glib/gio/gsimpleaction.c
Sébastien Wilmet 3bf4a720c3 gio/: LGPLv2+ -> LGPLv2.1+
Sub-directories inside gio/ already processed in a previous commit:
- fam/
- gdbus-2.0/ (which contains only codegen/)
- gvdb/
- inotify/
- tests/
- win32/
- xdgmime/

Other sub-directories inside gio/:
- completion/: no license headers
- kqueue/: not LGPL, BSD-style license

https://bugzilla.gnome.org/show_bug.cgi?id=776504
2017-05-29 19:53:34 +02:00

644 lines
19 KiB
C

/*
* Copyright © 2010 Codethink Limited
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that 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 library; if not, see <http://www.gnu.org/licenses/>.
*
* Authors: Ryan Lortie <desrt@desrt.ca>
*/
#include "config.h"
#include "gsimpleaction.h"
#include "gaction.h"
#include "glibintl.h"
/**
* SECTION:gsimpleaction
* @title: GSimpleAction
* @short_description: A simple GAction implementation
* @include: gio/gio.h
*
* A #GSimpleAction is the obvious simple implementation of the #GAction
* interface. This is the easiest way to create an action for purposes of
* adding it to a #GSimpleActionGroup.
*
* See also #GtkAction.
*/
/**
* GSimpleAction:
*
* #GSimpleAction is an opaque data structure and can only be accessed
* using the following functions.
**/
struct _GSimpleAction
{
GObject parent_instance;
gchar *name;
GVariantType *parameter_type;
gboolean enabled;
GVariant *state;
GVariant *state_hint;
gboolean state_set_already;
};
typedef GObjectClass GSimpleActionClass;
static void g_simple_action_iface_init (GActionInterface *iface);
G_DEFINE_TYPE_WITH_CODE (GSimpleAction, g_simple_action, G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (G_TYPE_ACTION, g_simple_action_iface_init))
enum
{
PROP_NONE,
PROP_NAME,
PROP_PARAMETER_TYPE,
PROP_ENABLED,
PROP_STATE_TYPE,
PROP_STATE
};
enum
{
SIGNAL_CHANGE_STATE,
SIGNAL_ACTIVATE,
NR_SIGNALS
};
static guint g_simple_action_signals[NR_SIGNALS];
static const gchar *
g_simple_action_get_name (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
return simple->name;
}
static const GVariantType *
g_simple_action_get_parameter_type (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
return simple->parameter_type;
}
static const GVariantType *
g_simple_action_get_state_type (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
if (simple->state != NULL)
return g_variant_get_type (simple->state);
else
return NULL;
}
static GVariant *
g_simple_action_get_state_hint (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
if (simple->state_hint != NULL)
return g_variant_ref (simple->state_hint);
else
return NULL;
}
static gboolean
g_simple_action_get_enabled (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
return simple->enabled;
}
static void
g_simple_action_change_state (GAction *action,
GVariant *value)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
/* If the user connected a signal handler then they are responsible
* for handling state changes.
*/
if (g_signal_has_handler_pending (action, g_simple_action_signals[SIGNAL_CHANGE_STATE], 0, TRUE))
g_signal_emit (action, g_simple_action_signals[SIGNAL_CHANGE_STATE], 0, value);
/* If not, then the default behaviour is to just set the state. */
else
g_simple_action_set_state (simple, value);
}
/**
* g_simple_action_set_state:
* @simple: a #GSimpleAction
* @value: the new #GVariant for the state
*
* Sets the state of the action.
*
* This directly updates the 'state' property to the given value.
*
* This should only be called by the implementor of the action. Users
* of the action should not attempt to directly modify the 'state'
* property. Instead, they should call g_action_change_state() to
* request the change.
*
* If the @value GVariant is floating, it is consumed.
