Files
squeekboard/eek/eek-clutter-keyboard.c
Daiki Ueno 43fdb5e960 Fix object finalization.
Add XKL wrapper (not ready).
2010-06-10 17:53:54 +09:00

241 lines
7.2 KiB
C

/*
* Copyright (C) 2010 Daiki Ueno <ueno@unixuser.org>
* Copyright (C) 2010 Red Hat, 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., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301 USA
*/
/**
* SECTION:eek-clutter-keyboard
* @short_description: #EekKeyboard embedding a #ClutterActor
*/
#include <string.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif /* HAVE_CONFIG_H */
#include "eek-clutter-keyboard.h"
#include "eek-keyboard.h"
G_DEFINE_TYPE (EekClutterKeyboard, eek_clutter_keyboard, EEK_TYPE_KEYBOARD);
#define EEK_CLUTTER_KEYBOARD_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), EEK_TYPE_CLUTTER_KEYBOARD, EekClutterKeyboardPrivate))
struct _EekClutterKeyboardPrivate
{
ClutterActor *actor;
};
static void
eek_clutter_keyboard_real_set_name (EekElement *self,
const gchar *name)
{
EekClutterKeyboardPrivate *priv = EEK_CLUTTER_KEYBOARD_GET_PRIVATE(self);
EEK_ELEMENT_CLASS (eek_clutter_keyboard_parent_class)->
set_name (self, name);
g_return_if_fail (priv->actor);
clutter_actor_set_name (priv->actor, name);
}
static void
eek_clutter_keyboard_real_set_bounds (EekElement *self,
EekBounds *bounds)
{
EekClutterKeyboardPrivate *priv = EEK_CLUTTER_KEYBOARD_GET_PRIVATE(self);
EEK_ELEMENT_CLASS (eek_clutter_keyboard_parent_class)->
set_bounds (self, bounds);
g_return_if_fail (priv->actor);
clutter_actor_set_position (priv->actor, bounds->x, bounds->y);
clutter_actor_set_size (priv->actor, bounds->width, bounds->height);
}
static void
key_pressed_event (EekSection *section,
EekKey *key,
EekKeyboard *keyboard)
{
g_signal_emit_by_name (keyboard, "key-pressed", key);
}
static void
key_released_event (EekSection *section,
EekKey *key,
EekKeyboard *keyboard)
{
g_signal_emit_by_name (keyboard, "key-released", key);
}
static EekSection *
eek_clutter_keyboard_real_create_section (EekKeyboard *self)
{
EekSection *section;
ClutterActor *actor;
section = g_object_new (EEK_TYPE_CLUTTER_SECTION, NULL);
g_return_val_if_fail (section, NULL);
g_signal_connect (section, "key-pressed",
G_CALLBACK(key_pressed_event), self);
g_signal_connect (section, "key-released",
G_CALLBACK(key_released_event), self);
EEK_CONTAINER_GET_CLASS(self)->add_child (EEK_CONTAINER(self),
EEK_ELEMENT(section));
actor = eek_clutter_keyboard_get_actor (EEK_CLUTTER_KEYBOARD(self));
clutter_container_add_actor
(CLUTTER_CONTAINER(actor),
eek_clutter_section_get_actor (EEK_CLUTTER_SECTION(section)));
return section;
}
static void
eek_clutter_keyboard_finalize (GObject *object)
{
EekClutterKeyboardPrivate *priv = EEK_CLUTTER_KEYBOARD_GET_PRIVATE(object);
if (priv->actor)
g_object_unref (priv->actor);
G_OBJECT_CLASS (eek_clutter_keyboard_parent_class)->finalize (object);
}
static void
eek_clutter_keyboard_class_init (EekClutterKeyboardClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
EekElementClass *element_class = EEK_ELEMENT_CLASS (klass);
EekKeyboardClass *keyboard_class = EEK_KEYBOARD_CLASS (klass);
g_type_class_add_private (gobject_class,
sizeof (EekClutterKeyboardPrivate));
keyboard_class->create_section = eek_clutter_keyboard_real_create_section;
element_class->set_name = eek_clutter_keyboard_real_set_name;
element_class->set_bounds = eek_clutter_keyboard_real_set_bounds;
gobject_class->finalize = eek_clutter_keyboard_finalize;
}
static void
eek_clutter_keyboard_init (EekClutterKeyboard *self)
{
EekClutterKeyboardPrivate *priv;
priv = self->priv = EEK_CLUTTER_KEYBOARD_GET_PRIVATE(self);
priv->actor = NULL;
}
/**
* eek_clutter_keyboard_new:
* @width: max width of the area where the keyboard to be drawn
* @height: max height of the area where the keyboard to be drawn
*
* Create a new #EekClutterKeyboard.
*/
EekKeyboard*
eek_clutter_keyboard_new (gfloat width,
gfloat height)
{
EekKeyboard *keyboard;
EekBounds bounds;
keyboard = g_object_new (EEK_TYPE_CLUTTER_KEYBOARD, NULL);
g_return_val_if_fail (keyboard, NULL);
/* Can't call set_bounds of this class since it needs priv->actor
initialized */
memset (&bounds, 0, sizeof bounds);
bounds.width = width;
bounds.height = height;
EEK_ELEMENT_CLASS (eek_clutter_keyboard_parent_class)->
set_bounds (EEK_ELEMENT(keyboard), &bounds);
return keyboard;
}
static gboolean
on_clutter_key_press_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
guint keycode;
EekKey *key;
keycode = clutter_event_get_key_code (event);
key = eek_keyboard_find_key_by_keycode (user_data, keycode);
if (key) {
g_signal_emit_by_name (key, "pressed", NULL);
return TRUE;
}
return FALSE;
}
static gboolean
on_clutter_key_release_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
guint keycode;
EekKey *key;
keycode = clutter_event_get_key_code (event);
key = eek_keyboard_find_key_by_keycode (user_data, keycode);
if (key) {
g_signal_emit_by_name (key, "released", NULL);
return TRUE;
}
return FALSE;
}
static void
on_clutter_realize (ClutterActor *actor, gpointer user_data)
{
EekClutterKeyboard *keyboard = user_data;
EekClutterKeyboardPrivate *priv =
EEK_CLUTTER_KEYBOARD_GET_PRIVATE(keyboard);
ClutterActor *stage;
stage = clutter_actor_get_stage (priv->actor);
g_signal_connect (stage, "key-press-event",
G_CALLBACK (on_clutter_key_press_event), keyboard);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (on_clutter_key_release_event), keyboard);
}
ClutterActor *
eek_clutter_keyboard_get_actor (EekClutterKeyboard *keyboard)
{
EekClutterKeyboardPrivate *priv =
EEK_CLUTTER_KEYBOARD_GET_PRIVATE(keyboard);
if (!priv->actor) {
priv->actor = clutter_group_new ();
g_object_ref_sink (priv->actor);
g_signal_connect (priv->actor, "realize",
G_CALLBACK (on_clutter_realize), keyboard);
g_return_val_if_fail (priv->actor, NULL);
eek_keyboard_realize (EEK_KEYBOARD(keyboard));
}
return priv->actor;
}