Revive Clutter support.
This commit is contained in:
@ -23,98 +23,144 @@
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#endif /* HAVE_CONFIG_H */
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#include "eek-clutter-key.h"
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#include "eek-clutter-key-actor.h"
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G_DEFINE_TYPE (EekClutterKey, eek_clutter_key, EEK_TYPE_KEY);
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G_DEFINE_TYPE (EekClutterKey, eek_clutter_key, CLUTTER_TYPE_ACTOR);
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#define EEK_CLUTTER_KEY_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), EEK_TYPE_CLUTTER_KEY, EekClutterKeyPrivate))
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struct _EekClutterKeyPrivate
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{
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EekClutterDrawingContext *context;
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ClutterActor *actor;
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EekKey *key;
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EekClutterRenderer *renderer;
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};
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static void
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eek_clutter_key_real_set_name (EekElement *self,
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const gchar *name)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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EEK_ELEMENT_CLASS (eek_clutter_key_parent_class)->
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set_name (self, name);
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if (priv->actor)
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clutter_actor_set_name (CLUTTER_ACTOR(priv->actor), name);
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}
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static void
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eek_clutter_key_real_set_bounds (EekElement *self,
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EekBounds *bounds)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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EEK_ELEMENT_CLASS (eek_clutter_key_parent_class)->
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set_bounds (self, bounds);
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if (priv->actor) {
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clutter_actor_set_position (priv->actor, bounds->x, bounds->y);
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clutter_actor_set_size (priv->actor, bounds->width, bounds->height);
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}
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}
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static void
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eek_clutter_key_real_pressed (EekKey *key)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(key);
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if (priv->actor)
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g_signal_emit_by_name (priv->actor, "pressed");
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}
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static void
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eek_clutter_key_real_released (EekKey *key)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(key);
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if (priv->actor)
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g_signal_emit_by_name (priv->actor, "released");
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}
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static void
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eek_clutter_key_dispose (GObject *object)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(object);
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if (priv->context) {
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g_object_unref (priv->context);
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priv->context = NULL;
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if (priv->renderer) {
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g_object_unref (priv->renderer);
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priv->renderer = NULL;
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}
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if (priv->actor) {
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g_object_unref (priv->actor);
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priv->actor = NULL;
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if (priv->key && g_object_is_floating (priv->key)) {
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g_object_unref (priv->key);
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priv->key = NULL;
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}
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G_OBJECT_CLASS (eek_clutter_key_parent_class)->dispose (object);
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}
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static void
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eek_clutter_key_real_paint (ClutterActor *self)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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eek_clutter_renderer_render_key (priv->renderer, self, priv->key);
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}
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static void
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eek_clutter_key_real_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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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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EekBounds bounds;
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gdouble scale;
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scale = eek_renderer_get_scale (EEK_RENDERER(priv->renderer));
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eek_element_get_bounds (EEK_ELEMENT(priv->key), &bounds);
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*min_width_p = 0.0f;
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*natural_width_p = bounds.width * scale;
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}
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static void
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eek_clutter_key_real_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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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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EekBounds bounds;
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gdouble scale;
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scale = eek_renderer_get_scale (EEK_RENDERER(priv->renderer));
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eek_element_get_bounds (EEK_ELEMENT(priv->key), &bounds);
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*min_height_p = 0.0f;
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*natural_height_p = bounds.height * scale;
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}
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static void
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eek_clutter_key_real_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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CLUTTER_ACTOR_CLASS (eek_clutter_key_parent_class)->
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allocate (self, box, flags);
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}
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static gboolean
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eek_clutter_key_real_button_press_event (ClutterActor *self,
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ClutterButtonEvent *event)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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g_signal_emit_by_name (priv->key, "pressed");
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return TRUE;
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}
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static gboolean
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eek_clutter_key_real_button_release_event (ClutterActor *self,
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ClutterButtonEvent *event)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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g_signal_emit_by_name (priv->key, "released");
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return TRUE;
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}
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static gboolean
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eek_clutter_key_real_leave_event (ClutterActor *self,
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ClutterCrossingEvent *event)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(self);
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if (eek_key_is_pressed (priv->key))
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g_signal_emit_by_name (priv->key, "released");
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return TRUE;