*
* Since: 2.30
**/
void
g_simple_action_set_state (GSimpleAction *simple,
GVariant *value)
{
g_return_if_fail (G_IS_SIMPLE_ACTION (simple));
g_return_if_fail (value != NULL);
{
const GVariantType *state_type;
state_type = simple->state ?
g_variant_get_type (simple->state) : NULL;
g_return_if_fail (state_type != NULL);
g_return_if_fail (g_variant_is_of_type (value, state_type));
}
g_variant_ref_sink (value);
if (!simple->state || !g_variant_equal (simple->state, value))
{
if (simple->state)
g_variant_unref (simple->state);
simple->state = g_variant_ref (value);
g_object_notify (G_OBJECT (simple), "state");
}
g_variant_unref (value);
}
static GVariant *
g_simple_action_get_state (GAction *action)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
return simple->state ? g_variant_ref (simple->state) : NULL;
}
static void
g_simple_action_activate (GAction *action,
GVariant *parameter)
{
GSimpleAction *simple = G_SIMPLE_ACTION (action);
g_return_if_fail (simple->parameter_type == NULL ?
parameter == NULL :
(parameter != NULL &&
g_variant_is_of_type (parameter,
simple->parameter_type)));
if (parameter != NULL)
g_variant_ref_sink (parameter);
if (simple->enabled)
{
/* If the user connected a signal handler then they are responsible
* for handling activation.
*/
if (g_signal_has_handler_pending (action, g_simple_action_signals[SIGNAL_ACTIVATE], 0, TRUE))
g_signal_emit (action, g_simple_action_signals[SIGNAL_ACTIVATE], 0, parameter);
/* If not, do some reasonable defaults for stateful actions. */
else if (simple->state)
{
/* If we have no parameter and this is a boolean action, toggle. */
if (parameter == NULL && g_variant_is_of_type (simple->state, G_VARIANT_TYPE_BOOLEAN))
{
gboolean was_enabled = g_variant_get_boolean (simple->state);
g_simple_action_change_state (action, g_variant_new_boolean (!was_enabled));
}
/* else, if the parameter and state type are the same, do a change-state */
else if (g_variant_is_of_type (simple->state, g_variant_get_type (parameter)))
g_simple_action_change_state (action, parameter);
}
}
if (parameter != NULL)
g_variant_unref (parameter);
}
static void
g_simple_action_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
GSimpleAction *action = G_SIMPLE_ACTION (object);
switch (prop_id)
{
case PROP_NAME:
action->name = g_strdup (g_value_get_string (value));
break;
case PROP_PARAMETER_TYPE:
action->parameter_type = g_value_dup_boxed (value);
break;
case PROP_ENABLED:
action->enabled = g_value_get_boolean (value);
break;
case PROP_STATE:
/* The first time we see this (during construct) we should just
* take the state as it was handed to us.
*
* After that, we should make sure we go through the same checks
* as the C API.
*/
if (!action->state_set_already)
{
action->state = g_value_dup_variant (value);
action->state_set_already = TRUE;
}
else
g_simple_action_set_state (action, g_value_get_variant (value));
break;
default:
g_assert_not_reached ();
}
}
static void
g_simple_action_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
GAction *action = G_ACTION (object);
switch (prop_id)
{
case PROP_NAME:
g_value_set_string (value, g_simple_action_get_name (action));
break;
case PROP_PARAMETER_TYPE:
g_value_set_boxed (value, g_simple_action_get_parameter_type (action));
break;
case PROP_ENABLED:
g_value_set_boolean (value, g_simple_action_get_enabled (action));
break;
case PROP_STATE_TYPE:
g_value_set_boxed (value, g_simple_action_get_state_type (action));
break;
case PROP_STATE:
g_value_take_variant (value, g_simple_action_get_state (action));
break;
default:
g_assert_not_reached ();
}
}
static void
g_simple_action_finalize (GObject *object)
{
GSimpleAction *simple = G_SIMPLE_ACTION (object);
g_free (simple->name);
if (simple->parameter_type)
g_variant_type_free (simple->parameter_type);
if (simple->state)
g_variant_unref (simple->state);
if (simple->state_hint)
g_variant_unref (simple->state_hint);
G_OBJECT_CLASS (g_simple_action_parent_class)
->finalize (object);
}
void
g_simple_action_init (GSimpleAction *simple)
{
simple->enabled = TRUE;
}
void
g_simple_action_iface_init (GActionInterface *iface)
{
iface->get_name = g_simple_action_get_name;
iface->get_parameter_type = g_simple_action_get_parameter_type;
iface->get_state_type = g_simple_action_get_state_type;
iface->get_state_hint = g_simple_action_get_state_hint;
iface->get_enabled = g_simple_action_get_enabled;
iface->get_state = g_simple_action_get_state;
iface->change_state = g_simple_action_change_state;
iface->activate = g_simple_action_activate;
}
void
g_simple_action_class_init (GSimpleActionClass *class)
{
GObjectClass *object_class = G_OBJECT_CLASS (class);
object_class->set_property = g_simple_action_set_property;
object_class->get_property = g_simple_action_get_property;
object_class->finalize = g_simple_action_finalize;
/**
* GSimpleAction::activate:
* @simple: the #GSimpleAction
* @parameter: (nullable): the parameter to the activation
*
* Indicates that the action was just activated.
