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Changes between Initial Version and Version 1 of GObjectFeatures

May 20, 2007, 8:40:47 PM (17 years ago)



  • GObjectFeatures

    v1 v1  
     1= GObject Brain Dump =
     3OK, so here's how it is. All GTK widgets are descended from GObject. GObject provides 4 things:
     5== Reference counting ==
     6This 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()}}}.
     8For example, suppose you had a label (called "label") you wanted to move from one table (called "table1") to another (called "table2"):
     11gtk_container_remove(GTK_CONTAINER(table1), label);
     12gtk_table_attach(GTK_TABLE(table2), label, 0, 1, 0, 1, 0, 0, 0, 0);
     16== Inheritance ==
     17You can create new types of widgets from existing types. This is a tutorial onto itself:
     19== Properties ==
     20If you think of data structures, in C they contain individual members of various types. For, example, the mythical {{{HumanBeing}}} data structure:
     22typedef enum {
     23  HUMAN_FEMALE,
     24  HUMAN_MALE
     25} HumanGender;
     27typedef struct {
     28  char *first_name;
     29  char *last_name;
     30  double height;
     31  HumanGender gender;
     32} HumanBeing;
     34You would access this data structure like so: {{{printf ("Human's first name is %s\n", ((HumanBeing *)some_human)->first_name);}}}
     36GObject 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
     38char *first_name = NULL;
     39g_object_get (G_OBJECT (some_human), "first-name", &first_name, NULL);
     40printf ("Human's first name is %s\n", first_name) ;
     41g_free (first_name) ;
     43This 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,
     45g_object_new (GTK_TYPE_WINDOW, "visible", TRUE, "title", "Demo App", "default-width", 320, "default-height", 240,
     46  "child", g_object_new (GTK_TYPE_ALIGNMENT, "visible", TRUE, "xalign", 0.5, "yalign", 0.5, "xscale", 0.0, "yscale", 0.0,
     47    "child", g_object_new (GTK_TYPE_BUTTON, "visible", TRUE, "label", GTK_STOCK_OK, "use-stock", TRUE, NULL),
     48    NULL),
     49  NULL);
     51{{{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.
     52{{{g_object_set()}}} works the same way, but modifies the properties of an existing object.
     53{{{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:
     55char *button_label;
     56gboolean button_sensitive;
     57g_object_get (G_OBJECT (the_button, "label", &button_label, "sensitive", &button_sensitive, NULL);
     59Unlike 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.
     61== Signals ==
     62A 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:
     64g_signal_connect (G_OBJECT (the_button), "clicked", (GCallback)the_button_got_clicked, NULL);
     66You 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, 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
     68static void the_button_got_clicked (GtkWidget *the_button, gpointer user_data);
     70In contrast, a {{{"key-press-event"}}} signal requires a different kind of function:
     72One 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).
     74The 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.
     76Every GTK widget has its signals documented. For example, if you go to you will find all the signals a {{{GtkButton}}} can have under the heading 'Signals'.
     78Now, 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:
     80static void property_name_has_changed (GObject *the_object, GParamSpec *pspec, gpointer user_data);
     83= Pulling It All Together =
     85So, to illustrate signals and properties, here's a program:
     87#include <gtk/gtk.h>
     89static void button_clicked(GtkWidget *button, gpointer user_data);
     90static void button_notify_sensitive(GObject *button, GParamSpec *pspec, gpointer user_data);
     92int main(int argc, char **argv)
     94  GtkWidget *btn1 = NULL, *btn2 = NULL, *vbox = NULL;
     96  gtk_init(&argc, &argv);
     98  g_signal_connect (
     99    G_OBJECT(g_object_new(GTK_TYPE_WINDOW, "title", "Demo", "visible", TRUE,
     100      "child", vbox = g_object_new(GTK_TYPE_VBOX, "visible", TRUE, NULL),
     101      NULL)), "delete-event", (GCallback)gtk_main_quit, NULL);
     103  gtk_container_add(GTK_CONTAINER(vbox),
     104    btn1 = g_object_new(GTK_TYPE_BUTTON, "visible", TRUE, "label", "Button 1", "sensitive", FALSE, NULL)) ;
     105  gtk_container_add(GTK_CONTAINER(vbox),
     106    btn2 = g_object_new(GTK_TYPE_BUTTON, "visible", TRUE, "label", "Button 2", NULL)) ;
     108  g_signal_connect(G_OBJECT(btn1), "clicked", (GCallback)button_clicked, NULL);
     109  g_signal_connect(G_OBJECT(btn2), "clicked", (GCallback)button_clicked, NULL);
     110  g_signal_connect(G_OBJECT(btn1), "notify::sensitive", (GCallback)button_notify_sensitive, btn2);
     111  g_signal_connect(G_OBJECT(btn2), "notify::sensitive", (GCallback)button_notify_sensitive, btn1);
     113  gtk_main();
     115  return 0;
     118static void button_clicked(GtkWidget *button, gpointer user_data)
     120  g_object_set(G_OBJECT(button), "sensitive", FALSE, NULL);
     123static void button_notify_sensitive(GObject *button, GParamSpec *pspec, gpointer user_data)
     125  gboolean i_am_sensitive;
     126  GObject *the_other_button = G_OBJECT(user_data);
     128  g_object_get(button, "sensitive", &i_am_sensitive, NULL);
     129  /*
     130   * Here, we cannot simply always set the_other_button to !i_am_sensitive, because
     131   * that'll cause a loop, Remember, we're being told both when the button goes from
     132   * sensitive to insensitive /and/ when it goes from insensitive to sensitive.
     133   */
     134  if (!i_am_sensitive)
     135    g_object_set(the_other_button, "sensitive", TRUE, NULL);
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