This file is indexed.

/usr/share/gtk-doc/html/clutter-cookbook/events-mouse-scroll.html is in libclutter-1.0-doc 1.24.2-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
<html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>3. Detecting mouse scrolling on an actor</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets V1.78.1"><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-handling-key-events.html" title="2. Handling key events"><link rel="next" href="events-pointer-motion.html" title="4. Detecting pointer movements 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">3. Detecting mouse scrolling on an actor</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="events-handling-key-events.html">Prev</a> </td><th width="60%" align="center">Chapter 3. Events</th><td width="20%" align="right"> <a accesskey="n" href="events-pointer-motion.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-mouse-scroll"></a>3. Detecting mouse scrolling on an actor</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60502640"></a>3.1. Problem</h3></div></div></div><p>You want to detect when the mouse is scrolled on an
      actor (e.g. the pointer is over an actor when a mouse
      wheel is scrolled).</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60504112"></a>3.2. Solution</h3></div></div></div><p>Connect a callback handler to the <code class="code">scroll-event</code>
      signal of an actor.</p><p>First, ensure that the actor is reactive (i.e. will
      respond to events):</p><div class="informalexample"><pre class="programlisting">clutter_actor_set_reactive (actor, TRUE);</pre></div><p>Next, create a callback handler to examine the scroll
      event and respond to it:</p><div class="informalexample"><pre class="programlisting">static gboolean
_scroll_event_cb (ClutterActor *actor,
                  ClutterEvent *event,
                  gpointer      user_data)
{
  /* determine the direction the mouse was scrolled */
  ClutterScrollDirection direction;
  direction = clutter_event_get_scroll_direction (event);

  /* replace these stubs with real code to move the actor etc. */
  switch (direction)
    {
    case CLUTTER_SCROLL_UP:
      g_debug ("Scrolled up");
      break;
    case CLUTTER_SCROLL_DOWN:
      g_debug ("Scrolled down");
      break;
    case CLUTTER_SCROLL_RIGHT:
      g_debug ("Scrolled right");
      break;
    case CLUTTER_SCROLL_LEFT:
      g_debug ("Scrolled left");
      break;
    }

  return CLUTTER_EVENT_STOP; /* event has been handled */
}</pre></div><p>Finally, connect the callback handler to the
      <code class="code">scroll-event</code> signal of the actor:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (actor,
                  "scroll-event",
                  G_CALLBACK (_scroll_event_cb),
                  NULL);</pre></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60511984"></a>3.3. Discussion</h3></div></div></div><p>A standard mouse wheel will only return up and
      down movements; but in cases where the mouse has left and
      right scrolling (e.g. a trackball mouse or trackpad), left and
      right scroll events may also be emitted.</p><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp60513376"></a>3.3.1. Creating a scrolling viewport for an actor</h4></div></div></div><p>While the simple outline above explains the basics
        of how to connect to scroll events, it doesn't do much to
        help with <span class="emphasis"><em>really</em></span> implementing scrolling
        over an actor. That's what we'll do in this section.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>The full code for the example we'll walk through here is
          available in <a class="link" href="events-mouse-scroll.html#events-mouse-scroll-example" title="Example 3.1. Mouse scrolling over a ClutterActor">this later
          section</a>.</p></div><p>Scrolling over an actor actually requires coordination
        between two components:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><b>Scrollable actor. </b>An actor which is too large to fit on the stage
              or inside the area of the UI assigned to it (otherwise
              there's no need to scroll over it...).</p></li><li class="listitem"><p><b>Viewport. </b>This displays a cropped view of part of the scrollable
              actor, revealing different parts of it as scroll events
              occur.</p></li></ol></div><p>Here are the steps required to set up the two actors:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Create the scrollable actor; it should be larger
            than the viewport. This example uses a <span class="type">ClutterTexture</span>,
            but any <span class="type">ClutterActor</span> will work:</p><div class="informalexample"><pre class="programlisting">/* get image file path, set up stage etc. */

ClutterActor *texture;
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
                                       TRUE);

/*
 * set the texture's height so it's as tall as the stage
 * (STAGE_HEIGHT is define'd at the top of the file)
 */
clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
clutter_actor_set_height (texture, STAGE_HEIGHT);

