## ClutterDropAction ClutterDropAction — An action for drop targets |

## Synopsis

    struct              ClutterDropAction;
    struct              ClutterDropActionClass;
    ClutterAction *     clutter_drop_action_new             (void);

## Object Hierarchy

      GObject
       +----GInitiallyUnowned
             +----ClutterActorMeta
                   +----ClutterAction
                         +----ClutterDropAction

## Signals

      "can-drop"                                       : Run Last
      "drop"                                           : Run Last
      "drop-cancel"                                    : Run Last
      "over-in"                                        : Run Last
      "over-out"                                       : Run Last

## Description

ClutterDropAction is a ClutterAction that allows a ClutterActor implementation to control what happens when an actor dragged using a ClutterDragAction crosses the target area or when a dragged actor is released (or "dropped") on the target area.

A trivial use of ClutterDropAction consists in connecting to the "drop" signal and handling the drop from there, for instance:

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    ClutterAction *action = clutter_drop_action ();

    g_signal_connect (action, "drop", G_CALLBACK (on_drop), NULL);
    clutter_actor_add_action (an_actor, action);

The "can-drop" can be used to control whether the "drop" signal is going to be emitted; returning `FALSE` from a handler connected to the "can-drop" signal will cause the "drop" signal to be skipped when the input device button is released.

Example 6. Drop targets

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    #include <stdlib.h>
    #include <clutter/clutter.h>

    #define TARGET_SIZE     200
    #define HANDLE_SIZE     128

    static ClutterActor *stage   = NULL;
    static ClutterActor *target1 = NULL;
    static ClutterActor *target2 = NULL;
    static ClutterActor *drag    = NULL;

    static gboolean drop_successful = FALSE;

    static void add_drag_object (ClutterActor *target);

    static void
    on_drag_end (ClutterDragAction   *action,
                 ClutterActor        *actor,
                 gfloat               event_x,
                 gfloat               event_y,
                 ClutterModifierType  modifiers)
    {
      ClutterActor *handle = clutter_drag_action_get_drag_handle (action);

      g_print ("Drag ended at: %.0f, %.0f\n",
               event_x, event_y);

      clutter_actor_save_easing_state (actor);
      clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
      clutter_actor_set_opacity (actor, 255);
      clutter_actor_restore_easing_state (actor);

      clutter_actor_save_easing_state (handle);

      if (!drop_successful)
        {
          ClutterActor *parent = clutter_actor_get_parent (actor);
          gfloat x_pos, y_pos;

          clutter_actor_save_easing_state (parent);
          clutter_actor_set_easing_mode (parent, CLUTTER_LINEAR);
          clutter_actor_set_opacity (parent, 255);
          clutter_actor_restore_easing_state (parent);

          clutter_actor_get_transformed_position (actor, &x_pos, &y_pos);

          clutter_actor_set_easing_mode (handle, CLUTTER_EASE_OUT_BOUNCE);
          clutter_actor_set_position (handle, x_pos, y_pos);
          clutter_actor_set_opacity (handle, 0);
          clutter_actor_restore_easing_state (handle);

        }
      else
        {
          clutter_actor_set_easing_mode (handle, CLUTTER_LINEAR);
          clutter_actor_set_opacity (handle, 0);
        }

      clutter_actor_restore_easing_state (handle);

      g_signal_connect (handle, "transitions-completed",
                        G_CALLBACK (clutter_actor_destroy),
                        NULL);
    }

    static void
    on_drag_begin (ClutterDragAction   *action,
                   ClutterActor        *actor,
                   gfloat               event_x,
                   gfloat               event_y,
                   ClutterModifierType  modifiers)
    {
      ClutterActor *handle;
      gfloat x_pos, y_pos;

      clutter_actor_get_position (actor, &x_pos, &y_pos);

      handle = clutter_actor_new ();
      clutter_actor_set_background_color (handle, CLUTTER_COLOR_DarkSkyBlue);
      clutter_actor_set_size (handle, 128, 128);
      clutter_actor_set_position (handle, event_x - x_pos, event_y - y_pos);
      clutter_actor_add_child (stage, handle);

      clutter_drag_action_set_drag_handle (action, handle);

      clutter_actor_save_easing_state (actor);
      clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
      clutter_actor_set_opacity (actor, 128);
      clutter_actor_restore_easing_state (actor);

      drop_successful = FALSE;
    }

    static void
    add_drag_object (ClutterActor *target)
    {
      ClutterActor *parent;

      if (drag == NULL)
        {
          ClutterAction *action;

          drag = clutter_actor_new ();
          clutter_actor_set_background_color (drag, CLUTTER_COLOR_LightSkyBlue);
          clutter_actor_set_size (drag, HANDLE_SIZE, HANDLE_SIZE);
          clutter_actor_set_position (drag,
                                      (TARGET_SIZE - HANDLE_SIZE) / 2.0,
                                      (TARGET_SIZE - HANDLE_SIZE) / 2.0);
          clutter_actor_set_reactive (drag, TRUE);

