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In UKUI 1.x the applet interface lived in a header called
applet-widget.h
. The interface was based on GOAD,
the UKUI 1.x object activation framework. A new interface was
designed for UKUI 2.x using the power of ukuicomponent UI embedding and the
new object activation framework, ukuicomponent-activation. The interface is
intended to be easy to use, cruft free, but semantically similar to
the old API in order to make porting relatively painless.
The first thing to change when porting to the new API is
the header. Include ukui-panel-applet.h
instead of
applet-widget.h
.
Next you need to change how the applet is activated. Browsing through old applet's code, its obvious that this was done in various ways in the past. The best advice is to hunt out the calls to applet_widget_init, applet_widget_new and applet_widget_add. applet_widget_new and applet_widget_add are now effectively merged into one call ukui_panel_applet_new, to which the top-level widget of the applet should be passed. applet_widget_init is not neccessary anymore. So the new code should look something like this
#include <ukui-panel-applet.h> static UkuiComponentObject * blah_applet_new () { UkuiPanelApplet *applet; /* * The old code setting up the applet widgetry * goes here. So effectively delete calls to * applet_widget_init and applet_widget_new * and the replace applet_widget_add with a call * to ukui_panel_applet_new. */ applet = ukui_panel_applet_new (label); return UKUICOMPONENT_OBJECT (ukui_panel_applet_get_control (applet)); } static UkuiComponentObject * blah_applet_factory (UkuiComponentGenericFactory *this, const gchar *iid, gpointer data) { UkuiComponentObject *applet = NULL; if (!strcmp (iid, "OAFIID:BlahApplet")) applet = blah_applet_new (); return applet; } UKUI_PANEL_APPLET_UKUICOMPONENT_FACTORY ("OAFIID:BlahApplet_Factory", "Blah", "0", blah_applet_factory, NULL)
You should use UKUI_PANEL_APPLET_UKUICOMPONENT_FACTORY or UKUI_PANEL_APPLET_UKUICOMPONENT_SHLIB_FACTORY depending on whether you want the applet to be out of process or in process.
The next thing to do may be to port from a
.gnorba
file to a ukuicomponent-activation
.server
file. You no longer need a .desktop file
for applets. A .gnorba
looks something like this
:
[blah] type=exe repo_id=IDL:UKUI/Applet:1.0 description=Blah location_info=blah-de-blah
Your .server
file should look like
this :
<oaf_info> <oaf_server iid="OAFIID:BlahApplet" type="exe" location="blah-de-blah-2"> <oaf_attribute name="repo_ids" type="stringv"> <item value="IDL:UkuiComponent/GenericFactory:1.0""/> <item value="IDL:UkuiComponent/Unknown:1.0"/> </oaf_attribute> <oaf_attribute name="name" type="string" value="Blah Factory"/> <oaf_attribute name="description" type="string" value="Blah De Blah"/> </oaf_server> <oaf_server iid="OAFIID:BlahApplet" type="factory" location="OAFIID:BlahApplet_Factory"> <oaf_attribute name="repo_ids" type="stringv"> <item value="IDL:UKUI/UkuiPanelAppletShell:1.0"/> <item value="IDL:UkuiComponent/Control:1.0"/> <item value="IDL:UkuiComponent/Unknown:1.0"/> </oaf_attribute> <oaf_attribute name="name" type="string" value="Blah Applet"/> <oaf_attribute name="description" type="string" value="Blah De Blah"/> <oaf_attribute name="panel:icon" type="string" value="blah-de-blah.png"/> </oaf_server> </oaf_info>
A lot of this should be copied and pasted. The most important bit is "panel:icon" which specfies the icon that should be displayed in the "Add to Panel" dialog.
Most applets also place extra menu items into it context menu. It might be a good idea to port this next. In UKUI 1.x this was done using the applet_widget_register_stock_callback API call. In UKUI 2.x 3 things must be done
An xml desription of the popup menu must be written.
A description of the verbs must be prepared. This is basically a list of callbacks to be call when a certain menu item is clicked in the popup.
The menu is registered using a call to ukui_panel_applet_setup_menu.
The xml description should look something like this :
static const char fish_menu_xml [] = "<popup name=\"button3\">\n" " <menuitem name=\"Properties Item\" verb=\"BlahProperties\" _label=\"Properties ...\"\n" " pixtype=\"stock\" pixname=\"gtk-properties\"/>\n" " <menuitem name=\"Help Item\" verb=\"BlahHelp\" _label=\"Help\"\n" " pixtype=\"stock\" pixname=\"gtk-help\"/>\n" " <menuitem name=\"About Item\" verb=\"BlahAbout\" _label=\"About ...\"\n" " pixtype=\"stock\" pixname=\"ukui-stock-about\"/>\n" "</popup>\n";
This could also be in a seperate
.xml
file and loaded with
ukui_panel_applet_setup_menu_from_file. The description of the verbs should
look something like :
static const UkuiComponentUIVerb fish_menu_verbs [] = { UKUICOMPONENT_UI_VERB ("BlahProperties", display_properties_dialog), UKUICOMPONENT_UI_VERB ("BlahHelp", display_help_dialog), UKUICOMPONENT_UI_VERB ("BlahAbout", display_about_dialog), UKUICOMPONENT_UI_VERB_END };
This is just a list of callbacks invoked when the menu
items are clicked. There are other macros you may use other than
UKUICOMPONENT_UI_VERB - see
ukuicomponent-ui-component.h
.
To actually register the menu you just do something like :
ukui_panel_applet_setup_menu (UKUI_PANEL_APPLET (blah->applet), blah_menu_xml, blah_menu_verbs, blah);
The last argument is the user_data argument passed back to the callbacks.