/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* st-button.c: Plain button actor
*
* Copyright 2007 OpenedHand
* Copyright 2008, 2009 Intel Corporation.
* Copyright 2009, 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU Lesser General Public License,
* version 2.1, as published by the Free Software Foundation.
*
* This program is distributed in the hope 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 program. If not, see .
*/
/**
* SECTION:st-button
* @short_description: Button widget
*
* A button widget with support for either a text label or icon, toggle mode
* and transitions effects between states.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include
#include
#include
#include
#include "st-button.h"
#include "st-enum-types.h"
#include "st-texture-cache.h"
#include "st-private.h"
#include
enum
{
PROP_0,
PROP_LABEL,
PROP_BUTTON_MASK,
PROP_TOGGLE_MODE,
PROP_CHECKED,
PROP_PRESSED,
N_PROPS
};
static GParamSpec *props[N_PROPS] = { NULL, };
enum
{
CLICKED,
LAST_SIGNAL
};
typedef struct _StButtonPrivate StButtonPrivate;
struct _StButtonPrivate
{
gchar *text;
ClutterInputDevice *device;
ClutterEventSequence *press_sequence;
guint button_mask : 3;
guint is_toggle : 1;
guint pressed : 3;
guint grabbed : 3;
guint is_checked : 1;
};
static guint button_signals[LAST_SIGNAL] = { 0, };
G_DEFINE_TYPE_WITH_PRIVATE (StButton, st_button, ST_TYPE_BIN);
static GType st_button_accessible_get_type (void) G_GNUC_CONST;
static void
st_button_update_label_style (StButton *button)
{
ClutterActor *label;
label = st_bin_get_child (ST_BIN (button));
/* check the child is really a label */
if (!CLUTTER_IS_TEXT (label))
return;
_st_set_text_from_style (CLUTTER_TEXT (label), st_widget_get_theme_node (ST_WIDGET (button)));
}
static void
st_button_style_changed (StWidget *widget)
{
StButton *button = ST_BUTTON (widget);
StButtonClass *button_class = ST_BUTTON_GET_CLASS (button);
ST_WIDGET_CLASS (st_button_parent_class)->style_changed (widget);
/* update the label styling */
st_button_update_label_style (button);
/* run a transition if applicable */
if (button_class->transition)
{
button_class->transition (button);
}
}
static void
st_button_press (StButton *button,
ClutterInputDevice *device,
StButtonMask mask,
ClutterEventSequence *sequence)
{
StButtonPrivate *priv = st_button_get_instance_private (button);
gboolean active_changed = priv->pressed == 0 || sequence;
if (active_changed)
st_widget_add_style_pseudo_class (ST_WIDGET (button), "active");
priv->pressed |= mask;
priv->press_sequence = sequence;
priv->device = device;
if (active_changed)
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_PRESSED]);
}
static void
st_button_release (StButton *button,
ClutterInputDevice *device,
StButtonMask mask,
int clicked_button,
ClutterEventSequence *sequence)
{
StButtonPrivate *priv = st_button_get_instance_private (button);
if ((device && priv->device != device) ||
(sequence && priv->press_sequence != sequence))
return;
else if (!sequence)
{
priv->pressed &= ~mask;
if (priv->pressed != 0)
return;
}
priv->press_sequence = NULL;
priv->device = NULL;
st_widget_remove_style_pseudo_class (ST_WIDGET (button), "active");
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_PRESSED]);
if (clicked_button || sequence)
{
if (priv->is_toggle)
st_button_set_checked (button, !priv->is_checked);
g_signal_emit (button, button_signals[CLICKED], 0, clicked_button);
}
}
static gboolean
st_button_button_press (ClutterActor *actor,
ClutterButtonEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (event->button);