*
* @parameter will always be of the expected type. In the event that
* an incorrect type was given, no signal will be emitted.
*
* Since GLib 2.40, if no handler is connected to this signal then the
* default behaviour for boolean-stated actions with a %NULL parameter
* type is to toggle them via the #GSimpleAction::change-state signal.
* For stateful actions where the state type is equal to the parameter
* type, the default is to forward them directly to
* #GSimpleAction::change-state. This should allow almost all users
* of #GSimpleAction to connect only one handler or the other.
*
* Since: 2.28
*/
g_simple_action_signals[SIGNAL_ACTIVATE] =
g_signal_new (I_("activate"),
G_TYPE_SIMPLE_ACTION,
G_SIGNAL_RUN_LAST | G_SIGNAL_MUST_COLLECT,
0, NULL, NULL,
g_cclosure_marshal_VOID__VARIANT,
G_TYPE_NONE, 1,
G_TYPE_VARIANT);
/**
* GSimpleAction::change-state:
* @simple: the #GSimpleAction
* @value: (nullable): the requested value for the state
*
* Indicates that the action just received a request to change its
* state.
*
* @value will always be of the correct state type. In the event that
* an incorrect type was given, no signal will be emitted.
*
* If no handler is connected to this signal then the default
* behaviour is to call g_simple_action_set_state() to set the state
* to the requested value. If you connect a signal handler then no
* default action is taken. If the state should change then you must
* call g_simple_action_set_state() from the handler.
*
* An example of a 'change-state' handler:
* |[<!-- language="C" -->
* static void
* change_volume_state (GSimpleAction *action,
* GVariant *value,
* gpointer user_data)
* {
* gint requested;
*
* requested = g_variant_get_int32 (value);
*
* // Volume only goes from 0 to 10
* if (0 <= requested && requested <= 10)
* g_simple_action_set_state (action, value);
* }
* ]|
*
* The handler need not set the state to the requested value.
* It could set it to any value at all, or take some other action.
*
* Since: 2.30
*/
g_simple_action_signals[SIGNAL_CHANGE_STATE] =
g_signal_new (I_("change-state"),
G_TYPE_SIMPLE_ACTION,
G_SIGNAL_RUN_LAST | G_SIGNAL_MUST_COLLECT,
0, NULL, NULL,
g_cclosure_marshal_VOID__VARIANT,
G_TYPE_NONE, 1,
G_TYPE_VARIANT);
/**
* GSimpleAction:name:
*
* The name of the action. This is mostly meaningful for identifying
* the action once it has been added to a #GSimpleActionGroup.
*
* Since: 2.28
**/
g_object_class_install_property (object_class, PROP_NAME,
g_param_spec_string ("name",
P_("Action Name"),
P_("The name used to invoke the action"),
NULL,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS));
/**
* GSimpleAction:parameter-type:
*
* The type of the parameter that must be given when activating the
* action.
*
* Since: 2.28
**/
g_object_class_install_property (object_class, PROP_PARAMETER_TYPE,
g_param_spec_boxed ("parameter-type",
P_("Parameter Type"),
P_("The type of GVariant passed to activate()"),
G_TYPE_VARIANT_TYPE,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS));
/**
* GSimpleAction:enabled:
*
* If @action is currently enabled.
