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mutter-performance-source/clutter/cally/cally-actor.c

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/* CALLY - The Clutter Accessibility Implementation Library
*
* Copyright (C) 2008 Igalia, S.L.
*
* Author: Alejandro Piñeiro Iglesias <apinheiro@igalia.com>
*
* Some parts are based on GailWidget, GailContaineer, GailCell from GAIL
* GAIL - The GNOME Accessibility Implementation Library
* Copyright 2001, 2002, 2003 Sun Microsystems Inc.
*
* 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-actor
* @short_description: Implementation of the ATK interfaces for #ClutterActor
* @see_also: #ClutterActor
*
* #CallyActor implements the required ATK interfaces of #ClutterActor
* exposing the common elements on each ClutterActor (position, extents, etc).
*/
/**
*
* IMPLEMENTATION NOTES:
*
* ####
*
* Focus: clutter hasn't got the focus concept in the same way that GTK, but it
* has a key focus managed by the stage. Basically any actor can be focused using
* clutter_stage_set_key_focus. So, we will use this approach: all actors are
* focusable, and we get the currently focused using clutter_stage_get_key_focus
* This affects focus related stateset and some atk_componenet focus methods (like
* grab focus)
*
* ####
*
* #ClutterContainer : cally_actor implements some of his methods based on
* #ClutterContainer interface, although there are the posibility to not
* implement it. Could be strange to do that but:
* * Some methods (like get_n_children and ref_child) are easily implemented using
* this interface so a general implementation can be done
* * #ClutterContainer is a popular interface, so several classes will implement
* that.
* * So we can implement a a11y class similar to GailContainer for each clutter
* object implementing that, and their clutter subclasses will have a proper
* a11y class, but not if they are parallel classes (ie: #ClutterGroup,
* #TinyFrame, #TinyScrollView)
* * So, on all this objects, will be required to reimplement again some methods
* on the objects.
* * A auxiliar object (a kind of a11y specific #ClutterContainer implementation)
* could be used to implement this methods in only a place, anyway, this will
* require some code on each concrete class to manage it.
* * So this implementation is based in that is better to manage a interface
* on the top abstract object, instead that C&P some code, with the minor
* problem that we need to check if we are implementing or not the interface.
*
* This methods can be reimplemented, in concrete cases that we can get ways more
* efficient to implement that. Take a look to #CallyGroup as a example of this.
*
* Anyway, there are several examples of behaviour changes depending of the current
* type of the object you are granting access.
*
* TODO,FIXME: check if an option would be to use a dynamic type, as
* it has been done on the webkit a11y implementation:
* See: https://bugs.webkit.org/show_bug.cgi?id=21546
*
* ###
*
* #AtkAction implementation. As ClutterActor has signals for "press"
* and "release", and most of the general Clutter objects are being
* used as buttons, it has sense to implement #AtkAction on
* #CallyActor, so this actions were added in this level.
*
* So we should search a way to extend #AtkAction on subclasses, to
* add actions. The direct solution would be just extend it normally,
* but we also should have the option to remove actions if required.
*
* So it was used the solution implemented in GailCell: maintain a
* list of actions, and add a _add_action and _remove_action public
* methods.
*
* This is another reason to not isolate CALLY as GAIL (although the
* current idea is to not do that).
*
*/
#include "config.h"
#include <clutter/clutter.h>
#ifdef HAVE_CLUTTER_X11
#include <clutter/x11/clutter-x11.h>
#endif
#include <math.h>
#include "cally-actor.h"
#include "cally-actor-private.h"
typedef struct _CallyActorActionInfo CallyActorActionInfo;
/**
* CallyActorActionInfo:
* @name: name of the action
* @description: description of the action
* @keybinding: keybinding related to the action
* @do_action_func: callback
*
* Utility structure to maintain the different actions added to the
* #CallyActor
*/
struct _CallyActorActionInfo
{
gchar *name;
gchar *description;
gchar *keybinding;
CallyActionFunc do_action_func;
};
static void cally_actor_class_init (CallyActorClass *klass);
static void cally_actor_init (CallyActor *cally_actor);
static void cally_actor_initialize (AtkObject *obj,
gpointer data);
static void cally_actor_finalize (GObject *obj);
/* AtkObject.h */
static AtkObject* cally_actor_get_parent (AtkObject *obj);
static gint cally_actor_get_index_in_parent (AtkObject *obj);
static AtkStateSet* cally_actor_ref_state_set (AtkObject *obj);
static G_CONST_RETURN gchar* cally_actor_get_name (AtkObject *obj);
