals[CLICKED] =
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g_signal_new ("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 (CbButtonClass, clicked),
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NULL,
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NULL,
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g_cclosure_marshal_VOID__VOID,
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G_TYPE_NONE,
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0);
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}
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/* object init: create a private structure and pack
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* composed ClutterActors into it
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*/
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static void
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cb_button_init (CbButton *self)
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{
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CbButtonPrivate *priv;
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ClutterLayoutManager *layout;
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priv = self->priv = CB_BUTTON_GET_PRIVATE (self);
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clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
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/* the only child of this actor is a ClutterBox with a
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* ClutterBinLayout: painting and allocation of the actor basically
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* involves painting and allocating this child box
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*/
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layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
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CLUTTER_BIN_ALIGNMENT_CENTER);
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priv->child = clutter_box_new (layout);
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/* set the parent of the ClutterBox to this instance */
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clutter_actor_set_parent (priv->child,
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CLUTTER_ACTOR (self));
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/* add text label to the button; see the ClutterText API docs
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* for more information about available properties
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*/
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priv->label = g_object_new (CLUTTER_TYPE_TEXT,
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"line-alignment", PANGO_ALIGN_CENTER,
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"ellipsize", PANGO_ELLIPSIZE_END,
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NULL);
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clutter_container_add_actor (CLUTTER_CONTAINER (priv->child),
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priv->label);
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/* add a ClutterClickAction on this actor, so we can proxy its
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* "clicked" signal into a signal from this actor
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*/
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priv->click_action = clutter_click_action_new ();
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clutter_actor_add_action (CLUTTER_ACTOR (self), priv->click_action);
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g_signal_connect (priv->click_action,
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"clicked",
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G_CALLBACK (cb_button_clicked),
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NULL);
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}
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/* public API */
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/* examples of public API functions which wrap functions
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* on internal actors
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*/
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/**
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* cb_button_set_text:
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* @self: a #CbButton
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* @text: the text to display on the button
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*
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* Set the text on the button
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*/
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void
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cb_button_set_text (CbButton *self,
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const gchar *text)
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{
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CbButtonPrivate *priv;
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/* public API should check its arguments;
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* see also g_return_val_if_fail for functions which
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* return a value
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*/
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g_return_if_fail (CB_IS_BUTTON (self));
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priv = self->priv;
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g_free (priv->text);
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if (text)
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priv->text = g_strdup (text);
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else
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priv->text = g_strdup ("");
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/* call a function on the ClutterText inside the layout */
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clutter_text_set_text (CLUTTER_TEXT (priv->label), priv->text);
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}
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/**
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* cb_button_set_background_color:
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* @self: a #CbButton
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* @color: the #ClutterColor to use for the button's background
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*
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* Set the color of the button's background
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*/
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void
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cb_button_set_background_color (CbButton *self,
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const ClutterColor *color)
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{
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g_return_if_fail (CB_IS_BUTTON (self));
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clutter_box_set_color (CLUTTER_BOX (self->priv->child), color);
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}
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/**
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* cb_button_set_text_color:
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* @self: a #CbButton
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* @color: the #ClutterColor to use as the color for the button text
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*
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* Set the color of the text on the button
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*/
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void
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cb_button_set_text_color (CbButton *self,
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const ClutterColor *color)
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{
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g_return_if_fail (CB_IS_BUTTON (self));
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clutter_text_set_color (CLUTTER_TEXT (self->priv->label), color);
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}
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/**
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* cb_button_get_text:
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* @self: a #CbButton
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*
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* Get the text displayed on the button
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*
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* Returns: the button's text. This must not be freed by the application.
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*/
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G_CONST_RETURN gchar *
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cb_button_get_text (CbButton *self)
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{
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g_return_val_if_fail (CB_IS_BUTTON (self), NULL);
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return self->priv->text;
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}
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/**
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* cb_button_new:
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*
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* Creates a new #CbButton instance
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*
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* Returns: a new #CbButton
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*/
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ClutterActor *
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cb_button_new (void)
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{
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return g_object_new (CB_TYPE_BUTTON, NULL);
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}
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