/*
 * load the image file;
 * see <a class="link" href="textures-aspect-ratio.html" title="3. Maintaining the aspect ratio when loading an image into a texture">this recipe</a> for more about loading images into textures
 */
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                               image_file_path,
                               NULL);</pre></div></li><li class="listitem"><p>Create the viewport. The simplest way to do
            this is with a <span class="type">ClutterGroup</span>:</p><div class="informalexample"><pre class="programlisting">ClutterActor *viewport;
viewport = clutter_group_new ();

/* viewport is _shorter_ than the stage (and the texture) */
clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);

/* align the viewport to the center of the stage's y axis */
clutter_actor_add_constraint (viewport,
                              clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));

/* viewport needs to respond to scroll events */
clutter_actor_set_reactive (viewport, TRUE);

/* clip all actors inside the viewport to that group's allocation */
clutter_actor_set_clip_to_allocation (viewport, TRUE);</pre></div><p>The key here is calling
              <code class="code">clutter_actor_set_clip_to_allocation (viewport, TRUE)</code>.
              This configures the <code class="varname">viewport</code> group so
              that any of its children are clipped: i.e. only parts of
              its children which fit inside its allocation are visible. This
              in turn requires setting an explicit size on the group,
              rather than allowing it to size itself to fit its
              children (the latter is the default).</p></li><li class="listitem"><p>Put the scrollable actor into the viewport; and
            the viewport into its container (in this case,
            the default stage):</p><div class="informalexample"><pre class="programlisting">clutter_actor_add_child (viewport, texture);

clutter_actor_add_child (stage, viewport);</pre></div></li><li class="listitem"><p>Create a callback handler for <code class="code">scroll-event</code>
            signals emitted by the viewport:</p><div class="informalexample"><pre class="programlisting">static gboolean
_scroll_event_cb (ClutterActor *viewport,
                  ClutterEvent *event,
                  gpointer      user_data)
{
  ClutterActor *scrollable = CLUTTER_ACTOR (user_data);

  gfloat viewport_height = clutter_actor_get_height (viewport);
  gfloat scrollable_height = clutter_actor_get_height (scrollable);

  /* no need to scroll if the scrollable is shorter than the viewport */
  if (scrollable_height &lt; viewport_height)
    return CLUTTER_EVENT_STOP;

  gfloat y = clutter_actor_get_y (scrollable);

  ClutterScrollDirection direction;
  direction = clutter_event_get_scroll_direction (event);

  switch (direction)
    {
    case CLUTTER_SCROLL_UP:
      y -= SCROLL_AMOUNT;
      break;
    case CLUTTER_SCROLL_DOWN:
      y += SCROLL_AMOUNT;
      break;

    /* we're only interested in up and down */
    case CLUTTER_SCROLL_LEFT:
    case CLUTTER_SCROLL_RIGHT:
      break;
    }

  /*
   * the CLAMP macro returns a value for the first argument
   * that falls within the range specified by the second and
   * third arguments
   *
   * we allow the scrollable's y position to be decremented to the point
   * where its base is aligned with the base of the viewport
   */
  y = CLAMP (y,
             viewport_height - scrollable_height,
             0.0);

  /* animate the change to the scrollable's y coordinate */
  clutter_actor_animate (scrollable,
                         CLUTTER_EASE_OUT_CUBIC,
                         300,
                         "y", y,
                         NULL);

  return CLUTTER_EVENT_STOP;
}</pre></div><p>The approach taken here is to move the scrollable
            actor up, relative to the viewport. Initially, the
            scrollable will have a <code class="code">y</code> coordinate value
            of <code class="code">0.0</code> (aligned to the top of the viewport).
            Scrolling up decrements the
            <code class="code">y</code> coordinate (down to a minumum of
            <code class="code">viewport_height - scrollable_height</code>). This moves
            the top of the scrollable actor "outside" the clip area of the
            viewport; simultaneously, more of the bottom part of the
            scrollable moves into the clip area, becoming visible.</p><p>Scrolling down increments the <code class="code">y</code> coordinate
            (but only up to a maximum value of <code class="code">0.0</code>).</p><p>To see how this works in practice, look at
            <a class="link" href="events-mouse-scroll.html#events-mouse-scroll-example" title="Example 3.1. Mouse scrolling over a ClutterActor">the code
            sample</a>. There, the height of the scrollable actor is
            set to <code class="code">300</code> and the height of the viewport to
            <code class="code">150</code>. This means that the <code class="code">y</code>
            coordinate value for the scrollable actor will vary between
            <code class="code">-150.0</code>: <code class="code">150</code> (the viewport's height)
            <code class="code">- 300</code> (the scrollable actor's height), making
            its base visible and clipping its top; and
            <code class="code">0.0</code>, where its top is visible and its base
            clipped.</p></li><li class="listitem"><p>Connect the callback handler to the signal; note
            that we pass the scrollable actor (the texture) to the callback,
            as we're moving the texture relative to the viewport to
            create the scrolling effect:</p><div class="informalexample"><pre class="programlisting">g_signal_connect (viewport,
                  "scroll-event",
                  G_CALLBACK (_scroll_event_cb),
                  texture);</pre></div></li></ol></div><p>Here's a video of the result:</p><p><video controls="controls" src="videos/events-mouse-scroll.ogv"><a href="videos/events-mouse-scroll.ogv"></a></video></p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp60552192"></a>3.4. Full example</h3></div></div></div><div class="example"><a name="events-mouse-scroll-example"></a><p class="title"><b>Example 3.1. Mouse scrolling over a <span class="type">ClutterActor</span></b></p><div class="example-contents"><pre class="programlisting">#include &lt;clutter/clutter.h&gt;