static gint cally_actor_get_n_children (AtkObject *obj);
static AtkObject* cally_actor_ref_child (AtkObject *obj,
gint i);
static gboolean _cally_actor_all_parents_visible (ClutterActor *actor);
/* ClutterContainer */
static gint cally_actor_add_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data);
static gint cally_actor_remove_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data);
static gint cally_actor_real_add_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data);
static gint cally_actor_real_remove_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data);
/* AtkComponent.h */
static void cally_actor_component_interface_init (AtkComponentIface *iface);
static void cally_actor_get_extents (AtkComponent *component,
gint *x,
gint *y,
gint *width,
gint *height,
AtkCoordType coord_type);
static gint cally_actor_get_mdi_zorder (AtkComponent *component);
static gboolean cally_actor_grab_focus (AtkComponent *component);
static guint cally_actor_add_focus_handler (AtkComponent *component,
AtkFocusHandler handler);
static void cally_actor_remove_focus_handler (AtkComponent *component,
guint handler_id);
static void cally_actor_focus_event (AtkObject *obj,
gboolean focus_in);
static gboolean _is_actor_on_screen (ClutterActor *actor);
static void _get_top_level_origin (ClutterActor *actor,
gint *x,
gint *y);
/* AtkAction.h */
static void cally_actor_action_interface_init (AtkActionIface *iface);
static gboolean cally_actor_action_do_action (AtkAction *action,
gint i);
static gboolean idle_do_action (gpointer data);
static gint cally_actor_action_get_n_actions (AtkAction *action);
static G_CONST_RETURN gchar* cally_actor_action_get_description (AtkAction *action,
gint i);
static G_CONST_RETURN gchar* cally_actor_action_get_keybinding (AtkAction *action,
gint i);
static G_CONST_RETURN gchar* cally_actor_action_get_name (AtkAction *action,
gint i);
static gboolean cally_actor_action_set_description (AtkAction *action,
gint i,
const gchar *desc);
static void _cally_actor_press_action (CallyActor *cally_actor);
static void _cally_actor_release_action (CallyActor *cally_actor);
static void _cally_actor_click_action (CallyActor *cally_actor);
static void _cally_actor_destroy_action_info (gpointer action_info,
gpointer user_data);
static void _cally_actor_clean_action_list (CallyActor *cally_actor);
static CallyActorActionInfo* _cally_actor_get_action_info (CallyActor *cally_actor,
gint index);
/* Misc functions */
static void cally_actor_notify_clutter (GObject *obj,
GParamSpec *pspec);
static void cally_actor_real_notify_clutter (GObject *obj,
GParamSpec *pspec);
static gboolean cally_actor_focus_clutter (ClutterActor *actor,
gpointer data);
static gboolean cally_actor_real_focus_clutter (ClutterActor *actor,
gpointer data);
G_DEFINE_TYPE_WITH_CODE (CallyActor,
cally_actor,
ATK_TYPE_GOBJECT_ACCESSIBLE,
G_IMPLEMENT_INTERFACE (ATK_TYPE_COMPONENT,
cally_actor_component_interface_init)
G_IMPLEMENT_INTERFACE (ATK_TYPE_ACTION,
cally_actor_action_interface_init));
#define CALLY_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CALLY_TYPE_ACTOR, CallyActorPrivate))
struct _CallyActorPrivate
{
GQueue *action_queue;
guint action_idle_handler;
GList *action_list;
GList *children;
};
AtkObject*
cally_actor_new (ClutterActor *actor)
{
gpointer object;
AtkObject *atk_object;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
object = g_object_new (CALLY_TYPE_ACTOR, NULL);
atk_object = ATK_OBJECT (object);
atk_object_initialize (atk_object, actor);
return atk_object;
}
static void
cally_actor_initialize (AtkObject *obj,
gpointer data)
{
CallyActor *self = NULL;
CallyActorPrivate *priv = NULL;
ClutterActor *actor = NULL;
guint handler_id;
ATK_OBJECT_CLASS (cally_actor_parent_class)->initialize (obj, data);
self = CALLY_ACTOR(obj);
priv = self->priv;
actor = CLUTTER_ACTOR (data);
g_signal_connect_after (actor,
"key-focus-in",
G_CALLBACK (cally_actor_focus_clutter),
GINT_TO_POINTER (TRUE));
g_signal_connect_after (actor,
"key-focus-out",
G_CALLBACK (cally_actor_focus_clutter),
GINT_TO_POINTER (FALSE));
g_signal_connect (actor,
"notify",
G_CALLBACK (cally_actor_notify_clutter),
NULL);
atk_component_add_focus_handler (ATK_COMPONENT (self),
cally_actor_focus_event);
g_object_set_data (G_OBJECT (obj), "atk-component-layer",
GINT_TO_POINTER (ATK_LAYER_MDI));
/* add basic actions */
cally_actor_add_action (self, "press", NULL, NULL,
_cally_actor_press_action);
cally_actor_add_action (self, "release", NULL, NULL,
_cally_actor_release_action);
cally_actor_add_action (self, "click", NULL, NULL,
_cally_actor_click_action);
/* Depends if the object implement ClutterContainer */
if (CLUTTER_IS_CONTAINER(actor))
{
priv->children = clutter_container_get_children (CLUTTER_CONTAINER (actor));
/*
* We store the handler ids for these signals in case some objects
* need to remove these handlers.