ClutterInputDevice *device = clutter_event_get_device ((ClutterEvent*) event);
if (priv->press_sequence)
return CLUTTER_EVENT_PROPAGATE;
if (priv->button_mask & mask)
{
if (priv->grabbed == 0)
clutter_input_device_grab (device, actor);
priv->grabbed |= mask;
st_button_press (button, device, mask, NULL);
return TRUE;
}
return FALSE;
}
static gboolean
st_button_button_release (ClutterActor *actor,
ClutterButtonEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (event->button);
ClutterInputDevice *device = clutter_event_get_device ((ClutterEvent*) event);
if (priv->button_mask & mask)
{
gboolean is_click;
is_click = priv->grabbed && clutter_actor_contains (actor, event->source);
st_button_release (button, device, mask, is_click ? event->button : 0, NULL);
priv->grabbed &= ~mask;
if (priv->grabbed == 0)
clutter_input_device_ungrab (device);
return TRUE;
}
return FALSE;
}
static gboolean
st_button_touch_event (ClutterActor *actor,
ClutterTouchEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (1);
ClutterEventSequence *sequence;
ClutterInputDevice *device;
if (priv->pressed != 0)
return CLUTTER_EVENT_PROPAGATE;
if ((priv->button_mask & mask) == 0)
return CLUTTER_EVENT_PROPAGATE;
device = clutter_event_get_device ((ClutterEvent*) event);
sequence = clutter_event_get_event_sequence ((ClutterEvent*) event);
if (event->type == CLUTTER_TOUCH_BEGIN && !priv->press_sequence)
{
clutter_input_device_sequence_grab (device, sequence, actor);
if (!clutter_event_is_pointer_emulated ((ClutterEvent*) event))
st_button_press (button, device, 0, sequence);
return CLUTTER_EVENT_STOP;
}
else if (event->type == CLUTTER_TOUCH_END &&
priv->device == device &&
priv->press_sequence == sequence)
{
if (!clutter_event_is_pointer_emulated ((ClutterEvent*) event))
st_button_release (button, device, mask, 0, sequence);
clutter_input_device_sequence_ungrab (device, sequence);
return CLUTTER_EVENT_STOP;
}
else if (event->type == CLUTTER_TOUCH_CANCEL)
{
st_button_fake_release (button);
}
return CLUTTER_EVENT_PROPAGATE;
}
static gboolean
st_button_key_press (ClutterActor *actor,
ClutterKeyEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
if (priv->button_mask & ST_BUTTON_ONE)
{
if (event->keyval == CLUTTER_KEY_space ||
event->keyval == CLUTTER_KEY_Return ||
event->keyval == CLUTTER_KEY_KP_Enter ||
event->keyval == CLUTTER_KEY_ISO_Enter)
{
st_button_press (button, NULL, ST_BUTTON_ONE, NULL);
return TRUE;
}
}
return CLUTTER_ACTOR_CLASS (st_button_parent_class)->key_press_event (actor, event);
}
static gboolean
st_button_key_release (ClutterActor *actor,
ClutterKeyEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
if (priv->button_mask & ST_BUTTON_ONE)
{
if (event->keyval == CLUTTER_KEY_space ||
event->keyval == CLUTTER_KEY_Return ||
event->keyval == CLUTTER_KEY_KP_Enter ||
event->keyval == CLUTTER_KEY_ISO_Enter)
{
gboolean is_click;
is_click = (priv->pressed & ST_BUTTON_ONE);
st_button_release (button, NULL, ST_BUTTON_ONE, is_click ? 1 : 0, NULL);
return TRUE;
}
}
return FALSE;
}
static void
st_button_key_focus_out (ClutterActor *actor)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
/* If we lose focus between a key press and release, undo the press */
if ((priv->pressed & ST_BUTTON_ONE) &&
!(priv->grabbed & ST_BUTTON_ONE))
st_button_release (button, NULL, ST_BUTTON_ONE, 0, NULL);
CLUTTER_ACTOR_CLASS (st_button_parent_class)->key_focus_out (actor);
}
static gboolean
st_button_enter (ClutterActor *actor,
ClutterCrossingEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
