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Changes between Version 1 and Version 2 of Gobjectification


Ignore:
Timestamp:
May 20, 2007, 8:29:50 PM (17 years ago)
Author:
nix_nix
Comment:

I don't know if this is the best place for this stuff, so please move it (or delete it) if it doesn't belong here.

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  • Gobjectification

    v1 v2  
    11This is a stub page to describe stuff about gobjectification
     2
     3= GObject Brain Dump =
     4
     5OK, so here's how it is. All GTK widgets are descended from GObject. GObject provides 4 things:
     6
     7== Reference counting ==
     8This means you don't have to worry about how an object gets destroyed. It just goes away when the last reference is dropped. You can also add references to it to make sure it doesn't get destroyed while you're passing it around with {{{g_object_ref()}}}.
     9
     10For example, suppose you had a label (called "label") you wanted to move from one table (called "table1") to another (called "table2"):
     11{{{
     12g_object_ref(label);
     13gtk_container_remove(GTK_CONTAINER(table1), label);
     14gtk_table_attach(GTK_TABLE(table2), label, 0, 1, 0, 1, 0, 0, 0, 0);
     15g_object_unref(label);
     16}}}
     17
     18== Inheritance ==
     19You can create new types of widgets from existing types. This is a tutorial onto itself: http://www.gtk.org/tutorial/x2312.html
     20
     21== Properties ==
     22If you think of data structures, in C they contain individual members of various types. For, example, the mythical {{{HumanBeing}}} data structure:
     23{{{
     24typedef enum {
     25  HUMAN_FEMALE,
     26  HUMAN_MALE
     27} HumanGender;
     28
     29typedef struct {
     30  char *first_name;
     31  char *last_name;
     32  double height;
     33  HumanGender gender;
     34} HumanBeing;
     35}}}
     36You would access this data structure like so: {{{printf ("Human's first name is %s\n", ((HumanBeing *)some_human)->first_name);}}}
     37
     38GObject provides a way to formally identify such a structure member using a certain name which you can then use with {{{g_object_new()}}}, {{{g_object_set()}}}, and {{{g_object_get()}}}. So, if {{{HumanBeing}}} were a GObject, instead of using {{{some_human->first_name}}}, you could do
     39{{{
     40char *first_name = NULL;
     41g_object_get (G_OBJECT (some_human), "first-name", &first_name, NULL);
     42printf ("Human's first name is %s\n", first_name) ;
     43g_free (first_name) ;
     44}}}
     45This doesn't look too appealing, but consider: Each subclass of GObject adds new properties to the list of properties of its parent calss, so, by the time you get to, say, {{{GtkWindow}}}, you can do something really cool, like,
     46{{{
     47g_object_new (GTK_TYPE_WINDOW, "visible", TRUE, "title", "Demo App", "default-width", 320, "default-height", 240,
     48  "child", g_object_new (GTK_TYPE_ALIGNMENT, "visible", TRUE, "xalign", 0.5, "yalign", 0.5, "xscale", 0.0, "yscale", 0.0,
     49    "child", g_object_new (GTK_TYPE_BUTTON, "visible", TRUE, "label", GTK_STOCK_OK, "use-stock", TRUE, NULL),
     50    NULL),
     51  NULL);
     52}}}
     53{{{g_object_new()}}} allows you to create a new object of the type specified in its first argument, and set any number of the object's properties. You finish off the list of properties by giving it the {{{NULL}}} property at the end of the list.
     54{{{g_object_set()}}} works the same way, but modifies the properties of an existing object.
     55{{{g_object_get()}}} requires, for each property you specify, that you follow it up with a variable passed by reference, so that it may fill out the variable with the value. For example:
     56{{{
     57char *button_label;
     58gboolean button_sensitive;
     59g_object_get (G_OBJECT (the_button, "label", &button_label, "sensitive", &button_sensitive, NULL);
     60}}}
     61Unlike data structure members, properties can be defined more rigorously. Values of a property can be restricted to a certain range, and every property has a default value.
     62
     63== Signals ==
     64A signal is an object's means of informing those who are interested that something has happened to it. If you are interested in things that are happening to your object, you must pass a pointer to a function to {{{g_signal_connect}}} for each of the ''things'' you are interested in. All classes provide lists of such ''things'' - lets call them events. For example, when a button is clicked, all those interested will be informed. For a given button, say, {{{the_button}}}, you can express your interest in when it gets clicked, by connecting to its {{{"clicked"}}} signal:
     65{{{