*/
handler_id = g_signal_connect (actor,
"actor-added",
G_CALLBACK (cally_actor_add_actor),
obj);
g_object_set_data (G_OBJECT (obj), "cally-add-handler-id",
GUINT_TO_POINTER (handler_id));
handler_id = g_signal_connect (actor,
"actor-removed",
G_CALLBACK (cally_actor_remove_actor),
obj);
g_object_set_data (G_OBJECT (obj), "cally-remove-handler-id",
GUINT_TO_POINTER (handler_id));
obj->role = ATK_ROLE_PANEL; /* typically objects implementing ClutterContainer
interface would be a panel */
}
else
{
priv->children = NULL;
obj->role = ATK_ROLE_UNKNOWN;
}
}
static void
cally_actor_class_init (CallyActorClass *klass)
{
AtkObjectClass *class = ATK_OBJECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
klass->focus_clutter = cally_actor_real_focus_clutter;
klass->notify_clutter = cally_actor_real_notify_clutter;
klass->add_actor = cally_actor_real_add_actor;
klass->remove_actor = cally_actor_real_remove_actor;
/* GObject */
gobject_class->finalize = cally_actor_finalize;
/* AtkObject */
class->get_name = cally_actor_get_name;
class->get_parent = cally_actor_get_parent;
class->get_index_in_parent = cally_actor_get_index_in_parent;
class->ref_state_set = cally_actor_ref_state_set;
class->initialize = cally_actor_initialize;
class->get_n_children = cally_actor_get_n_children;
class->ref_child = cally_actor_ref_child;
g_type_class_add_private (gobject_class, sizeof (CallyActorPrivate));
}
static void
cally_actor_init (CallyActor *cally_actor)
{
CallyActorPrivate *priv = CALLY_ACTOR_GET_PRIVATE (cally_actor);
cally_actor->priv = priv;
priv->action_queue = NULL;
priv->action_idle_handler = 0;
priv->action_list = NULL;
priv->children = NULL;
}
static void
cally_actor_finalize (GObject *obj)
{
CallyActor *cally_actor = NULL;
CallyActorPrivate *priv = NULL;
cally_actor = CALLY_ACTOR (obj);
priv = cally_actor->priv;
_cally_actor_clean_action_list (cally_actor);
if (priv->action_idle_handler)
{
g_source_remove (priv->action_idle_handler);
priv->action_idle_handler = 0;
}
if (priv->action_queue)
{
g_queue_free (priv->action_queue);
}
if (priv->children)
{
g_list_free (priv->children);
priv->children = NULL;
}
G_OBJECT_CLASS (cally_actor_parent_class)->finalize (obj);
}
/* AtkObject */
static G_CONST_RETURN gchar*
cally_actor_get_name (AtkObject *obj)
{
G_CONST_RETURN gchar* name = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), NULL);
name = ATK_OBJECT_CLASS (cally_actor_parent_class)->get_name (obj);
if (name == NULL)
{
CallyActor *cally_actor = NULL;
ClutterActor *actor = NULL;
cally_actor = CALLY_ACTOR (obj);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
if (actor == NULL) /* State is defunct */
name = NULL;
else
name = clutter_actor_get_name (actor);
}
return name;
}
static AtkObject *
cally_actor_get_parent (AtkObject *obj)
{
ClutterActor *parent_actor = NULL;
AtkObject *parent = NULL;
ClutterActor *actor = NULL;
CallyActor *cally_actor = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), NULL);
/* Check if we have and assigned parent */
if (obj->accessible_parent)
return obj->accessible_parent;
/* Try to get it from the clutter parent */
cally_actor = CALLY_ACTOR (obj);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
if (actor == NULL) /* Object is defunct */
return NULL;
parent_actor = clutter_actor_get_parent (actor);
if (parent_actor == NULL)
return NULL;
parent = clutter_actor_get_accessible (parent_actor);
/* FIXME: I need to review the clutter-embed, to check if in this case I
* should get the widget accessible
*/
return parent;
}
static gint
cally_actor_get_index_in_parent (AtkObject *obj)
{
CallyActor *cally_actor = NULL;
ClutterActor *actor = NULL;
ClutterActor *parent_actor = NULL;
GList *children = NULL;
gint index = -1;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), -1);
if (obj->accessible_parent)
{
gint n_children, i;
gboolean found = FALSE;
n_children = atk_object_get_n_accessible_children (obj->accessible_parent);
for (i = 0; i < n_children; i++)
{
AtkObject *child;
child = atk_object_ref_accessible_child (obj->accessible_parent, i);
if (child == obj)
found = TRUE;
g_object_unref (child);
if (found)
return i;
}
return -1;
}
cally_actor = CALLY_ACTOR (obj);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
if (actor == NULL) /* Object is defunct */
return -1;
parent_actor = clutter_actor_get_parent(actor);
if ((parent_actor == NULL)||(!CLUTTER_IS_CONTAINER(parent_actor)))
return -1;
children = clutter_container_get_children(CLUTTER_CONTAINER(parent_actor));
