예제 #1
0
void
_clutter_event_push (const ClutterEvent *event,
                     gboolean            do_copy)
{
  ClutterMainContext *context = _clutter_context_get_default ();
  ClutterInputDevice *device;

  g_assert (context != NULL);

  if (context->events_queue == NULL)
    context->events_queue = g_queue_new ();

  /* disabled devices don't propagate events */
  device = clutter_event_get_device (event);
  if (device != NULL)
    {
      if (!clutter_input_device_get_enabled (device))
        return;
    }

  if (do_copy)
    {
      ClutterEvent *copy;

      copy = clutter_event_copy (event);
      event = copy;
    }

  g_queue_push_head (context->events_queue, (gpointer) event);
}
예제 #2
0
static GesturePoint *
gesture_register_point (ClutterGestureAction *action, ClutterEvent *event)
{
  ClutterGestureActionPrivate *priv = action->priv;
  GesturePoint *point = NULL;

  if (priv->points->len >= MAX_GESTURE_POINTS)
    return NULL;

  g_array_set_size (priv->points, priv->points->len + 1);
  point = &g_array_index (priv->points, GesturePoint, priv->points->len - 1);

  point->last_event = clutter_event_copy (event);
  point->device = clutter_event_get_device (event);

  clutter_event_get_coords (event, &point->press_x, &point->press_y);
  point->last_motion_x = point->press_x;
  point->last_motion_y = point->press_y;
  point->last_motion_time = clutter_event_get_time (event);

  point->last_delta_x = point->last_delta_y = 0;
  point->last_delta_time = 0;

  if (clutter_event_type (event) != CLUTTER_BUTTON_PRESS)
    point->sequence = clutter_event_get_event_sequence (event);
  else
    point->sequence = NULL;

  return point;
}
예제 #3
0
/**
 * clutter_event_put:
 * @event: a #ClutterEvent
 *
 * Puts a copy of the event on the back of the event queue. The event will have
 * the #CLUTTER_EVENT_FLAG_SYNTHETIC flag set. If the source is set event
 * signals will be emitted for this source and capture/bubbling for it's
 * ancestors. If the source is not set it will be generated by picking or use
 * the actor that currently has keyboard focus.
 *
 * Since: 0.6
 */
void
clutter_event_put (ClutterEvent *event)
{
  ClutterMainContext *context = clutter_context_get_default ();
  ClutterEvent       *event_copy;

  /* FIXME: check queue is valid */
  g_return_if_fail (context != NULL);

  event_copy = clutter_event_copy (event);
  event_copy->any.flags |= CLUTTER_EVENT_FLAG_SYNTHETIC;

  g_queue_push_head (context->events_queue, event_copy);
}
예제 #4
0
static void
gesture_update_release_point (GesturePoint *point,
                              ClutterEvent *event)
{
  gint64 _time;

  clutter_event_get_coords (event, &point->release_x, &point->release_y);

  clutter_event_free (point->last_event);
  point->last_event = clutter_event_copy (event);

  /* Treat the release event as the continuation of the last motion,
   * in case the user keeps the pointer still for a while before
   * releasing it. */
   _time = clutter_event_get_time (event);
   point->last_delta_time += _time - point->last_motion_time;
}
예제 #5
0
static void
gesture_update_motion_point (GesturePoint *point,
                             ClutterEvent *event)
{
  gfloat motion_x, motion_y;
  gint64 _time;

  clutter_event_get_coords (event, &motion_x, &motion_y);

  clutter_event_free (point->last_event);
  point->last_event = clutter_event_copy (event);

  point->last_delta_x = motion_x - point->last_motion_x;
  point->last_delta_y = motion_y - point->last_motion_y;
  point->last_motion_x = motion_x;
  point->last_motion_y = motion_y;

  _time = clutter_event_get_time (event);
  point->last_delta_time = _time - point->last_motion_time;
  point->last_motion_time = _time;
}
예제 #6
0
static void
start_slow_keys (ClutterEvent               *event,
                 ClutterInputDeviceEvdev    *device,
                 ClutterEmitInputDeviceEvent emit_event_func)
{
  SlowKeysEventPending *slow_keys_event;
  ClutterKeyEvent *key_event = (ClutterKeyEvent *) event;

  if (key_event->flags & CLUTTER_EVENT_FLAG_REPEATED)
    return;