gboolean ret;
ret = CLUTTER_ACTOR_CLASS (st_button_parent_class)->enter_event (actor, event);
if (priv->grabbed)
{
if (st_widget_get_hover (ST_WIDGET (button)))
st_button_press (button, priv->device,
priv->grabbed, NULL);
else
st_button_release (button, priv->device,
priv->grabbed, 0, NULL);
}
return ret;
}
static gboolean
st_button_leave (ClutterActor *actor,
ClutterCrossingEvent *event)
{
StButton *button = ST_BUTTON (actor);
StButtonPrivate *priv = st_button_get_instance_private (button);
gboolean ret;
ret = CLUTTER_ACTOR_CLASS (st_button_parent_class)->leave_event (actor, event);
if (priv->grabbed)
{
if (st_widget_get_hover (ST_WIDGET (button)))
st_button_press (button, priv->device,
priv->grabbed, NULL);
else
st_button_release (button, priv->device,
priv->grabbed, 0, NULL);
}
return ret;
}
static void
st_button_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
StButton *button = ST_BUTTON (gobject);
switch (prop_id)
{
case PROP_LABEL:
st_button_set_label (button, g_value_get_string (value));
break;
case PROP_BUTTON_MASK:
st_button_set_button_mask (button, g_value_get_flags (value));
break;
case PROP_TOGGLE_MODE:
st_button_set_toggle_mode (button, g_value_get_boolean (value));
break;
case PROP_CHECKED:
st_button_set_checked (button, g_value_get_boolean (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_button_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
StButtonPrivate *priv = st_button_get_instance_private (ST_BUTTON (gobject));
switch (prop_id)
{
case PROP_LABEL:
g_value_set_string (value, priv->text);
break;
case PROP_BUTTON_MASK:
g_value_set_flags (value, priv->button_mask);
break;
case PROP_TOGGLE_MODE:
g_value_set_boolean (value, priv->is_toggle);
break;
case PROP_CHECKED:
g_value_set_boolean (value, priv->is_checked);
break;
case PROP_PRESSED:
g_value_set_boolean (value, priv->pressed != 0);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_button_finalize (GObject *gobject)
{
StButtonPrivate *priv = st_button_get_instance_private (ST_BUTTON (gobject));
g_free (priv->text);
G_OBJECT_CLASS (st_button_parent_class)->finalize (gobject);
}
static void
st_button_class_init (StButtonClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
StWidgetClass *widget_class = ST_WIDGET_CLASS (klass);
gobject_class->set_property = st_button_set_property;
gobject_class->get_property = st_button_get_property;
gobject_class->finalize = st_button_finalize;
actor_class->button_press_event = st_button_button_press;
actor_class->button_release_event = st_button_button_release;
actor_class->key_press_event = st_button_key_press;
actor_class->key_release_event = st_button_key_release;
actor_class->key_focus_out = st_button_key_focus_out;
actor_class->enter_event = st_button_enter;
actor_class->leave_event = st_button_leave;
actor_class->touch_event = st_button_touch_event;
widget_class->style_changed = st_button_style_changed;
widget_class->get_accessible_type = st_button_accessible_get_type;
/**
* StButton:label:
*
* The label of the #StButton.
*/
props[PROP_LABEL] =
g_param_spec_string ("label",
"Label",
"Label of the button",
NULL,
ST_PARAM_READWRITE);
/**
* StButton:button-mask:
*
* Which buttons will trigger the #StButton::clicked signal.
*/
props[PROP_BUTTON_MASK] =
g_param_spec_flags ("button-mask",
"Button mask",
"Which buttons trigger the 'clicked' signal",
ST_TYPE_BUTTON_MASK, ST_BUTTON_ONE,
ST_PARAM_READWRITE);
/**
* StButton:toggle-mode:
*
* Whether the #StButton is operating in toggle mode (on/off).
