Ignore motion event when button is pressed.
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@ -52,6 +52,7 @@ struct _EekClutterKeyActorPrivate
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EekClutterDrawingContext *context;
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EekKey *key;
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ClutterActor *texture;
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gboolean is_pressed;
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};
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static ClutterActor *get_texture (EekClutterKeyActor *actor);
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@ -195,8 +196,11 @@ on_button_press_event (ClutterActor *actor,
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EekClutterKeyActorPrivate *priv =
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EEK_CLUTTER_KEY_ACTOR_GET_PRIVATE(actor);
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/* priv->key will send back PRESSED event of actor. */
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g_signal_emit_by_name (priv->key, "pressed");
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if (!priv->is_pressed) {
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priv->is_pressed = TRUE;
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/* priv->key will send back PRESSED event of actor. */
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g_signal_emit_by_name (priv->key, "pressed");
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}
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}
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static void
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@ -207,8 +211,27 @@ on_button_release_event (ClutterActor *actor,
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EekClutterKeyActorPrivate *priv =
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EEK_CLUTTER_KEY_ACTOR_GET_PRIVATE(actor);
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/* priv->key will send back RELEASED event of actor. */
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g_signal_emit_by_name (priv->key, "released");
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if (priv->is_pressed) {
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priv->is_pressed = FALSE;
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/* priv->key will send back RELEASED event of actor. */
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g_signal_emit_by_name (priv->key, "released");
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}
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}
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static gboolean
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on_leave_event (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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EekClutterKeyActorPrivate *priv =
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EEK_CLUTTER_KEY_ACTOR_GET_PRIVATE(actor);
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if (priv->is_pressed) {
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priv->is_pressed = FALSE;
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/* priv->key will send back RELEASED event of actor. */
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g_signal_emit_by_name (priv->key, "released");
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}
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return FALSE;
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}
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static void
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@ -219,12 +242,15 @@ eek_clutter_key_actor_init (EekClutterKeyActor *self)
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priv = self->priv = EEK_CLUTTER_KEY_ACTOR_GET_PRIVATE(self);
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priv->key = NULL;
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priv->texture = NULL;
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clutter_actor_set_reactive (CLUTTER_ACTOR(self), TRUE);
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g_signal_connect (self, "button-press-event",
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G_CALLBACK (on_button_press_event), NULL);
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g_signal_connect (self, "button-release-event",
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G_CALLBACK (on_button_release_event), NULL);
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g_signal_connect (self, "leave-event",
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G_CALLBACK (on_leave_event), NULL);
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}
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ClutterActor *
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