*
* If the action is disabled then calls to g_action_activate() and
* g_action_change_state() have no effect.
*
* Since: 2.28
**/
g_object_class_install_property (object_class, PROP_ENABLED,
g_param_spec_boolean ("enabled",
P_("Enabled"),
P_("If the action can be activated"),
TRUE,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS));
/**
* GSimpleAction:state-type:
*
* The #GVariantType of the state that the action has, or %NULL if the
* action is stateless.
*
* Since: 2.28
**/
g_object_class_install_property (object_class, PROP_STATE_TYPE,
g_param_spec_boxed ("state-type",
P_("State Type"),
P_("The type of the state kept by the action"),
G_TYPE_VARIANT_TYPE,
G_PARAM_READABLE |
G_PARAM_STATIC_STRINGS));
/**
* GSimpleAction:state:
*
* The state of the action, or %NULL if the action is stateless.
*
* Since: 2.28
**/
g_object_class_install_property (object_class, PROP_STATE,
g_param_spec_variant ("state",
P_("State"),
P_("The state the action is in"),
G_VARIANT_TYPE_ANY,
NULL,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT |
G_PARAM_STATIC_STRINGS));
}
/**
* g_simple_action_set_enabled:
* @simple: a #GSimpleAction
* @enabled: whether the action is enabled
*
* Sets the action as enabled or not.
*
* An action must be enabled in order to be activated or in order to
* have its state changed from outside callers.
*
* This should only be called by the implementor of the action. Users
* of the action should not attempt to modify its enabled flag.
*
* Since: 2.28
**/
void
g_simple_action_set_enabled (GSimpleAction *simple,
gboolean enabled)
{
g_return_if_fail (G_IS_SIMPLE_ACTION (simple));
enabled = !!enabled;
if (simple->enabled != enabled)
{
simple->enabled = enabled;
g_object_notify (G_OBJECT (simple), "enabled");
}
}
/**
* g_simple_action_set_state_hint:
* @simple: a #GSimpleAction
* @state_hint: (nullable): a #GVariant representing the state hint
*
* Sets the state hint for the action.
*
* See g_action_get_state_hint() for more information about
* action state hints.
*
* Since: 2.44
**/
void
g_simple_action_set_state_hint (GSimpleAction *simple,
GVariant *state_hint)
{
g_return_if_fail (G_IS_SIMPLE_ACTION (simple));
if (simple->state_hint != NULL)
{
g_variant_unref (simple->state_hint);
simple->state_hint = NULL;
}
if (state_hint != NULL)
simple->state_hint = g_variant_ref (state_hint);
}
/**
* g_simple_action_new:
* @name: the name of the action
* @parameter_type: (nullable): the type of parameter to the activate function
*
* Creates a new action.
*
* The created action is stateless. See g_simple_action_new_stateful().
*
* Returns: a new #GSimpleAction
*
* Since: 2.28
**/
GSimpleAction *
g_simple_action_new (const gchar *name,
const GVariantType *parameter_type)
{
g_return_val_if_fail (name != NULL, NULL);
return g_object_new (G_TYPE_SIMPLE_ACTION,
"name", name,
"parameter-type", parameter_type,
NULL);
}
/**
* g_simple_action_new_stateful:
* @name: the name of the action
* @parameter_type: (nullable): the type of the parameter to the activate function
* @state: the initial state of the action
*
* Creates a new stateful action.
*
* @state is the initial state of the action. All future state values
* must have the same #GVariantType as the initial state.
*
* If the @state GVariant is floating, it is consumed.
*
* Returns: a new #GSimpleAction
*
* Since: 2.28
**/
GSimpleAction *
g_simple_action_new_stateful (const gchar *name,
const GVariantType *parameter_type,
GVariant *state)
{
return g_object_new (G_TYPE_SIMPLE_ACTION,
"name", name,
"parameter-type", parameter_type,
"state", state,
NULL);
}