*/
props[PROP_TOGGLE_MODE] =
g_param_spec_boolean ("toggle-mode",
"Toggle Mode",
"Enable or disable toggling",
FALSE,
ST_PARAM_READWRITE);
/**
* StButton:checked:
*
* If #StButton:toggle-mode is %TRUE, indicates if the #StButton is toggled
* "on" or "off".
*
* When the value is %TRUE, the #StButton will have the `checked` CSS
* pseudo-class set.
*/
props[PROP_CHECKED] =
g_param_spec_boolean ("checked",
"Checked",
"Indicates if a toggle button is \"on\" or \"off\"",
FALSE,
ST_PARAM_READWRITE);
/**
* StButton:pressed:
*
* In contrast to #StButton:checked, this property indicates whether the
* #StButton is being actively pressed, rather than just in the "on" state.
*/
props[PROP_PRESSED] =
g_param_spec_boolean ("pressed",
"Pressed",
"Indicates if the button is pressed in",
FALSE,
ST_PARAM_READABLE);
g_object_class_install_properties (gobject_class, N_PROPS, props);
/**
* StButton::clicked:
* @button: the object that received the signal
* @clicked_button: the mouse button that was used
*
* Emitted when the user activates the button, either with a mouse press and
* release or with the keyboard.
*/
button_signals[CLICKED] =
g_signal_new ("clicked",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (StButtonClass, clicked),
NULL, NULL, NULL,
G_TYPE_NONE, 1,
G_TYPE_INT);
}
static void
st_button_init (StButton *button)
{
StButtonPrivate *priv = st_button_get_instance_private (button);
priv->button_mask = ST_BUTTON_ONE;
clutter_actor_set_reactive (CLUTTER_ACTOR (button), TRUE);
st_widget_set_track_hover (ST_WIDGET (button), TRUE);
}
/**
* st_button_new:
*
* Create a new button
*
* Returns: a new #StButton
*/
StWidget *
st_button_new (void)
{
return g_object_new (ST_TYPE_BUTTON, NULL);
}
/**
* st_button_new_with_label:
* @text: text to set the label to
*
* Create a new #StButton with the specified label
*
* Returns: a new #StButton
*/
StWidget *
st_button_new_with_label (const gchar *text)
{
return g_object_new (ST_TYPE_BUTTON, "label", text, NULL);
}
/**
* st_button_get_label:
* @button: a #StButton
*
* Get the text displayed on the button. If the label is empty, an empty string
* will be returned instead of %NULL.
*
* Returns: (transfer none): the text for the button
*/
const gchar *
st_button_get_label (StButton *button)
{
g_return_val_if_fail (ST_IS_BUTTON (button), NULL);
return ((StButtonPrivate *)st_button_get_instance_private (button))->text;
}
/**
* st_button_set_label:
* @button: a #Stbutton
* @text: (nullable): text to set the label to
*
* Sets the text displayed on the button.
*/
void
st_button_set_label (StButton *button,
const gchar *text)
{
StButtonPrivate *priv;
ClutterActor *label;
g_return_if_fail (ST_IS_BUTTON (button));
priv = st_button_get_instance_private (button);
g_free (priv->text);
if (text)
priv->text = g_strdup (text);
else
priv->text = g_strdup ("");
label = st_bin_get_child (ST_BIN (button));
if (label && CLUTTER_IS_TEXT (label))
{
clutter_text_set_text (CLUTTER_TEXT (label), priv->text);
}
else
{
label = g_object_new (CLUTTER_TYPE_TEXT,
"text", priv->text,
"line-alignment", PANGO_ALIGN_CENTER,
"ellipsize", PANGO_ELLIPSIZE_END,
"use-markup", TRUE,
"x-align", CLUTTER_ACTOR_ALIGN_CENTER,
"y-align", CLUTTER_ACTOR_ALIGN_CENTER,
NULL);
st_bin_set_child (ST_BIN (button), label);
}
/* Fake a style change so that we reset the style properties on the label */
st_widget_style_changed (ST_WIDGET (button));
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_LABEL]);
}
/**
* st_button_get_button_mask:
* @button: a #StButton
*
* Gets the mask of mouse buttons that @button emits the
* #StButton::clicked signal for.