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}
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static void
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eek_clutter_key_class_init (EekClutterKeyClass *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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EekElementClass *element_class = EEK_ELEMENT_CLASS (klass);
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EekKeyClass *key_class = EEK_KEY_CLASS (klass);
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g_type_class_add_private (gobject_class,
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sizeof (EekClutterKeyPrivate));
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element_class->set_name = eek_clutter_key_real_set_name;
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element_class->set_bounds = eek_clutter_key_real_set_bounds;
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gobject_class->dispose = eek_clutter_key_dispose;
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actor_class->paint = eek_clutter_key_real_paint;
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actor_class->get_preferred_width =
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eek_clutter_key_real_get_preferred_width;
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actor_class->get_preferred_height =
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eek_clutter_key_real_get_preferred_height;
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actor_class->allocate = eek_clutter_key_real_allocate;
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/* signals */
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key_class->pressed = eek_clutter_key_real_pressed;
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key_class->released = eek_clutter_key_real_released;
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actor_class->button_press_event =
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eek_clutter_key_real_button_press_event;
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actor_class->button_release_event =
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eek_clutter_key_real_button_release_event;
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actor_class->leave_event =
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eek_clutter_key_real_leave_event;
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gobject_class->dispose = eek_clutter_key_dispose;
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}
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static void
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@ -122,33 +168,73 @@ eek_clutter_key_init (EekClutterKey *self)
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{
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EekClutterKeyPrivate *priv;
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priv = self->priv = EEK_CLUTTER_KEY_GET_PRIVATE (self);
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priv->actor = NULL;
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priv->key = NULL;
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priv->renderer = NULL;
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}
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static void
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on_pressed (EekKey *key, gpointer user_data)
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{
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ClutterActor *actor = user_data, *parent;
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parent = clutter_actor_get_parent (actor);
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clutter_actor_raise_top (parent);
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clutter_actor_raise_top (actor);
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clutter_actor_set_scale_with_gravity (actor,
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1.0,
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1.0,
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CLUTTER_GRAVITY_CENTER);
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clutter_actor_animate (actor, CLUTTER_EASE_IN_SINE, 150,
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"scale-x", 1.5,
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"scale-y", 1.5,
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NULL);
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}
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static void
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on_released (EekKey *key, gpointer user_data)
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{
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ClutterActor *actor = user_data, *parent;
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parent = clutter_actor_get_parent (actor);
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clutter_actor_raise_top (parent);
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clutter_actor_raise_top (actor);
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clutter_actor_set_scale_with_gravity (actor,
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1.5,
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1.5,
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CLUTTER_GRAVITY_CENTER);
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clutter_actor_animate (actor, CLUTTER_EASE_OUT_SINE, 150,
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"scale-x", 1.0,
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"scale-y", 1.0,
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NULL);
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}
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ClutterActor *
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eek_clutter_key_get_actor (EekClutterKey *key)
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eek_clutter_key_new (EekKey *key, EekClutterRenderer *renderer)
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{
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EekClutterKeyPrivate *priv = EEK_CLUTTER_KEY_GET_PRIVATE(key);
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ClutterActor *actor;
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EekClutterKeyPrivate *priv;
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EekBounds bounds;
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gdouble scale;
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if (!priv->actor) {
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g_return_val_if_fail (priv->context, NULL);
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priv->actor = eek_clutter_key_actor_new (priv->context, EEK_KEY(key));
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g_object_ref_sink (priv->actor);
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}
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return priv->actor;
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}
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EekKey *
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eek_clutter_key_new (EekClutterDrawingContext *context, gint column, gint row)
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{
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EekClutterKey *key;
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g_return_val_if_fail (context, NULL);
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key = g_object_new (EEK_TYPE_CLUTTER_KEY,
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"column", column,
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"row", row,
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NULL);
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key->priv->context = context;
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g_object_ref_sink (key->priv->context);
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return EEK_KEY(key);
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actor = g_object_new (EEK_TYPE_CLUTTER_KEY, NULL);
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priv = EEK_CLUTTER_KEY_GET_PRIVATE(actor);
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priv->key = g_object_ref_sink (key);
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priv->renderer = g_object_ref (renderer);
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eek_element_get_bounds (EEK_ELEMENT(key), &bounds);
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scale = eek_renderer_get_scale (EEK_RENDERER(priv->renderer));
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clutter_actor_set_position (actor,
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bounds.x * scale,
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bounds.y * scale);
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clutter_actor_set_reactive (actor, TRUE);
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g_signal_connect (priv->key, "pressed",
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G_CALLBACK(on_pressed), actor);
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g_signal_connect (priv->key, "released",
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G_CALLBACK(on_released), actor);
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return actor;
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}
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