     66g_signal_connect (G_OBJECT (the_button), "clicked", (GCallback)the_button_got_clicked, NULL);
     67}}}
     68You normally do this right after creating the button, so that you don't miss any clicks. Now, this is fine and dandy, but you gotta ask yourself: What does {{{the_button_got_clicked}}} look like? Well, that depends on the event you're interested in. The documentation for a given signal tells you what kind of a function to pass to {{{g_signal_connect()}}}. For example, http://developer.gnome.org/doc/API/2.0/gtk/GtkButton.html#GtkButton-clicked tells you that, in order to hook up to a button's {{{"clicked"}}} signal, you must create {{{the_button_got_clicked}}} to be of the form
     69{{{
     70static void the_button_got_clicked (GtkWidget *the_button, gpointer user_data);
     71}}}
     72In contrast, a {{{"key-press-event"}}} signal requires a different kind of function: http://developer.gnome.org/doc/API/2.0/gtk/GtkWidget.html#GtkWidget-key-press-event
     73
     74One thing you will notice though is that all signals have {{{gpointer user_data}}} as the last parameter. This way, you can pass some stuff into the function when you hook up the signal. You do this by giving a pointer to this stuff to {{{g_signal_connect()}}}. You put it in the last parameter (the one that's NULL in the above example).
     75
     76The bottom line is, you need to read the documentation for a given signal to know what kind of a function you need to write to properly receive it. If you write your function wrong, it will still work, but the arguments it receives will be gibberish - or segfault bait, if you prefer.
     77
     78Every GTK widget has its signals documented. For example, if you go to http://developer.gnome.org/doc/API/2.0/gtk/GtkButton.html you will find all the signals a {{{GtkButton}}} can have under the heading 'Signals'.
     79
     80Now, an interesting bit. Objects have properties, right? Well, it turns out that, for each property name an object has, there's a corresponding signal called {{{"notify::<property-name>"}}} and the function you hook up to it is always the same, no matter what {{{<property-name>}}} is:
     81{{{
     82static void property_name_has_changed (GObject *the_object, GParamSpec *pspec, gpointer user_data);
     83}}}
     84
     85= Pulling It All Together =
     86
     87So, to illustrate signals and properties, here's a program:
     88{{{
     89#include <gtk/gtk.h>
     90
     91static void button_clicked(GtkWidget *button, gpointer user_data);
     92static void button_notify_sensitive(GObject *button, GParamSpec *pspec, gpointer user_data);
     93
     94int main(int argc, char **argv)
     95{
     96  GtkWidget *btn1 = NULL, *btn2 = NULL, *vbox = NULL;
     97
     98  gtk_init(&argc, &argv);
     99
     100  g_signal_connect (
     101    G_OBJECT(g_object_new(GTK_TYPE_WINDOW, "title", "Demo", "visible", TRUE,
     102      "child", vbox = g_object_new(GTK_TYPE_VBOX, "visible", TRUE, NULL),
     103      NULL)), "delete-event", (GCallback)gtk_main_quit, NULL);
     104
     105  gtk_container_add(GTK_CONTAINER(vbox),
     106    btn1 = g_object_new(GTK_TYPE_BUTTON, "visible", TRUE, "label", "Button 1", "sensitive", FALSE, NULL)) ;
     107  gtk_container_add(GTK_CONTAINER(vbox),
     108    btn2 = g_object_new(GTK_TYPE_BUTTON, "visible", TRUE, "label", "Button 2", NULL)) ;
     109
     110  g_signal_connect(G_OBJECT(btn1), "clicked", (GCallback)button_clicked, NULL);
     111  g_signal_connect(G_OBJECT(btn2), "clicked", (GCallback)button_clicked, NULL);
     112  g_signal_connect(G_OBJECT(btn1), "notify::sensitive", (GCallback)button_notify_sensitive, btn2);
     113  g_signal_connect(G_OBJECT(btn2), "notify::sensitive", (GCallback)button_notify_sensitive, btn1);
     114
     115  gtk_main();
     116
     117  return 0;
     118}
     119
     120static void button_clicked(GtkWidget *button, gpointer user_data)
     121{
     122  g_object_set(G_OBJECT(button), "sensitive", FALSE, NULL);
     123}
     124
     125static void button_notify_sensitive(GObject *button, GParamSpec *pspec, gpointer user_data)
     126{
     127  gboolean i_am_sensitive;
     128  GObject *the_other_button = G_OBJECT(user_data);
     129
     130  g_object_get(button, "sensitive", &i_am_sensitive, NULL);
     131  /*
     132   * Here, we cannot simply always set the_other_button to !i_am_sensitive, because
     133   * that'll cause a loop, Remember, we're being told both when the button goes from
     134   * sensitive to insensitive /and/ when it goes from insensitive to sensitive.
     135   */
     136  if (!i_am_sensitive)
     137    g_object_set(the_other_button, "sensitive", TRUE, NULL);
     138}
     139}}}
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