*
* Returns: the mask of mouse buttons that @button emits the
* #StButton::clicked signal for.
*/
StButtonMask
st_button_get_button_mask (StButton *button)
{
g_return_val_if_fail (ST_IS_BUTTON (button), 0);
return ((StButtonPrivate *)st_button_get_instance_private (button))->button_mask;
}
/**
* st_button_set_button_mask:
* @button: a #Stbutton
* @mask: the mask of mouse buttons that @button responds to
*
* Sets which mouse buttons @button emits #StButton::clicked for.
*/
void
st_button_set_button_mask (StButton *button,
StButtonMask mask)
{
StButtonPrivate *priv;
g_return_if_fail (ST_IS_BUTTON (button));
priv = st_button_get_instance_private (button);
priv->button_mask = mask;
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_BUTTON_MASK]);
}
/**
* st_button_get_toggle_mode:
* @button: a #StButton
*
* Get the toggle mode status of the button.
*
* Returns: %TRUE if toggle mode is set, otherwise %FALSE
*/
gboolean
st_button_get_toggle_mode (StButton *button)
{
g_return_val_if_fail (ST_IS_BUTTON (button), FALSE);
return ((StButtonPrivate *)st_button_get_instance_private (button))->is_toggle;
}
/**
* st_button_set_toggle_mode:
* @button: a #Stbutton
* @toggle: %TRUE or %FALSE
*
* Enables or disables toggle mode for the button. In toggle mode, the active
* state will be "toggled" when the user clicks the button.
*/
void
st_button_set_toggle_mode (StButton *button,
gboolean toggle)
{
StButtonPrivate *priv;
g_return_if_fail (ST_IS_BUTTON (button));
priv = st_button_get_instance_private (button);
priv->is_toggle = toggle;
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_TOGGLE_MODE]);
}
/**
* st_button_get_checked:
* @button: a #StButton
*
* Get the #StButton:checked property of a #StButton that is in toggle mode.
*
* Returns: %TRUE if the button is checked, or %FALSE if not
*/
gboolean
st_button_get_checked (StButton *button)
{
g_return_val_if_fail (ST_IS_BUTTON (button), FALSE);
return ((StButtonPrivate *)st_button_get_instance_private (button))->is_checked;
}
/**
* st_button_set_checked:
* @button: a #Stbutton
* @checked: %TRUE or %FALSE
*
* Set the #StButton:checked property of the button. This is only really useful
* if the button has #StButton:toggle-mode property set to %TRUE.
*/
void
st_button_set_checked (StButton *button,
gboolean checked)
{
StButtonPrivate *priv;
g_return_if_fail (ST_IS_BUTTON (button));
priv = st_button_get_instance_private (button);
if (priv->is_checked != checked)
{
priv->is_checked = checked;
if (checked)
st_widget_add_style_pseudo_class (ST_WIDGET (button), "checked");
else
st_widget_remove_style_pseudo_class (ST_WIDGET (button), "checked");
}
g_object_notify_by_pspec (G_OBJECT (button), props[PROP_CHECKED]);
}
/**
* st_button_fake_release:
* @button: an #StButton
*
* If this widget is holding a pointer grab, this function will
* will ungrab it, and reset the #StButton:pressed state. The effect is
* similar to if the user had released the mouse button, but without
* emitting the #StButton::clicked signal.
*
* This function is useful if for example you want to do something
* after the user is holding the mouse button for a given period of
* time, breaking the grab.
