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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 | <html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>3. Detecting mouse scrolling on an actor</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets V1.78.1"><link rel="home" href="index.html" title="The Clutter Cookbook"><link rel="up" href="events.html" title="Chapter 3. Events"><link rel="prev" href="events-handling-key-events.html" title="2. Handling key events"><link rel="next" href="events-pointer-motion.html" title="4. Detecting pointer movements on an actor"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">3. Detecting mouse scrolling on an actor</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="events-handling-key-events.html">Prev</a> </td><th width="60%" align="center">Chapter 3. Events</th><td width="20%" align="right"> <a accesskey="n" href="events-pointer-motion.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="events-mouse-scroll"></a>3. Detecting mouse scrolling on an actor</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60502640"></a>3.1. Problem</h3></div></div></div><p>You want to detect when the mouse is scrolled on an
actor (e.g. the pointer is over an actor when a mouse
wheel is scrolled).</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60504112"></a>3.2. Solution</h3></div></div></div><p>Connect a callback handler to the <code class="code">scroll-event</code>
signal of an actor.</p><p>First, ensure that the actor is reactive (i.e. will
respond to events):</p><div class="informalexample"><pre class="programlisting">clutter_actor_set_reactive (actor, TRUE);</pre></div><p>Next, create a callback handler to examine the scroll
event and respond to it:</p><div class="informalexample"><pre class="programlisting">static gboolean
_scroll_event_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
/* determine the direction the mouse was scrolled */
ClutterScrollDirection direction;
direction = clutter_event_get_scroll_direction (event);
/* replace these stubs with real code to move the actor etc. */
switch (direction)
{
case CLUTTER_SCROLL_UP:
g_debug ("Scrolled up");
break;
case CLUTTER_SCROLL_DOWN:
g_debug ("Scrolled down");
break;
case CLUTTER_SCROLL_RIGHT:
g_debug ("Scrolled right");
break;
case CLUTTER_SCROLL_LEFT:
g_debug ("Scrolled left");
break;
}
return CLUTTER_EVENT_STOP; /* event has been handled */
}</pre></div><p>Finally, connect the callback handler to the
<code class="code">scroll-event</code> signal of the actor:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (actor,
"scroll-event",
G_CALLBACK (_scroll_event_cb),
NULL);</pre></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60511984"></a>3.3. Discussion</h3></div></div></div><p>A standard mouse wheel will only return up and
down movements; but in cases where the mouse has left and
right scrolling (e.g. a trackball mouse or trackpad), left and
right scroll events may also be emitted.</p><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp60513376"></a>3.3.1. Creating a scrolling viewport for an actor</h4></div></div></div><p>While the simple outline above explains the basics
of how to connect to scroll events, it doesn't do much to
help with <span class="emphasis"><em>really</em></span> implementing scrolling
over an actor. That's what we'll do in this section.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>The full code for the example we'll walk through here is
available in <a class="link" href="events-mouse-scroll.html#events-mouse-scroll-example" title="Example 3.1. Mouse scrolling over a ClutterActor">this later
section</a>.</p></div><p>Scrolling over an actor actually requires coordination
between two components:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><b>Scrollable actor. </b>An actor which is too large to fit on the stage
or inside the area of the UI assigned to it (otherwise
there's no need to scroll over it...).</p></li><li class="listitem"><p><b>Viewport. </b>This displays a cropped view of part of the scrollable
actor, revealing different parts of it as scroll events
occur.</p></li></ol></div><p>Here are the steps required to set up the two actors:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Create the scrollable actor; it should be larger
than the viewport. This example uses a <span class="type">ClutterTexture</span>,
but any <span class="type">ClutterActor</span> will work:</p><div class="informalexample"><pre class="programlisting">/* get image file path, set up stage etc. */
ClutterActor *texture;
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
TRUE);
/*
* set the texture's height so it's as tall as the stage
* (STAGE_HEIGHT is define'd at the top of the file)
*/
clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
clutter_actor_set_height (texture, STAGE_HEIGHT);
/*
* load the image file;
* see <a class="link" href="textures-aspect-ratio.html" title="3. Maintaining the aspect ratio when loading an image into a texture">this recipe</a> for more about loading images into textures
*/
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_file_path,
NULL);</pre></div></li><li class="listitem"><p>Create the viewport. The simplest way to do
this is with a <span class="type">ClutterGroup</span>:</p><div class="informalexample"><pre class="programlisting">ClutterActor *viewport;
viewport = clutter_group_new ();
/* viewport is _shorter_ than the stage (and the texture) */
clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);
/* align the viewport to the center of the stage's y axis */
clutter_actor_add_constraint (viewport,
clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));
/* viewport needs to respond to scroll events */
clutter_actor_set_reactive (viewport, TRUE);
/* clip all actors inside the viewport to that group's allocation */
clutter_actor_set_clip_to_allocation (viewport, TRUE);</pre></div><p>The key here is calling
<code class="code">clutter_actor_set_clip_to_allocation (viewport, TRUE)</code>.