          action = clutter_drag_action_new ();
          g_signal_connect (action, "drag-begin", G_CALLBACK (on_drag_begin), NULL);
          g_signal_connect (action, "drag-end", G_CALLBACK (on_drag_end), NULL);

          clutter_actor_add_action (drag, action);
        }

      parent = clutter_actor_get_parent (drag);
      if (parent == target)
        {
          clutter_actor_save_easing_state (target);
          clutter_actor_set_easing_mode (target, CLUTTER_LINEAR);
          clutter_actor_set_opacity (target, 255);
          clutter_actor_restore_easing_state (target);
          return;
        }

      g_object_ref (drag);
      if (parent != NULL && parent != stage)
        {
          clutter_actor_remove_child (parent, drag);

          clutter_actor_save_easing_state (parent);
          clutter_actor_set_easing_mode (parent, CLUTTER_LINEAR);
          clutter_actor_set_opacity (parent, 64);
          clutter_actor_restore_easing_state (parent);
        }

      clutter_actor_add_child (target, drag);

      clutter_actor_save_easing_state (target);
      clutter_actor_set_easing_mode (target, CLUTTER_LINEAR);
      clutter_actor_set_opacity (target, 255);
      clutter_actor_restore_easing_state (target);

      g_object_unref (drag);
    }

    static void
    on_target_over (ClutterDropAction *action,
                    ClutterActor      *actor,
                    gpointer           _data)
    {
      gboolean is_over = GPOINTER_TO_UINT (_data);
      guint8 final_opacity = is_over ? 128 : 64;
      ClutterActor *target;

      target = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (action));

      clutter_actor_save_easing_state (target);
      clutter_actor_set_easing_mode (target, CLUTTER_LINEAR);
      clutter_actor_set_opacity (target, final_opacity);
      clutter_actor_restore_easing_state (target);
    }

    static void
    on_target_drop (ClutterDropAction *action,
                    ClutterActor      *actor,
                    gfloat             event_x,
                    gfloat             event_y)
    {
      gfloat actor_x, actor_y;

      actor_x = actor_y = 0.0f;

      clutter_actor_transform_stage_point (actor, event_x, event_y,
                                           &actor_x,
                                           &actor_y);

      g_print ("Dropped at %.0f, %.0f (screen: %.0f, %.0f)\n",
               actor_x, actor_y,
               event_x, event_y);

      drop_successful = TRUE;
      add_drag_object (actor);
    }

    int
    main (int argc, char *argv[])
    {
      ClutterActor *dummy;

      if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
        return EXIT_FAILURE;

      stage = clutter_stage_new ();
      clutter_stage_set_title (CLUTTER_STAGE (stage), "Drop Action");
      g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

      target1 = clutter_actor_new ();
      clutter_actor_set_background_color (target1, CLUTTER_COLOR_LightScarletRed);
      clutter_actor_set_size (target1, TARGET_SIZE, TARGET_SIZE);
      clutter_actor_set_opacity (target1, 64);
      clutter_actor_add_constraint (target1, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
      clutter_actor_set_x (target1, 10);
      clutter_actor_set_reactive (target1, TRUE);

      clutter_actor_add_action_with_name (target1, "drop", clutter_drop_action_new ());
      g_signal_connect (clutter_actor_get_action (target1, "drop"),
                        "over-in",
                        G_CALLBACK (on_target_over),
                        GUINT_TO_POINTER (TRUE));
      g_signal_connect (clutter_actor_get_action (target1, "drop"),
                        "over-out",
                        G_CALLBACK (on_target_over),
                        GUINT_TO_POINTER (FALSE));
      g_signal_connect (clutter_actor_get_action (target1, "drop"),
                        "drop",
                        G_CALLBACK (on_target_drop),
                        NULL);

      dummy = clutter_actor_new ();
      clutter_actor_set_background_color (dummy, CLUTTER_COLOR_DarkOrange);
      clutter_actor_set_size (dummy,
                              640 - (2 * 10) - (2 * (TARGET_SIZE + 10)),
                              TARGET_SIZE);
      clutter_actor_add_constraint (dummy, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
      clutter_actor_add_constraint (dummy, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
      clutter_actor_set_reactive (dummy, TRUE);

      target2 = clutter_actor_new ();
      clutter_actor_set_background_color (target2, CLUTTER_COLOR_LightChameleon);
      clutter_actor_set_size (target2, TARGET_SIZE, TARGET_SIZE);
      clutter_actor_set_opacity (target2, 64);
      clutter_actor_add_constraint (target2, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
      clutter_actor_set_x (target2, 640 - TARGET_SIZE - 10);
      clutter_actor_set_reactive (target2, TRUE);

      clutter_actor_add_action_with_name (target2, "drop", clutter_drop_action_new ());
      g_signal_connect (clutter_actor_get_action (target2, "drop"),
                        "over-in",
                        G_CALLBACK (on_target_over),
                        GUINT_TO_POINTER (TRUE));
      g_signal_connect (clutter_actor_get_action (target2, "drop"),
                        "over-out",
                        G_CALLBACK (on_target_over),
                        GUINT_TO_POINTER (FALSE));
      g_signal_connect (clutter_actor_get_action (target2, "drop"),
                        "drop",
                        G_CALLBACK (on_target_drop),
                        NULL);

      clutter_actor_add_child (stage, target1);
      clutter_actor_add_child (stage, dummy);
      clutter_actor_add_child (stage, target2);

      add_drag_object (target1);

      clutter_actor_show (stage);

      clutter_main ();

      return EXIT_SUCCESS;
    }

It's important to note that ClutterDropAction will only work with actors dragged using ClutterDragAction.

