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<html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>2. Handling key events</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets Vsnapshot"><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.html" title="Chapter 3. Events"><link rel="next" href="events-mouse-scroll.html" title="3. Detecting mouse scrolling 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">2. Handling key events</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="events.html">Prev</a> </td><th width="60%" align="center">Chapter 3. Events</th><td width="20%" align="right"> <a accesskey="n" href="events-mouse-scroll.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-handling-key-events"></a>2. Handling key events</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idm140200513092848"></a>2.1. Problem</h3></div></div></div><p>You want to respond to key presses on an actor.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idm140200513091536"></a>2.2. Solutions</h3></div></div></div><p>There are two possible solutions:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><span class="emphasis"><em>Solution 1:</em></span> Connect a callback to the
          actor; inside the callback, manually analyse which key and
          modifier(s) were pressed and react accordingly.</p></li><li class="listitem"><p><span class="emphasis"><em>Solution 2:</em></span> Use an actor's
          <span class="type">ClutterBindingPool</span> to declaratively assign
          actions to specific key and modifier combinations.</p></li></ol></div><p>Each solution is covered below.</p><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200508454672"></a>2.2.1. Solution 1</h4></div></div></div><p>Connect the <span class="emphasis"><em>key-press-event</em></span>
        signal for an actor to a callback; then examine the event
        in the callback to determine which key and modifiers were
        pressed.</p><p>First, connect an actor's
        <span class="emphasis"><em>key-press-event</em></span> signal to a callback:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (actor, "key-press-event", G_CALLBACK (_key_press_cb), NULL);</pre></div><p>Then, in the callback, check which key was pressed and which
        modifiers were down at the same time. For example, this callback
        checks for a press on the up arrow key and whether
        the <span class="keycap"><strong>Shift</strong></span> and/or <span class="keycap"><strong>Ctrl</strong></span>
        key were down:</p><div class="informalexample"><pre class="programlisting">static gboolean
_key_press_cb (ClutterActor *actor,
               ClutterEvent *event,
               gpointer      user_data)
{
  guint keyval = clutter_event_get_key_symbol (event);

  ClutterModifierType state = clutter_event_get_state (event);
  gboolean shift_pressed = (state &amp; CLUTTER_SHIFT_MASK ? TRUE : FALSE);
  gboolean ctrl_pressed = (state &amp; CLUTTER_CONTROL_MASK ? TRUE : FALSE);

  if (CLUTTER_KEY_Up == keyval)
    {
      if (shift_pressed &amp; ctrl_pressed)
        g_debug ("Up and shift and control pressed");
      else if (shift_pressed)
        g_debug ("Up and shift pressed");
      else
        g_debug ("Up pressed");

      /* The event was handled, and the emission should stop */
      return CLUTTER_EVENT_STOP;
    }

  /* The event was not handled, and the emission should continue */
  return CLUTTER_EVENT_PROPAGATE;
}</pre></div><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>Clutter provides a range of key value definitions
          (like <code class="constant">CLUTTER_KEY_Up</code>, used above). These are
          generated from the list in the
          <a class="ulink" href="http://cgit.freedesktop.org/xorg/proto/x11proto/plain/keysymdef.h" target="_top">X.Org source code</a>
          (replace "XK" with "CLUTTER_KEY" in the definitions there to get the
          Clutter equivalents; alternatively, look at the
          <code class="filename">clutter-keysyms.h</code> header file for the
          list).</p><p><code class="constant">CLUTTER_SHIFT_MASK</code>,
          <code class="constant">CLUTTER_CONTROL_MASK</code> and other modifiers are
          defined in the <span class="type">ClutterModifierType</span> enum.</p></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200509683552"></a>2.2.2. Solution 2</h4></div></div></div><p>Assign actions to an actor's <span class="type">ClutterBindingPool</span>.
        A binding pool stores mappings from a key press (either a single key
        or a key plus modifiers) to actions; an action is simply a callback
        function with a specific signature.</p><p>While this approach is trickier to implement, it is more
        flexible and removes the drudgery of writing branching code to
        handle different key presses. See the
        <a class="link" href="events-handling-key-events.html#events-handling-key-events-discussion" title="2.3. Discussion">Discussion</a>
        section for more details.</p><p>To use this approach with an actor which will receive key press
        events, first get that actor's binding pool. In the example below,
        we're using the binding pool for the default
        <span class="type">ClutterStage</span>:</p><div class="informalexample"><pre class="programlisting">ClutterBindingPool *binding_pool;
GObjectClass *stage_class;