This configures the <code class="varname">viewport</code> group so
that any of its children are clipped: i.e. only parts of
its children which fit inside its allocation are visible. This
in turn requires setting an explicit size on the group,
rather than allowing it to size itself to fit its
children (the latter is the default).</p></li><li class="listitem"><p>Put the scrollable actor into the viewport; and
the viewport into its container (in this case,
the default stage):</p><div class="informalexample"><pre class="programlisting">clutter_actor_add_child (viewport, texture);
clutter_actor_add_child (stage, viewport);</pre></div></li><li class="listitem"><p>Create a callback handler for <code class="code">scroll-event</code>
signals emitted by the viewport:</p><div class="informalexample"><pre class="programlisting">static gboolean
_scroll_event_cb (ClutterActor *viewport,
ClutterEvent *event,
gpointer user_data)
{
ClutterActor *scrollable = CLUTTER_ACTOR (user_data);
gfloat viewport_height = clutter_actor_get_height (viewport);
gfloat scrollable_height = clutter_actor_get_height (scrollable);
/* no need to scroll if the scrollable is shorter than the viewport */
if (scrollable_height < viewport_height)
return CLUTTER_EVENT_STOP;
gfloat y = clutter_actor_get_y (scrollable);
ClutterScrollDirection direction;
direction = clutter_event_get_scroll_direction (event);
switch (direction)
{
case CLUTTER_SCROLL_UP:
y -= SCROLL_AMOUNT;
break;
case CLUTTER_SCROLL_DOWN:
y += SCROLL_AMOUNT;
break;
/* we're only interested in up and down */
case CLUTTER_SCROLL_LEFT:
case CLUTTER_SCROLL_RIGHT:
break;
}
/*
* the CLAMP macro returns a value for the first argument
* that falls within the range specified by the second and
* third arguments
*
* we allow the scrollable's y position to be decremented to the point
* where its base is aligned with the base of the viewport
*/
y = CLAMP (y,
viewport_height - scrollable_height,
0.0);
/* animate the change to the scrollable's y coordinate */
clutter_actor_animate (scrollable,
CLUTTER_EASE_OUT_CUBIC,
300,
"y", y,
NULL);
return CLUTTER_EVENT_STOP;
}</pre></div><p>The approach taken here is to move the scrollable
actor up, relative to the viewport. Initially, the
scrollable will have a <code class="code">y</code> coordinate value
of <code class="code">0.0</code> (aligned to the top of the viewport).