index = g_list_index (children, actor);
g_list_free (children);
return index;
}
static AtkStateSet*
cally_actor_ref_state_set (AtkObject *obj)
{
ClutterActor *actor = NULL;
AtkStateSet *state_set = NULL;
ClutterStage *stage = NULL;
ClutterActor *focus_actor = NULL;
CallyActor *cally_actor = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), NULL);
cally_actor = CALLY_ACTOR (obj);
state_set = ATK_OBJECT_CLASS (cally_actor_parent_class)->ref_state_set (obj);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
if (actor == NULL) /* Object is defunct */
{
atk_state_set_add_state (state_set, ATK_STATE_DEFUNCT);
}
else
{
if (CLUTTER_ACTOR_IS_REACTIVE (actor))
{
atk_state_set_add_state (state_set, ATK_STATE_SENSITIVE);
atk_state_set_add_state (state_set, ATK_STATE_ENABLED);
}
if (CLUTTER_ACTOR_IS_VISIBLE (actor))
{
atk_state_set_add_state (state_set, ATK_STATE_VISIBLE);
if (_is_actor_on_screen (actor) &&
_cally_actor_all_parents_visible (actor))
atk_state_set_add_state (state_set, ATK_STATE_SHOWING);
}
/* See focus section on implementation notes */
atk_state_set_add_state (state_set, ATK_STATE_FOCUSABLE);
stage = CLUTTER_STAGE (clutter_actor_get_stage (actor));
/* If for any reason this actor doesn't have a stage
associated, we try the default one as fallback */
if (stage == NULL)
stage = CLUTTER_STAGE (clutter_stage_get_default ());
focus_actor = clutter_stage_get_key_focus (stage);
if (focus_actor == actor)
atk_state_set_add_state (state_set, ATK_STATE_FOCUSED);
}
return state_set;
}
static gint
cally_actor_get_n_children (AtkObject *obj)
{
ClutterActor *actor = NULL;
CallyActorPrivate *priv = NULL;
GList *children = NULL;
gint num = 0;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), 0);
priv = CALLY_ACTOR (obj)->priv;
actor = CALLY_GET_CLUTTER_ACTOR (obj);
if (actor == NULL) /* State is defunct */
return 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
if (CLUTTER_IS_CONTAINER (actor))
{
children = clutter_container_get_children (CLUTTER_CONTAINER (actor));
num = g_list_length (children);
g_list_free (children);
}
else
{
num = 0;
}
return num;
}
static AtkObject*
cally_actor_ref_child (AtkObject *obj,
gint i)
{
ClutterActor *actor = NULL;
ClutterActor *child = NULL;
CallyActorPrivate *priv = NULL;
GList *children = NULL;
AtkObject *result = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (obj), NULL);
priv = CALLY_ACTOR (obj)->priv;
actor = CALLY_GET_CLUTTER_ACTOR (obj);
if (actor == NULL) /* State is defunct */
{
return NULL;
}
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
if (CLUTTER_IS_CONTAINER (actor))
{
children = clutter_container_get_children (CLUTTER_CONTAINER (actor));
child = g_list_nth_data (children, i);
result = clutter_actor_get_accessible (child);
g_object_ref (result);
g_list_free (children);
}
else
{
result = NULL;
}
return result;
}
/* ClutterContainer */
static gint
cally_actor_add_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
CallyActor *cally_actor = CALLY_ACTOR (data);
CallyActorClass *klass = NULL;
klass = CALLY_ACTOR_GET_CLASS (cally_actor);
if (klass->add_actor)
return klass->add_actor (container, actor, data);
else
return 1;
}
static gint
cally_actor_remove_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
CallyActor *cally_actor = CALLY_ACTOR (data);
CallyActorClass *klass = NULL;
klass = CALLY_ACTOR_GET_CLASS (cally_actor);
if (klass->remove_actor)
return klass->remove_actor (container, actor, data);
else
return 1;
}
static gint
cally_actor_real_add_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
AtkObject *atk_parent = ATK_OBJECT (data);
AtkObject *atk_child = clutter_actor_get_accessible (actor);
CallyActor *cally_actor = CALLY_ACTOR (atk_parent);
CallyActorPrivate *priv = cally_actor->priv;
gint index;
g_return_val_if_fail (CLUTTER_IS_CONTAINER (container), 0);
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
g_object_notify (G_OBJECT (atk_child), "accessible_parent");
g_list_free (priv->children);
priv->children =
clutter_container_get_children (CLUTTER_CONTAINER(container));
index = g_list_index (priv->children, actor);
g_signal_emit_by_name (atk_parent, "children_changed::add",
index, atk_child, NULL);
return 1;
}
static gint
cally_actor_real_remove_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
AtkPropertyValues values = { NULL };
AtkObject* atk_parent = NULL;
AtkObject *atk_child = NULL;
CallyActorPrivate *priv = NULL;
gint index;