#define STAGE_HEIGHT 300
#define STAGE_WIDTH STAGE_HEIGHT
#define SCROLL_AMOUNT STAGE_HEIGHT * 0.125

static gboolean
_scroll_event_cb (ClutterActor *viewport,
                  ClutterEvent *event,
                  gpointer      user_data)
{
  ClutterActor *scrollable = CLUTTER_ACTOR (user_data);

  gfloat viewport_height = clutter_actor_get_height (viewport);
  gfloat scrollable_height = clutter_actor_get_height (scrollable);
  gfloat y;
  ClutterScrollDirection direction;

  /* no need to scroll if the scrollable is shorter than the viewport */
  if (scrollable_height &lt; viewport_height)
    return TRUE;

  y = clutter_actor_get_y (scrollable);

  direction = clutter_event_get_scroll_direction (event);

  switch (direction)
    {
    case CLUTTER_SCROLL_UP:
      y -= SCROLL_AMOUNT;
      break;
    case CLUTTER_SCROLL_DOWN:
      y += SCROLL_AMOUNT;
      break;

    /* we're only interested in up and down */
    case CLUTTER_SCROLL_LEFT:
    case CLUTTER_SCROLL_RIGHT:
      break;
    }

  /*
   * the CLAMP macro returns a value for the first argument
   * that falls within the range specified by the second and
   * third arguments
   *
   * we allow the scrollable's y position to be decremented to the point
   * where its base is aligned with the base of the viewport
   */
  y = CLAMP (y,
             viewport_height - scrollable_height,
             0.0);

  /* animate the change to the scrollable's y coordinate */
  clutter_actor_animate (scrollable,
                         CLUTTER_EASE_OUT_CUBIC,
                         300,
                         "y", y,
                         NULL);

  return TRUE;
}

int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *viewport;
  ClutterActor *texture;

  const gchar *image_file_path = "redhand.png";

  if (argc &gt; 1)
    {
      image_file_path = argv[1];
    }

  if (clutter_init (&amp;argc, &amp;argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  /* the scrollable actor */
  texture = clutter_texture_new ();
  clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture),
                                         TRUE);

  /* set the texture's height so it's as tall as the stage */
  clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT);
  clutter_actor_set_height (texture, STAGE_HEIGHT);

  clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                 image_file_path,
                                 NULL);

  /* the viewport which the box is scrolled within */
  viewport = clutter_actor_new ();

  /* viewport is shorter than the stage */
  clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5);

  /* align the viewport to the center of the stage's y axis */
  clutter_actor_add_constraint (viewport, clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5));

  /* viewport needs to respond to scroll events */
  clutter_actor_set_reactive (viewport, TRUE);

  /* clip all actors inside the viewport to that group's allocation */
  clutter_actor_set_clip_to_allocation (viewport, TRUE);

  /* put the texture inside the viewport */
  clutter_actor_add_child (viewport, texture);

  /* add the viewport to the stage */
  clutter_actor_add_child (stage, viewport);

  g_signal_connect (viewport,
                    "scroll-event",
                    G_CALLBACK (_scroll_event_cb),
                    texture);

  clutter_actor_show (stage);

  clutter_main ();

  return 0;
}
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="events-handling-key-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-pointer-motion.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">2. Handling key events </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 4. Detecting pointer movements on an actor</td></tr></table></div></body></html>