Scrolling up decrements the
<code class="code">y</code> coordinate (down to a minumum of
<code class="code">viewport_height - scrollable_height</code>). This moves
the top of the scrollable actor "outside" the clip area of the
viewport; simultaneously, more of the bottom part of the
scrollable moves into the clip area, becoming visible.</p><p>Scrolling down increments the <code class="code">y</code> coordinate
(but only up to a maximum value of <code class="code">0.0</code>).</p><p>To see how this works in practice, look at
<a class="link" href="events-mouse-scroll.html#events-mouse-scroll-example" title="Example 3.1. Mouse scrolling over a ClutterActor">the code
sample</a>. There, the height of the scrollable actor is
set to <code class="code">300</code> and the height of the viewport to
<code class="code">150</code>. This means that the <code class="code">y</code>
coordinate value for the scrollable actor will vary between
<code class="code">-150.0</code>: <code class="code">150</code> (the viewport's height)
<code class="code">- 300</code> (the scrollable actor's height), making
its base visible and clipping its top; and
<code class="code">0.0</code>, where its top is visible and its base
clipped.</p></li><li class="listitem"><p>Connect the callback handler to the signal; note
that we pass the scrollable actor (the texture) to the callback,
as we're moving the texture relative to the viewport to
create the scrolling effect:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (viewport,
"scroll-event",
G_CALLBACK (_scroll_event_cb),
texture);</pre></div></li></ol></div><p>Here's a video of the result:</p><p><video controls="controls" src="videos/events-mouse-scroll.ogv"><a href="videos/events-mouse-scroll.ogv"></a></video></p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60552192"></a>3.4. Full example</h3></div></div></div><div class="example"><a name="events-mouse-scroll-example"></a><p class="title"><b>Example 3.1. Mouse scrolling over a <span class="type">ClutterActor</span></b></p><div class="example-contents"><pre class="programlisting">#include <clutter/clutter.h>
#define STAGE_HEIGHT 300
#define STAGE_WIDTH STAGE_HEIGHT
#define SCROLL_AMOUNT STAGE_HEIGHT * 0.125
static gboolean
_scroll_event_cb (ClutterActor *viewport,
ClutterEvent *event,
gpointer user_data)
{
ClutterActor *scrollable = CLUTTER_ACTOR (user_data);
gfloat viewport_height = clutter_actor_get_height (viewport);
gfloat scrollable_height = clutter_actor_get_height (scrollable);
gfloat y;
ClutterScrollDirection direction;
/* no need to scroll if the scrollable is shorter than the viewport */
if (scrollable_height < viewport_height)
return TRUE;
y = clutter_actor_get_y (scrollable);
direction = clutter_event_get_scroll_direction (event);
switch (direction)
{
case CLUTTER_SCROLL_UP:
y -= SCROLL_AMOUNT;
break;
case CLUTTER_SCROLL_DOWN:
y += SCROLL_AMOUNT;
break;
/* we're only interested in up and down */
case CLUTTER_SCROLL_LEFT:
case CLUTTER_SCROLL_RIGHT:
break;
}
/*
* the CLAMP macro returns a value for the first argument
* that falls within the range specified by the second and
* third arguments
*
* we allow the scrollable's y position to be decremented to the point
* where its base is aligned with the base of the viewport
*/
y = CLAMP (y,
viewport_height - scrollable_height,
0.0);
/* animate the change to the scrollable's y coordinate */
clutter_actor_animate (scrollable,
CLUTTER_EASE_OUT_CUBIC,
300,
"y", y,
NULL);
return TRUE;
}
int
main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *viewport;
ClutterActor *texture;
const gchar *image_file_path = "redhand.png";
if (argc > 1)
{
image_file_path = argv[1];
}
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
/* the scrollable actor */
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
TRUE);
/* set the texture's height so it's as tall as the stage */
clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
clutter_actor_set_height (texture, STAGE_HEIGHT);
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_file_path,
NULL);
/* the viewport which the box is scrolled within */
viewport = clutter_actor_new ();
/* viewport is shorter than the stage */
clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);
/* align the viewport to the center of the stage's y axis */
clutter_actor_add_constraint (viewport, clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));
/* viewport needs to respond to scroll events */
clutter_actor_set_reactive (viewport, TRUE);
/* clip all actors inside the viewport to that group's allocation */
clutter_actor_set_clip_to_allocation (viewport, TRUE);
/* put the texture inside the viewport */
clutter_actor_add_child (viewport, texture);
/* add the viewport to the stage */
clutter_actor_add_child (stage, viewport);
g_signal_connect (viewport,
"scroll-event",
G_CALLBACK (_scroll_event_cb),
texture);
clutter_actor_show (stage);
clutter_main ();
return 0;
}
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="events-handling-key-events.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="events.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="events-pointer-motion.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">2. Handling key events </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 4. Detecting pointer movements on an actor</td></tr></table></div></body></html>
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