g_return_val_if_fail (CLUTTER_IS_CONTAINER (container), 0);
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
atk_parent = ATK_OBJECT (data);
atk_child = clutter_actor_get_accessible (actor);
if (atk_child)
{
g_value_init (&values.old_value, G_TYPE_POINTER);
g_value_set_pointer (&values.old_value, atk_parent);
values.property_name = "accessible-parent";
g_object_ref (atk_child);
g_signal_emit_by_name (atk_child,
"property_change::accessible-parent", &values, NULL);
g_object_unref (atk_child);
}
priv = CALLY_ACTOR (atk_parent)->priv;
index = g_list_index (priv->children, actor);
g_list_free (priv->children);
priv->children = clutter_container_get_children (CLUTTER_CONTAINER(container));
if (index >= 0 && index <= g_list_length (priv->children))
g_signal_emit_by_name (atk_parent, "children_changed::remove",
index, atk_child, NULL);
return 1;
}
/* AtkComponent implementation */
static void
cally_actor_component_interface_init (AtkComponentIface *iface)
{
g_return_if_fail (iface != NULL);
iface->get_extents = cally_actor_get_extents;
iface->get_mdi_zorder = cally_actor_get_mdi_zorder;
/* focus management */
iface->grab_focus = cally_actor_grab_focus;
iface->add_focus_handler = cally_actor_add_focus_handler;
iface->remove_focus_handler = cally_actor_remove_focus_handler;
}
static void
cally_actor_get_extents (AtkComponent *component,
gint *x,
gint *y,
gint *width,
gint *height,
AtkCoordType coord_type)
{
CallyActor *cally_actor = NULL;
ClutterActor *actor = NULL;
gint top_level_x, top_level_y;
gfloat f_width, f_height;
ClutterVertex verts[4];
g_return_if_fail (CALLY_IS_ACTOR (component));
cally_actor = CALLY_ACTOR (component);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
if (actor == NULL) /* actor is defunct */
return;
clutter_actor_get_abs_allocation_vertices (actor, verts);
clutter_actor_get_transformed_size (actor, &f_width, &f_height);
*x = verts[0].x;
*y = verts[0].y;
*width = ceilf (f_width);
*height = ceilf (f_height);
/* In the ATK_XY_WINDOW case, we consider the stage as the
* "top-level-window"
*
* http://library.gnome.org/devel/atk/stable/AtkUtil.html#AtkCoordType
*/
if (coord_type == ATK_XY_SCREEN)
{
_get_top_level_origin (actor, &top_level_x, &top_level_y);
*x += top_level_x;
*y += top_level_y;
}
return;
}
static gint
cally_actor_get_mdi_zorder (AtkComponent *component)
{
CallyActor *cally_actor = NULL;
ClutterActor *actor = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (component), G_MININT);
cally_actor = CALLY_ACTOR(component);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
return clutter_actor_get_depth (actor);
}
static gboolean
cally_actor_grab_focus (AtkComponent *component)
{
ClutterActor *actor = NULL;
ClutterActor *stage = NULL;
CallyActor *cally_actor = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (component), FALSE);
/* See focus section on implementation notes */
cally_actor = CALLY_ACTOR(component);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
stage = clutter_actor_get_stage (actor);
clutter_stage_set_key_focus (CLUTTER_STAGE (stage),
actor);
return TRUE;
}
/*
* These methods are basically taken from gail, as I don't see any
* reason to modify it. It makes me wonder why it is really required
* to be implemented in the toolkit
*/
static guint
cally_actor_add_focus_handler (AtkComponent *component,
AtkFocusHandler handler)
{
GSignalMatchType match_type;
gulong ret;
guint signal_id;
match_type = G_SIGNAL_MATCH_ID | G_SIGNAL_MATCH_FUNC;
signal_id = g_signal_lookup ("focus-event", ATK_TYPE_OBJECT);
ret = g_signal_handler_find (component, match_type, signal_id, 0, NULL,
(gpointer) handler, NULL);
if (!ret)
{
return g_signal_connect_closure_by_id (component,
signal_id, 0,
g_cclosure_new (G_CALLBACK (handler), NULL,
(GClosureNotify) NULL),
FALSE);
}
else
{
return 0;
}
}
static void
cally_actor_remove_focus_handler (AtkComponent *component,
guint handler_id)
{
g_signal_handler_disconnect (component, handler_id);
}
/* This method should check if the actor is currently on screen */
static gboolean
_is_actor_on_screen (ClutterActor *actor)
{
/* FIXME: FILL ME!!
* You could get some ideas from clutter_actor_is_on_stage, a private clutter
* function (note: it doesn't exists in the last versions of clutter)
* A occlusion check could be a good idea too
*/
return TRUE;
}
/**
*
* This gets the top level origin, it is, the position of the stage in
* the global screen. You can see it as the absolute display position
* of the stage.