  slow_keys_event = g_new0 (SlowKeysEventPending, 1);
  slow_keys_event->device = device;
  slow_keys_event->event = clutter_event_copy (event);
  slow_keys_event->emit_event_func = emit_event_func;
  slow_keys_event->timer =
    clutter_threads_add_timeout (get_slow_keys_delay (CLUTTER_INPUT_DEVICE (device)),
                                 trigger_slow_keys,
                                 slow_keys_event);
  device->slow_keys_list = g_list_append (device->slow_keys_list, slow_keys_event);

  if (device->a11y_flags & CLUTTER_A11Y_SLOW_KEYS_BEEP_PRESS)
    clutter_input_device_evdev_bell_notify ();
}
예제 #7
0
/* Dragged actor moved */
static void _xfdashboard_drag_action_drag_motion(ClutterDragAction *inAction,
													ClutterActor *inActor,
													gfloat inDeltaX,
													gfloat inDeltaY)
{
	XfdashboardDragAction				*self;
	XfdashboardDragActionPrivate		*priv;
	ClutterDragActionClass				*dragActionClass;
	gfloat								stageX, stageY;
	XfdashboardDropAction				*dropTarget;
	gfloat								dropX, dropY;
	const ClutterEvent					*event;

	g_return_if_fail(XFDASHBOARD_IS_DRAG_ACTION(inAction));

	self=XFDASHBOARD_DRAG_ACTION(inAction);
	priv=self->priv;
	dragActionClass=CLUTTER_DRAG_ACTION_CLASS(xfdashboard_drag_action_parent_class);

	/* Call parent's class method */
	if(dragActionClass->drag_motion) dragActionClass->drag_motion(inAction, inActor, inDeltaX, inDeltaY);

	/* Remember motion delta coordinates */
	priv->lastDeltaX=inDeltaX;
	priv->lastDeltaY=inDeltaY;

	/* Get event coordinates relative to stage */
	clutter_drag_action_get_motion_coords(inAction, &stageX, &stageY);

	/* Find drop target at stage coordinate */
	dropTarget=_xfdashboard_drag_action_find_drop_traget_at_coord(self, stageX, stageY);

	/* If found drop target is not the same as the last one emit "drag-leave"
	 * signal at last drop target and "drag-enter" in new drop target
	 */
	if(priv->lastDropTarget!=dropTarget)
	{
		/* Emit "drag-leave" signal on last drop target */
		if(priv->lastDropTarget)
		{
			g_signal_emit_by_name(priv->lastDropTarget, "drag-leave", self, NULL);
			priv->lastDropTarget=NULL;
		}

		/* Check if new drop target is active and emit "drag-enter" signal */
		if(dropTarget)
		{
			ClutterActorMeta			*actorMeta=CLUTTER_ACTOR_META(dropTarget);
			ClutterActor				*dropActor=clutter_actor_meta_get_actor(actorMeta);

			if(clutter_actor_meta_get_enabled(actorMeta) &&
				clutter_actor_is_visible(dropActor) &&
				clutter_actor_get_reactive(dropActor))
			{
				g_signal_emit_by_name(dropTarget, "drag-enter", self, NULL);
				priv->lastDropTarget=dropTarget;
			}
		}
	}

	/* Transform event coordinates relative to last drop target which
	 * should be the drop target under pointer device if it is active
	 * and emit "drag-motion" signal
	 */
	if(priv->lastDropTarget)
	{
		dropX=dropY=0.0f;
		_xfdashboard_drag_action_transform_stage_point(priv->lastDropTarget,
														stageX, stageY,
														&dropX, &dropY);
		g_signal_emit_by_name(priv->lastDropTarget, "drag-motion", self, dropX, dropY, NULL);
	}

	/* We are derived from ClutterDragAction and this one disables stage motion
	 * so no "enter-event", "motion-event" and "leave-event" will be emitted while
	 * dragging. We need to do it on our own.
	 */
	event=clutter_get_current_event();
	if(event && clutter_event_type(event)==CLUTTER_MOTION)
	{
		GSList							*list, *next;
		ClutterStage					*stage;
		ClutterActor					*motionActor;
		gboolean						newMotionActor;
		ClutterActor					*actor;
		gfloat							x, y, w, h;
		gboolean						result;
		ClutterEvent					*actorEvent;

		/* Get stage where event happened */
		stage=clutter_event_get_stage(event);
		if(stage)
		{
			/* Get actor under pointer */
			newMotionActor=TRUE;
			motionActor=clutter_stage_get_actor_at_pos(stage,
														CLUTTER_PICK_REACTIVE,
														stageX, stageY);

