From e4283f6d48b98e764b988b43bbc86b9d52e6ec94 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 19:54:43 +0200 Subject: Adding upstream version 43.9. Signed-off-by: Daniel Baumann --- src/st/st-button.c | 1043 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1043 insertions(+) create mode 100644 src/st/st-button.c (limited to 'src/st/st-button.c') diff --git a/src/st/st-button.c b/src/st/st-button.c new file mode 100644 index 0000000..148197c --- /dev/null +++ b/src/st/st-button.c @@ -0,0 +1,1043 @@ +/* -*- 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-icon.h" +#include "st-enum-types.h" +#include "st-texture-cache.h" +#include "st-private.h" + +#include + +enum +{ + PROP_0, + + PROP_LABEL, + PROP_ICON_NAME, + 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; + ClutterGrab *grab; + + 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) + { + ClutterActor *stage; + + stage = clutter_actor_get_stage (actor); + + if (priv->grabbed == 0) + priv->grab = clutter_stage_grab (CLUTTER_STAGE (stage), 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) + { + ClutterStage *stage; + ClutterActor *target; + gboolean is_click; + + stage = clutter_event_get_stage ((ClutterEvent *) event); + target = clutter_stage_get_event_actor (stage, (ClutterEvent *) event); + + is_click = priv->grabbed && clutter_actor_contains (actor, target); + st_button_release (button, device, mask, is_click ? event->button : 0, NULL); + + priv->grabbed &= ~mask; + if (priv->grab && priv->grabbed == 0) + { + clutter_grab_dismiss (priv->grab); + g_clear_pointer (&priv->grab, clutter_grab_unref); + } + + 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->grab && !priv->press_sequence) + { + 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) + { + st_button_release (button, device, mask, 0, 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_ICON_NAME: + st_button_set_icon_name (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_ICON_NAME: + g_value_set_string (value, st_button_get_icon_name (ST_BUTTON (gobject))); + 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 || priv->press_sequence != NULL); + 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 | G_PARAM_EXPLICIT_NOTIFY); + + /** + * StButton:icon-name: + * + * The icon name of the #StButton. + */ + props[PROP_ICON_NAME] = + g_param_spec_string ("icon-name", + "Icon name", + "Icon name of the button", + NULL, + ST_PARAM_READWRITE | G_PARAM_EXPLICIT_NOTIFY); + + /** + * 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 | G_PARAM_EXPLICIT_NOTIFY); + + /** + * 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 | G_PARAM_EXPLICIT_NOTIFY); + + /** + * 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 | G_PARAM_EXPLICIT_NOTIFY); + + /** + * 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); + + if (g_strcmp0 (priv->text, text) == 0) + return; + + 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_icon_name: + * @button: a #StButton + * + * Get the icon name of the button. If the button isn't showing an icon, + * the return value will be %NULL. + * + * Returns: (transfer none) (nullable): the icon name of the button + */ +const char * +st_button_get_icon_name (StButton *button) +{ + ClutterActor *icon; + + g_return_val_if_fail (ST_IS_BUTTON (button), NULL); + + icon = st_bin_get_child (ST_BIN (button)); + if (ST_IS_ICON (icon)) + return st_icon_get_icon_name (ST_ICON (icon)); + return NULL; +} + +/** + * st_button_set_icon_name: + * @button: a #Stbutton + * @icon_name: an icon name + * + * Adds an `StIcon` with the given icon name as a child. + * + * If @button already contains a child actor, that child will + * be removed and replaced with the icon. + */ +void +st_button_set_icon_name (StButton *button, + const char *icon_name) +{ + ClutterActor *icon; + + g_return_if_fail (ST_IS_BUTTON (button)); + g_return_if_fail (icon_name != NULL); + + icon = st_bin_get_child (ST_BIN (button)); + + if (ST_IS_ICON (icon)) + { + if (g_strcmp0 (st_icon_get_icon_name (ST_ICON (icon)), icon_name) == 0) + return; + + st_icon_set_icon_name (ST_ICON (icon), icon_name); + } + else + { + icon = g_object_new (ST_TYPE_ICON, + "icon-name", icon_name, + "x-align", CLUTTER_ACTOR_ALIGN_CENTER, + "y-align", CLUTTER_ACTOR_ALIGN_CENTER, + NULL); + st_bin_set_child (ST_BIN (button), icon); + } + + g_object_notify_by_pspec (G_OBJECT (button), props[PROP_ICON_NAME]); +} + +/** + * 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); + + if (priv->button_mask == mask) + return; + + 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); + + if (priv->is_toggle == toggle) + return; + + 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) + return; + + 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->grab) + { + clutter_grab_dismiss (priv->grab); + g_clear_pointer (&priv->grab, clutter_grab_unref); + } + + priv->grabbed = 0; + + 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); +} -- cgit v1.2.3