*
* FIXME: only the case with x11 is implemented, other backends are
* required
*
**/
static void
_get_top_level_origin (ClutterActor *actor,
gint *x,
gint *y)
{
/* default values */
*x = 0;
*y = 0;
#ifdef HAVE_CLUTTER_X11
ClutterActor *stage = NULL;
Display *display = NULL;
Window root_window;
Window stage_window;
Window child;
gint return_val = 0;
stage = clutter_actor_get_stage (actor);
display = clutter_x11_get_default_display (); /* FIXME: what happens if you use another
display with clutter_backend_x11_set_display ?*/
root_window = clutter_x11_get_root_window ();
stage_window = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
return_val = XTranslateCoordinates (display, stage_window, root_window,
0, 0, x, y,
&child);
if (!return_val)
g_warning ("[x11] We were not able to get proper absolute position of the stage");
#else
static gboolean yet_warned = FALSE;
if (!yet_warned)
{
yet_warned = TRUE;
g_warning ("Using a clutter backend not supported. "
"atk_component_get_extents using ATK_XY_SCREEN could return a wrong screen position");
}
#endif
}
/* AtkAction implementation */
static void
cally_actor_action_interface_init (AtkActionIface *iface)
{
g_return_if_fail (iface != NULL);
iface->do_action = cally_actor_action_do_action;
iface->get_n_actions = cally_actor_action_get_n_actions;
iface->get_description = cally_actor_action_get_description;
iface->get_keybinding = cally_actor_action_get_keybinding;
iface->get_name = cally_actor_action_get_name;
iface->set_description = cally_actor_action_set_description;
}
static gboolean
cally_actor_action_do_action (AtkAction *action,
gint index)
{
ClutterActor *actor = NULL;
CallyActor *cally_actor = NULL;
AtkStateSet *set = NULL;
CallyActorPrivate *priv = NULL;
CallyActorActionInfo *info = NULL;
cally_actor = CALLY_ACTOR (action);
priv = cally_actor->priv;
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
set = atk_object_ref_state_set (ATK_OBJECT (cally_actor));
if (atk_state_set_contains_state (set, ATK_STATE_DEFUNCT))
return FALSE;
if (!atk_state_set_contains_state (set, ATK_STATE_SENSITIVE) ||
!atk_state_set_contains_state (set, ATK_STATE_SHOWING))
return FALSE;
g_object_unref (set);
info = _cally_actor_get_action_info (cally_actor, index);
if (info == NULL)
return FALSE;
if (info->do_action_func == NULL)
return FALSE;
if (!priv->action_queue)
priv->action_queue = g_queue_new ();
g_queue_push_head (priv->action_queue, info);
if (!priv->action_idle_handler)
priv->action_idle_handler = g_idle_add (idle_do_action, cally_actor);
return TRUE;
}
static gboolean
idle_do_action (gpointer data)
{
CallyActor *cally_actor = NULL;
CallyActorPrivate *priv = NULL;
ClutterActor *actor = NULL;
cally_actor = CALLY_ACTOR (data);
priv = cally_actor->priv;
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
priv->action_idle_handler = 0;
if (actor == NULL) /* state is defunct*/
return FALSE;
while (!g_queue_is_empty (priv->action_queue))
{
CallyActorActionInfo *info = NULL;
info = (CallyActorActionInfo *) g_queue_pop_head (priv->action_queue);
info->do_action_func (cally_actor);
}
return FALSE;
}
static gint
cally_actor_action_get_n_actions (AtkAction *action)
{
CallyActor *cally_actor = NULL;
CallyActorPrivate *priv = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (action), 0);
cally_actor = CALLY_ACTOR (action);
priv = cally_actor->priv;
return g_list_length (priv->action_list);
}
static G_CONST_RETURN gchar*
cally_actor_action_get_name (AtkAction *action,
gint i)
{
CallyActor *cally_actor = NULL;
CallyActorActionInfo *info = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (action), NULL);
cally_actor = CALLY_ACTOR (action);
info = _cally_actor_get_action_info (cally_actor, i);
if (info == NULL)
return NULL;
return info->name;
}
static G_CONST_RETURN gchar*
cally_actor_action_get_description (AtkAction *action,
gint i)
{
CallyActor *cally_actor = NULL;
CallyActorActionInfo *info = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (action), NULL);
cally_actor = CALLY_ACTOR (action);
info = _cally_actor_get_action_info (cally_actor, i);
if (info == NULL)
return NULL;
return info->description;
}
static gboolean
cally_actor_action_set_description (AtkAction *action,
gint i,
const gchar *desc)
{
CallyActor *cally_actor = NULL;
CallyActorActionInfo *info = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (action), FALSE);
cally_actor = CALLY_ACTOR (action);
info = _cally_actor_get_action_info (cally_actor, i);
if (info == NULL)
return FALSE;
g_free (info->description);
info->description = g_strdup (desc);