*/
void
st_button_fake_release (StButton *button)
{
StButtonPrivate *priv;
g_return_if_fail (ST_IS_BUTTON (button));
priv = st_button_get_instance_private (button);
if (priv->device && priv->press_sequence)
{
clutter_input_device_sequence_ungrab (priv->device,
priv->press_sequence);
}
else if (priv->grabbed)
{
priv->grabbed = 0;
clutter_input_device_ungrab (priv->device);
}
if (priv->pressed || priv->press_sequence)
st_button_release (button, priv->device,
priv->pressed, 0, NULL);
}
/******************************************************************************/
/*************************** ACCESSIBILITY SUPPORT ****************************/
/******************************************************************************/
#define ST_TYPE_BUTTON_ACCESSIBLE st_button_accessible_get_type ()
#define ST_BUTTON_ACCESSIBLE(obj) \
(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
ST_TYPE_BUTTON_ACCESSIBLE, StButtonAccessible))
#define ST_IS_BUTTON_ACCESSIBLE(obj) \
(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
ST_TYPE_BUTTON_ACCESSIBLE))
#define ST_BUTTON_ACCESSIBLE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_CAST ((klass), \
ST_TYPE_BUTTON_ACCESSIBLE, StButtonAccessibleClass))
#define ST_IS_BUTTON_ACCESSIBLE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_TYPE ((klass), \
ST_TYPE_BUTTON_ACCESSIBLE))
#define ST_BUTTON_ACCESSIBLE_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), \
ST_TYPE_BUTTON_ACCESSIBLE, StButtonAccessibleClass))
typedef struct _StButtonAccessible StButtonAccessible;
typedef struct _StButtonAccessibleClass StButtonAccessibleClass;
struct _StButtonAccessible
{
StWidgetAccessible parent;
};
struct _StButtonAccessibleClass
{
StWidgetAccessibleClass parent_class;
};
/* AtkObject */
static void st_button_accessible_initialize (AtkObject *obj,
gpointer data);
G_DEFINE_TYPE (StButtonAccessible, st_button_accessible, ST_TYPE_WIDGET_ACCESSIBLE)
static const gchar *
st_button_accessible_get_name (AtkObject *obj)
{
StButton *button = NULL;
const gchar *name = NULL;
button = ST_BUTTON (atk_gobject_accessible_get_object (ATK_GOBJECT_ACCESSIBLE (obj)));
if (button == NULL)
return NULL;
name = ATK_OBJECT_CLASS (st_button_accessible_parent_class)->get_name (obj);
if (name != NULL)
return name;
return st_button_get_label (button);
}
static void
st_button_accessible_class_init (StButtonAccessibleClass *klass)
{
AtkObjectClass *atk_class = ATK_OBJECT_CLASS (klass);
atk_class->initialize = st_button_accessible_initialize;
atk_class->get_name = st_button_accessible_get_name;
}
static void
st_button_accessible_init (StButtonAccessible *self)
{
/* initialization done on AtkObject->initialize */
}
static void
st_button_accessible_notify_label_cb (StButton *button,
GParamSpec *psec,
AtkObject *accessible)
{
g_object_notify (G_OBJECT (accessible), "accessible-name");
}
static void
st_button_accessible_compute_role (AtkObject *accessible,
StButton *button)
{
atk_object_set_role (accessible, st_button_get_toggle_mode (button)
? ATK_ROLE_TOGGLE_BUTTON : ATK_ROLE_PUSH_BUTTON);
}
static void
st_button_accessible_notify_toggle_mode_cb (StButton *button,
GParamSpec *psec,
AtkObject *accessible)
{
st_button_accessible_compute_role (accessible, button);
}
static void
st_button_accessible_initialize (AtkObject *obj,
gpointer data)
{
ATK_OBJECT_CLASS (st_button_accessible_parent_class)->initialize (obj, data);
st_button_accessible_compute_role (obj, ST_BUTTON (data));
g_signal_connect (data, "notify::label",
G_CALLBACK (st_button_accessible_notify_label_cb), obj);
g_signal_connect (data, "notify::toggle-mode",
G_CALLBACK (st_button_accessible_notify_toggle_mode_cb), obj);
}