{
gchar *text;
+ ClutterInputDevice *device;
+ ClutterEventSequence *press_sequence;
+
guint button_mask : 3;
guint is_toggle : 1;
}
static void
-st_button_press (StButton *button,
- StButtonMask mask)
+st_button_press (StButton *button,
+ ClutterInputDevice *device,
+ StButtonMask mask,
+ ClutterEventSequence *sequence)
{
- if (button->priv->pressed == 0)
+ if (button->priv->pressed == 0 || sequence)
st_widget_add_style_pseudo_class (ST_WIDGET (button), "active");
button->priv->pressed |= mask;
+ button->priv->press_sequence = sequence;
+ button->priv->device = device;
}
static void
-st_button_release (StButton *button,
- StButtonMask mask,
- int clicked_button)
-{
- button->priv->pressed &= ~mask;
- if (button->priv->pressed != 0)
+st_button_release (StButton *button,
+ ClutterInputDevice *device,
+ StButtonMask mask,
+ int clicked_button,
+ ClutterEventSequence *sequence)
+{
+ if ((device && button->priv->device != device) ||
+ (sequence && button->priv->press_sequence != sequence))
return;
+ else if (!sequence)
+ {
+ button->priv->pressed &= ~mask;
+ if (button->priv->pressed != 0)
+ return;
+ }
+
+ button->priv->press_sequence = NULL;
+ button->priv->device = NULL;
st_widget_remove_style_pseudo_class (ST_WIDGET (button), "active");
- if (clicked_button)
+ if (clicked_button || sequence)
{
if (button->priv->is_toggle)
st_button_set_checked (button, !button->priv->is_checked);
{
StButton *button = ST_BUTTON (actor);
StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (event->button);
+ ClutterInputDevice *device = clutter_event_get_device ((ClutterEvent*) event);
+
+ if (button->priv->press_sequence)
+ return CLUTTER_EVENT_PROPAGATE;
if (button->priv->button_mask & mask)
{
clutter_grab_pointer (actor);
button->priv->grabbed |= mask;
- st_button_press (button, mask);
+ st_button_press (button, device, mask, NULL);
return TRUE;
}
{
StButton *button = ST_BUTTON (actor);
StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (event->button);
+ ClutterInputDevice *device = clutter_event_get_device ((ClutterEvent*) event);
if (button->priv->button_mask & mask)
{
gboolean is_click;
is_click = button->priv->grabbed && st_widget_get_hover (ST_WIDGET (button));
- st_button_release (button, mask, is_click ? event->button : 0);
+ st_button_release (button, device, mask, is_click ? event->button : 0, NULL);
button->priv->grabbed &= ~mask;
if (button->priv->grabbed == 0)
return FALSE;
}
+static gboolean
+st_button_touch_event (ClutterActor *actor,
+ ClutterTouchEvent *event)
+{
+ StButton *button = ST_BUTTON (actor);
+ StButtonMask mask = ST_BUTTON_MASK_FROM_BUTTON (1);
+ ClutterEventSequence *sequence;
+ ClutterInputDevice *device;
+
+ if (button->priv->pressed != 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 && !button->priv->press_sequence)
+ {
+ clutter_input_device_sequence_grab (device, sequence, actor);
+ st_button_press (button, device, 0, sequence);
+ return CLUTTER_EVENT_STOP;
+ }
+ else if (event->type == CLUTTER_TOUCH_END &&
+ button->priv->device == device &&
+ button->priv->press_sequence == sequence)
+ {
+ st_button_release (button, device, mask, 0, sequence);
+ clutter_input_device_sequence_ungrab (device, sequence);
+ return CLUTTER_EVENT_STOP;
+ }
+
+ return CLUTTER_EVENT_PROPAGATE;
+}
+
static gboolean
st_button_key_press (ClutterActor *actor,
ClutterKeyEvent *event)
event->keyval == CLUTTER_KEY_Return ||
event->keyval == CLUTTER_KEY_KP_Enter)
{
- st_button_press (button, ST_BUTTON_ONE);
+ st_button_press (button, NULL, ST_BUTTON_ONE, NULL);
return TRUE;
}
}
gboolean is_click;
is_click = (button->priv->pressed & ST_BUTTON_ONE);
- st_button_release (button, ST_BUTTON_ONE, is_click ? 1 : 0);
+ st_button_release (button, NULL, ST_BUTTON_ONE, is_click ? 1 : 0, NULL);
return TRUE;
}
}
/* If we lose focus between a key press and release, undo the press */
if ((button->priv->pressed & ST_BUTTON_ONE) &&
!(button->priv->grabbed & ST_BUTTON_ONE))
- st_button_release (button, ST_BUTTON_ONE, 0);
+ st_button_release (button, NULL, ST_BUTTON_ONE, 0, NULL);
CLUTTER_ACTOR_CLASS (st_button_parent_class)->key_focus_out (actor);
}
if (button->priv->grabbed)
{
if (st_widget_get_hover (ST_WIDGET (button)))
- st_button_press (button, button->priv->grabbed);
+ st_button_press (button, button->priv->device,
+ button->priv->grabbed, NULL);
else
- st_button_release (button, button->priv->grabbed, 0);
+ st_button_release (button, button->priv->device,
+ button->priv->grabbed, 0, NULL);
}
return ret;
if (button->priv->grabbed)
{
if (st_widget_get_hover (ST_WIDGET (button)))
- st_button_press (button, button->priv->grabbed);
+ st_button_press (button, button->priv->device,
+ button->priv->grabbed, NULL);
else
- st_button_release (button, button->priv->grabbed, 0);
+ st_button_release (button, button->priv->device,
+ button->priv->grabbed, 0, NULL);
}
return ret;
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;
st_button_fake_release (StButton *button)
{
if (button->priv->pressed)
- st_button_release (button, button->priv->pressed, 0);
+ st_button_release (button, button->priv->device,
+ button->priv->pressed, 0, NULL);
if (button->priv->grabbed)
{
button->priv->grabbed = 0;
clutter_ungrab_pointer ();
}
+
+ if (button->priv->device &&
+ button->priv->press_sequence)
+ {
+ clutter_input_device_sequence_ungrab (button->priv->device,
+ button->priv->press_sequence);
+ button->priv->press_sequence = NULL;
+ }
+
+ button->priv->device = NULL;
}
/******************************************************************************/