return TRUE;
}
static G_CONST_RETURN gchar*
cally_actor_action_get_keybinding (AtkAction *action,
gint i)
{
CallyActor *cally_actor = NULL;
CallyActorActionInfo *info = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (action), NULL);
cally_actor = CALLY_ACTOR (action);
info = _cally_actor_get_action_info (cally_actor, i);
if (info == NULL)
return NULL;
return info->keybinding;
}
/* Misc functions */
/**
* Checks if the parent actor, and his parent, etc is all visible
* Used to check the showing property
*
* FIXME: the same functionality is implemented on clutter since version 0.8.4
* by clutter_actor_get_paint_visibility, so we should change this function
* if a clutter version update is made
**/
static gboolean
_cally_actor_all_parents_visible (ClutterActor *actor)
{
ClutterActor *iter_parent = NULL;
gboolean result = TRUE;
ClutterActor *stage = NULL;
stage = clutter_actor_get_stage (actor);
for (iter_parent = clutter_actor_get_parent(actor); iter_parent;
iter_parent = clutter_actor_get_parent(iter_parent))
{
if (!CLUTTER_ACTOR_IS_VISIBLE (iter_parent))
{
/* stage parent */
if (iter_parent != stage)
result = FALSE;
else
result = TRUE;
break;
}
}
return result;
}
/*
* This function is a signal handler for key_focus_in and
* key_focus_out signal which gets emitted on a ClutterActor
*/
static gboolean
cally_actor_focus_clutter (ClutterActor *actor,
gpointer data)
{
CallyActor *cally_actor = NULL;
CallyActorClass *klass = NULL;
cally_actor = CALLY_ACTOR (clutter_actor_get_accessible (actor));
klass = CALLY_ACTOR_GET_CLASS (cally_actor);
if (klass->focus_clutter)
return klass->focus_clutter (actor, data);
else
return FALSE;
}
static gboolean
cally_actor_real_focus_clutter (ClutterActor *actor,
gpointer data)
{
CallyActor *cally_actor = NULL;
gboolean return_val = FALSE;
gboolean in = FALSE;
in = GPOINTER_TO_INT (data);
cally_actor = CALLY_ACTOR (clutter_actor_get_accessible (actor));
g_signal_emit_by_name (cally_actor, "focus_event", in, &return_val);
atk_focus_tracker_notify (ATK_OBJECT (cally_actor));
return FALSE;
}
/*
* This function is a signal handler for notify signal which gets emitted
* when a property changes value on the ClutterActor associated with the object.
*
* It calls a function for the CallyActor type
*/
static void
cally_actor_notify_clutter (GObject *obj,
GParamSpec *pspec)
{
CallyActor *cally_actor = NULL;
CallyActorClass *klass = NULL;
cally_actor = CALLY_ACTOR (clutter_actor_get_accessible (CLUTTER_ACTOR (obj)));
klass = CALLY_ACTOR_GET_CLASS (cally_actor);
if (klass->notify_clutter)
klass->notify_clutter (obj, pspec);
}
/*
* This function is a signal handler for notify signal which gets emitted
* when a property changes value on the ClutterActor associated with a CallyActor
*
* It constructs an AtkPropertyValues structure and emits a "property_changed"
* signal which causes the user specified AtkPropertyChangeHandler
* to be called.
*/
static void
cally_actor_real_notify_clutter (GObject *obj,
GParamSpec *pspec)
{
ClutterActor* actor = CLUTTER_ACTOR (obj);
AtkObject* atk_obj = clutter_actor_get_accessible (CLUTTER_ACTOR(obj));
AtkState state;
gboolean value;
if (g_strcmp0 (pspec->name, "visible") == 0)
{
state = ATK_STATE_VISIBLE;
value = CLUTTER_ACTOR_IS_VISIBLE (actor);
}
else if (g_strcmp0 (pspec->name, "reactive") == 0)
{
state = ATK_STATE_SENSITIVE;
value = CLUTTER_ACTOR_IS_REACTIVE (actor);
}
else
return;
atk_object_notify_state_change (atk_obj, state, value);
}
static void
cally_actor_focus_event (AtkObject *obj,
gboolean focus_in)
{
atk_object_notify_state_change (obj, ATK_STATE_FOCUSED, focus_in);
}
static void
_cally_actor_clean_action_list (CallyActor *cally_actor)
{
CallyActorPrivate *priv = NULL;
priv = cally_actor->priv;
if (priv->action_list)
{
g_list_foreach (priv->action_list,
(GFunc) _cally_actor_destroy_action_info,
NULL);
g_list_free (priv->action_list);
priv->action_list = NULL;
}
}
static CallyActorActionInfo *
_cally_actor_get_action_info (CallyActor *cally_actor,
gint index)
{
CallyActorPrivate *priv = NULL;
GList *node = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (cally_actor), NULL);
priv = cally_actor->priv;
if (priv->action_list == NULL)
return NULL;
node = g_list_nth (priv->action_list, index);
if (node == NULL)
return NULL;
return (CallyActorActionInfo *)(node->data);
}
static void
_cally_actor_click_action (CallyActor *cally_actor)
{
ClutterEvent tmp_event;
ClutterActor *stage = NULL;
ClutterActor *actor = NULL;
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