			/* Iterate through list of crossed actors so far and check if pointer
			 * is still inside. If pointer is outside of an actor emit "leave-event".
			 * For each actor the pointer is still inside emit this "motion-event".
			 * Also check if actor under pointer is already is list to prevent
			 * "enter-event" to be emitted more than once.
			 */
			list=priv->lastMotionActors;
			while(list)
			{
				/* Get next entry now as this entry might get deleted */
				next=g_slist_next(list);

				/* Get actor from entry */
				actor=CLUTTER_ACTOR(list->data);

				/* Actor must be one same stage where event happened */
				if(clutter_actor_get_stage(actor)!=CLUTTER_ACTOR(stage)) continue;

				/* Get position and size of actor in stage coordinates */
				clutter_actor_get_transformed_position(actor, &x, &y);
				clutter_actor_get_transformed_size(actor, &w, &h);

				/* Check if pointer is still inside actor */
				if(stageX>=x && stageX<(x+w) &&
					stageY>=y && stageY<(y+h))
				{

					/* Check if actor is the "new" motion actor. If so set flag. */
					if(actor==motionActor) newMotionActor=FALSE;

					/* Emit "motion-event" */
					actorEvent=clutter_event_copy(event);
					actorEvent->motion.source=actor;

					g_signal_emit_by_name(actor, "motion-event", actorEvent, &result);

					clutter_event_free(actorEvent);
				}
					/* Pointer is not inside actor anymore so remove actor from list
					 * of last known "motion actors" and send "leave-event"
					 */
					else
					{
						/* Disconnect signal */
						g_signal_handlers_disconnect_by_func(actor, G_CALLBACK(_xfdashboard_drag_action_on_motion_actor_destroyed), self);

						/* Remove from list */
						priv->lastMotionActors=g_slist_remove_link(priv->lastMotionActors, list);
						g_slist_free_1(list);

						/* Create and emit "leave-event" */
						actorEvent=clutter_event_new(CLUTTER_LEAVE);
						actorEvent->crossing.time=event->motion.time;
						actorEvent->crossing.flags=event->motion.flags;
						actorEvent->crossing.stage=event->motion.stage;
						actorEvent->crossing.source=actor;

						actorEvent->crossing.x=event->motion.x;
						actorEvent->crossing.y=event->motion.y;
						actorEvent->crossing.device=event->motion.device;
						actorEvent->crossing.related=event->motion.source;

						g_signal_emit_by_name(actor, "leave-event", actorEvent, &result);

						clutter_event_free(actorEvent);
					}

				/* Proceed with next actor */
				list=next;
			}

			/* We have an actor under pointer and was not seen while iterating
			 * through list of all last known "motion actors" then add this actor
			 * to list and emit "enter-event" and also all parent actors because
			 * if pointer is inside their child then it is also inside them.
			 */
			if(motionActor && newMotionActor)
			{
				while(motionActor)
				{
					/* Avoid duplicates */
					if(!g_slist_find(priv->lastMotionActors, motionActor))
					{
						/* Add to list */
						priv->lastMotionActors=g_slist_append(priv->lastMotionActors, motionActor);

						/* Create and emit "enter-event" */
						actorEvent=clutter_event_new(CLUTTER_ENTER);
						actorEvent->crossing.time=event->motion.time;
						actorEvent->crossing.flags=event->motion.flags;
						actorEvent->crossing.stage=event->motion.stage;
						actorEvent->crossing.source=event->motion.source;

						actorEvent->crossing.x=event->motion.x;
						actorEvent->crossing.y=event->motion.y;
						actorEvent->crossing.device=event->motion.device;
						actorEvent->crossing.related=motionActor;

						g_signal_emit_by_name(motionActor, "enter-event", actorEvent, &result);

						clutter_event_free(actorEvent);

						/* To prevent emiting these motion events on actors being
						 * destroyed while drag is in progress we connect to 'destroy'
						 * signal of each "motion actor" added to list. The signal
						 * handler will be removed either on actor's destruction by
						 * signal handler's callback, when pointer leaves actor or on
						 * end of drag.
						 */
						g_signal_connect(motionActor, "destroy", G_CALLBACK(_xfdashboard_drag_action_on_motion_actor_destroyed), self);
					}

					/* Get parent */
					motionActor=clutter_actor_get_parent(motionActor);
				}
			}
		}
	}
}