ClutterDropAction is available since Clutter 1.8

## Details

### struct ClutterDropAction

    struct ClutterDropAction;

The ClutterDropAction structure contains only private data and should be accessed using the provided API.

Since 1.8

### struct ClutterDropActionClass

    struct ClutterDropActionClass {
      gboolean (* can_drop) (ClutterDropAction *action,
                             ClutterActor      *actor,
                             gfloat             event_x,
                             gfloat             event_y);

      void     (* over_in)  (ClutterDropAction *action,
                             ClutterActor      *actor);
      void     (* over_out) (ClutterDropAction *action,
                             ClutterActor      *actor);

      void     (* drop)     (ClutterDropAction *action,
                             ClutterActor      *actor,
                             gfloat             event_x,
                             gfloat             event_y);
    };

The ClutterDropActionClass structure contains only private data.

`can_drop` () | class handler for the "can-drop" signal
`over_in` () | class handler for the "over-in" signal
`over_out` () | class handler for the "over-out" signal
`drop` () | class handler for the "drop" signal

Since 1.8

### clutter_drop_action_new ()

    ClutterAction *     clutter_drop_action_new             (void);

Creates a new ClutterDropAction.

Use `clutter_actor_add_action()` to add the action to a ClutterActor.

Returns : | the newly created ClutterDropAction

Since 1.8

## Signal Details

### The `"can-drop"` signal

    gboolean            user_function                      (ClutterDropAction *action,
                                                            ClutterActor      *actor,
                                                            gfloat             event_x,
                                                            gfloat             event_y,
                                                            gpointer           user_data)      : Run Last

The ::can-drop signal is emitted when the dragged actor is dropped on `actor`. The return value of the ::can-drop signal will determine whether or not the "drop" signal is going to be emitted on `action`.

The default implementation of ClutterDropAction returns `TRUE` for this signal.

`action` : | the ClutterDropAction that emitted the signal
`actor` : | the ClutterActor attached to the `action`
`event_x` : | the X coordinate (in stage space) of the drop event
`event_y` : | the Y coordinate (in stage space) of the drop event
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the drop is accepted, and `FALSE` otherwise

Since 1.8

### The `"drop"` signal

    void                user_function                      (ClutterDropAction *action,
                                                            ClutterActor      *actor,
                                                            gfloat             event_x,
                                                            gfloat             event_y,
                                                            gpointer           user_data)      : Run Last

The ::drop signal is emitted when the dragged actor is dropped on `actor`. This signal is only emitted if at least an handler of "can-drop" returns `TRUE`.

`action` : | the ClutterDropAction that emitted the signal
`actor` : | the ClutterActor attached to the `action`
`event_x` : | the X coordinate (in stage space) of the drop event
`event_y` : | the Y coordinate (in stage space) of the drop event
`user_data` : | user data set when the signal handler was connected.

Since 1.8

### The `"drop-cancel"` signal

    void                user_function                      (ClutterDropAction *action,
                                                            ClutterActor      *actor,
                                                            gfloat             event_x,
                                                            gfloat             event_y,
                                                            gpointer           user_data)      : Run Last

The ::drop-cancel signal is emitted when the drop is refused by an emission of the "can-drop" signal.

After the ::drop-cancel signal is fired the active drag is terminated.

`action` : | the ClutterDropAction that emitted the signal
`actor` : | the ClutterActor attached to the `action`
`event_x` : | the X coordinate (in stage space) of the drop event
`event_y` : | the Y coordinate (in stage space) of the drop event
`user_data` : | user data set when the signal handler was connected.

Since 1.12

### The `"over-in"` signal

    void                user_function                      (ClutterDropAction *action,
                                                            ClutterActor      *actor,
                                                            gpointer           user_data)      : Run Last

The ::over-in signal is emitted when the dragged actor crosses into `actor`.

`action` : | the ClutterDropAction that emitted the signal
`actor` : | the ClutterActor attached to the `action`
`user_data` : | user data set when the signal handler was connected.

Since 1.8

### The `"over-out"` signal

    void                user_function                      (ClutterDropAction *action,
                                                            ClutterActor      *actor,
                                                            gpointer           user_data)      : Run Last

The ::over-out signal is emitted when the dragged actor crosses outside `actor`.

`action` : | the ClutterDropAction that emitted the signal
`actor` : | the ClutterActor attached to the `action`
`user_data` : | user data set when the signal handler was connected.

Since 1.8