stage_class = CLUTTER_STAGE_GET_CLASS (stage);
binding_pool = clutter_binding_pool_get_for_class (stage_class);</pre></div><p>Next, install actions into the binding pool. For example, to
        install an action bound to the up arrow key, which calls the
        <code class="function">_move_up()</code> function when that key is pressed,
        you would do:</p><div class="informalexample"><pre class="programlisting">clutter_binding_pool_install_action (binding_pool,
                                     "move-up",      /* identifier */
                                     CLUTTER_KEY_Up, /* up arrow pressed */
                                     0,              /* no modifiers pressed */
                                     G_CALLBACK (_move_up),
                                     NULL,           /* no user data passed */
                                     NULL);</pre></div><p>Another example, binding up arrow +
        <span class="keycap"><strong>Shift</strong></span> + <span class="keycap"><strong>Ctrl</strong></span> to an action
        which calls <code class="function">_move_up_shift_control()</code> when
        activated:</p><div class="informalexample"><pre class="programlisting">clutter_binding_pool_install_action (binding_pool,
                                     "move-up-shift-control",
                                     CLUTTER_KEY_Up,
                                     CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK,
                                     G_CALLBACK (_move_up_shift_control),
                                     NULL,
                                     NULL);</pre></div><p>The function called when an action is activated looks
        like this (for <code class="function">_move_up()</code>):</p><div class="informalexample"><pre class="programlisting">static void
_move_up (GObject             *instance,
          const gchar         *action_name,
          guint                key_val,
          ClutterModifierType  modifiers,
          gpointer             user_data)
{
  g_debug ("Up pressed");
}</pre></div><p>Then bind the <span class="emphasis"><em>key-press-event</em></span> signal
        for the actor (in our case, the stage) to a callback:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (stage,
                  "key-press-event",
                  G_CALLBACK (_key_press_cb),
                  NULL);</pre></div><p>Finally, inside the callback, pass control to the actor's
        binding pool rather than dissecting the key press event
        yourself:</p><div class="informalexample"><pre class="programlisting">static gboolean
_key_press_cb (ClutterActor *actor,
             ClutterEvent *event,
             gpointer      user_data)
{
  ClutterBindingPool *pool;

  pool = clutter_binding_pool_find (G_OBJECT_TYPE_NAME (actor));

  return clutter_binding_pool_activate (pool,
                                        clutter_event_get_key_symbol (event),
                                        clutter_event_get_state (event),
                                        G_OBJECT (actor));
}</pre></div><p>Now, when a key + modifiers that have been bound to an action
        are pressed on the actor, the appropriate action is activated.</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="events-handling-key-events-discussion"></a>2.3. Discussion</h3></div></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200512094416"></a>2.3.1. Pros and cons of Solution 1 and Solution 2</h4></div></div></div><p>Solution 1 is the simplest (in terms of the amount of code you
        have to write for simple cases), but could quickly turn into a mess if
        you need many conditions or want to capture many key combinations.
        Also, if multiple actors need to respond to key press events, you'll
        need similar event dissection code in each callback.</p><p>Solution 2 is more complicated to implement, but scales better
        if you have many different key combinations on multiple actors.
        The binding pool protects you from the minutiae of detecting which
        keys were pressed, leaving you to concentrate on the
        triggered actions instead. This could simplify your control
        logic.</p><p>In addition, Solution 2 lets you write a single callback to
        handle all key press events for all actors. This callback could then
        use <code class="function">clutter_binding_pool_find()</code>
        (as in the example code) to determine which binding pool to
        activate (depending on which actor received the key press
        event).</p><p>Finally, a binding pool allows you to block and unblock actions.
        This means you can make the response to a key press event conditional
        on application state. For example, let's say you wanted the up arrow
        key to move an actor, but only when the actor is at the bottom
        of the stage. To implement this, you could disable the up arrow key
        action in the binding pool initially; then, once the actor reaches the
        bottom of the stage, enable the up arrow key action again. While this
        is possible with Solution 1, you would have to implement more of the
        state management code yourself.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idm140200508424176"></a>2.3.2. Other useful things to know about key press events</h4></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>A <span class="type">ClutterKeyEvent</span> contains only a
            <span class="emphasis"><em>single</em></span> key value, plus possibly one
            or more modifier keys (like <span class="keycap"><strong>Shift</strong></span>,
            <span class="keycap"><strong>Ctrl</strong></span>, <span class="keycap"><strong>Alt</strong></span> etc.).
            There are no functions in the Clutter API which return
            events for tracking near-simultaneous presses on multiple
            keys.</p></li><li class="listitem"><p>By default, the stage receives all key events.
            To make another actor receive key events, use
            <code class="function">clutter_stage_set_key_focus()</code>:</p><div class="informalexample"><pre class="programlisting">/*
 * stage is a ClutterStage instance;
 * actor is the ClutterActor instance which should receive key events
 */
clutter_stage_set_key_focus (stage, actor);</pre></div></li></ul></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="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-mouse-scroll.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter 3. Events </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 3. Detecting mouse scrolling on an actor</td></tr></table></div></body></html>