Usage Overview
libeek is a library to create keyboard-like user interface.
Since it is designed as simple as possible, it provides only two
kinds of objects. One is keyboard element
(derived from #EekElement) and another is keyboard
layout engine (which implements the #EekLayout
interface).
A keyboard element represents either a keyboard
(#EekKeyboard), a section (#EekSection), or a key (#EekKey). Each
element implements the Builder design pattern so that it can be
converted into a UI widget (#ClutterActor, #GtkDrawingArea,
aso).
A layout engine arranges keyboard elements using information
from external configuration mechanisms (libxklavier, XKB,
matchbox-keyboard layouts in XML, aso)
Here is a sample code which creates a keyboard-like #ClutterActor using the system keyboard layout using libxklavier:
EekKeyboard *keyboard;
EekLayout *layout;
/* Create a keyboard layout using libxklavier configuration. */
layout = eek_xkl_layout_new ();
/* Create a keyboard implemented as ClutterActor. */
keyboard = eek_clutter_keyboard_new ();
/* Apply the layout to the keyboard. */
eek_keyboard_set_layout (keyboard, layout);
clutter_group_add (CLUTTER_GROUP(stage),
eek_clutter_keyboard_get_actor (EEK_CLUTTER_KEYBOARD(keyboard)));
One of the most interesting features of libeek is that UI
backends can be switched easily. For example, to create a
keyboard-like #GtkWidget instead of #ClutterActor, all you need is
to replace eek_clutter_keyboard_new() with eek_gtk_keyboard_new()
and eek_clutter_keyboard_get_actor() with
eek_gtk_keyboard_get_widget().
There is logical represention (model) of keyboard distinct from the UI widget (view). More precisely, a keyboard is represented as a tree of #EekElement -- #EekKeyboard contains one or more #EekSection's and #EekSection contains one or more #EekKey's. Each element can be event source when user events on the UI widget occurs. For example, with the following code, when a user pushed a key widget with keycode 0x38 assigned, on_a_pressed will be called.
/* Find a key element in the logical keyboard. */
EekKey *key = eek_keyboard_find_key_by_keycode (keyboard, 0x38);
g_signal_connect (key, "pressed", on_a_pressed);
In this way, application developers do not need to know the differences between the underlying UI widgets after creation.