stage = clutter_actor_get_stage (actor);
/* press */
tmp_event.button.type = CLUTTER_BUTTON_PRESS;
tmp_event.button.time = CLUTTER_CURRENT_TIME;
tmp_event.button.stage = CLUTTER_STAGE (stage);
tmp_event.button.source = actor;
tmp_event.button.button = 1;
clutter_actor_event (actor, &tmp_event, FALSE);
/* release */
tmp_event.button.type = CLUTTER_BUTTON_RELEASE;
clutter_actor_event (actor, &tmp_event, FALSE);
}
static void
_cally_actor_press_action (CallyActor *cally_actor)
{
ClutterEvent tmp_event;
ClutterActor *stage = NULL;
ClutterActor *actor = NULL;
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
stage = clutter_actor_get_stage (actor);
tmp_event.button.type = CLUTTER_BUTTON_PRESS;
tmp_event.button.time = CLUTTER_CURRENT_TIME;
tmp_event.button.stage = CLUTTER_STAGE (stage);
tmp_event.button.source = actor;
tmp_event.button.button = 1;
clutter_actor_event (actor, &tmp_event, FALSE);
}
static void
_cally_actor_release_action (CallyActor *cally_actor)
{
ClutterEvent tmp_event;
ClutterActor *stage = NULL;
ClutterActor *actor = NULL;
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
stage = clutter_actor_get_stage (actor);
tmp_event.button.type = CLUTTER_BUTTON_RELEASE;
tmp_event.button.time = CLUTTER_CURRENT_TIME;
tmp_event.button.stage = CLUTTER_STAGE (stage);
tmp_event.button.source = actor;
tmp_event.button.button = 1;
clutter_actor_event (actor, &tmp_event, FALSE);
}
/**
* cally_actor_add_action:
* @action_name: the action name
* @action_description: the action description
* @action_keybinding: the action keybinding
* @action_func: the callback of the action, to be executed with do_action
*
* Adds a new action to be accessed with the AtkAction interface.
*
* Return value: added action id, or 0 if failure
*
* Since: 1.2
*/
guint
cally_actor_add_action (CallyActor *cally_actor,
const gchar *action_name,
const gchar *action_description,
const gchar *action_keybinding,
CallyActionFunc action_func)
{
CallyActorActionInfo *info = NULL;
CallyActorPrivate *priv = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (cally_actor), -1);
g_return_val_if_fail (action_func != NULL, -1);
priv = cally_actor->priv;
info = g_new (CallyActorActionInfo, 1);
if (action_name != NULL)
info->name = g_strdup (action_name);
else
info->name = NULL;
if (action_description != NULL)
info->description = g_strdup (action_description);
else
info->description = NULL;
if (action_keybinding != NULL)
info->keybinding = g_strdup (action_keybinding);
else
info->keybinding = NULL;
info->do_action_func = action_func;
priv->action_list = g_list_append (priv->action_list, (gpointer) info);
return g_list_length (priv->action_list);
}
/**
* cally_actor_remove_action:
* @action_id: the action id
*
* Removes a action, using the @action_id returned by cally_actor_add_action
*
* Return value: TRUE if the operation was succesful, FALSE otherwise
*
* Since: 1.2
*/
gboolean
cally_actor_remove_action (CallyActor *cally_actor,
gint action_id)
{
GList *list_node = NULL;
CallyActorPrivate *priv = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (cally_actor), FALSE);
priv = cally_actor->priv;
list_node = g_list_nth (priv->action_list, action_id - 1);
if (!list_node)
return FALSE;
_cally_actor_destroy_action_info (list_node->data, NULL);
priv->action_list = g_list_remove_link (priv->action_list, list_node);
return TRUE;
}
/**
* cally_actor_remove_action:
* @action_name: the name of the action
*
* Removes a action, using the @action_name used when the action was added
* with cally_actor_add_action
*
* Return value: TRUE if the operation was succesful, FALSE otherwise
*
* Since: 1.2
*/
gboolean
cally_actor_remove_action_by_name (CallyActor *cally_actor,
const gchar *action_name)
{
GList *node = NULL;
gboolean action_found = FALSE;
CallyActorPrivate *priv = NULL;
g_return_val_if_fail (CALLY_IS_ACTOR (cally_actor), FALSE);
priv = CALLY_ACTOR (cally_actor)->priv;
for (node = priv->action_list; node && !action_found;
node = node->next)
{
if (!g_strcasecmp (((CallyActorActionInfo *)(node->data))->name, action_name))
{
action_found = TRUE;
break;
}
}
if (!action_found)
return FALSE;
_cally_actor_destroy_action_info (node->data, NULL);
priv->action_list = g_list_remove_link (priv->action_list, node);
return TRUE;
}
static void
_cally_actor_destroy_action_info (gpointer action_info,
gpointer user_data)
{
CallyActorActionInfo *info = (CallyActorActionInfo *)action_info;
g_assert (info != NULL);
g_free (info->name);
g_free (info->description);
g_free (info->keybinding);
g_free (info);
}