Interface
AtkAction
Description [src]
interface Atk.Action : GObject.Object
The ATK interface provided by UI components which the user can activate/interact with.
AtkAction
should be implemented by instances of AtkObject
classes
with which the user can interact directly, i.e. buttons,
checkboxes, scrollbars, e.g. components which are not “passive”
providers of UI information.
Exceptions: when the user interaction is already covered by another
appropriate interface such as AtkEditableText
(insert/delete text,
etc.) or AtkValue
(set value) then these actions should not be
exposed by AtkAction
as well.
Though most UI interactions on components should be invocable via
keyboard as well as mouse, there will generally be a close mapping
between “mouse actions” that are possible on a component and the
AtkActions. Where mouse and keyboard actions are redundant in
effect, AtkAction
should expose only one action rather than
exposing redundant actions if possible. By convention we have been
using “mouse centric” terminology for AtkAction
names.
Prerequisite
In order to implement Action, your type must inherit fromGObject
.
Instance methods
atk_action_get_keybinding
Gets the keybinding which can be used to activate this action, if one exists. The string returned should contain localized, human-readable, key sequences as they would appear when displayed on screen. It must be in the format “mnemonic;sequence;shortcut”.
atk_action_get_n_actions
Gets the number of accessible actions available on the object. If there are more than one, the first one is considered the “default” action of the object.
atk_action_get_name
Returns a non-localized string naming the specified action of the object. This name is generally not descriptive of the end result of the action, but instead names the ‘interaction type’ which the object supports. By convention, the above strings should be used to represent the actions which correspond to the common point-and-click interaction techniques of the same name: i.e. “click”, “press”, “release”, “drag”, “drop”, “popup”, etc. The “popup” action should be used to pop up a context menu for the object, if one exists.
Interface structure
struct AtkActionIface {
gboolean (* do_action) (
AtkAction* action,
gint i
);
gint (* get_n_actions) (
AtkAction* action
);
const gchar* (* get_description) (
AtkAction* action,
gint i
);
const gchar* (* get_name) (
AtkAction* action,
gint i
);
const gchar* (* get_keybinding) (
AtkAction* action,
gint i
);
gboolean (* set_description) (
AtkAction* action,
gint i,
const gchar* desc
);
const gchar* (* get_localized_name) (
AtkAction* action,
gint i
);
}
The AtkAction
interface should be supported by any object that can
perform one or more actions. The interface provides the standard
mechanism for an assistive technology to determine what those actions
are as well as tell the object to perform them. Any object that can
be manipulated should support this interface.
Interface members
do_action |
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No description available. |
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get_n_actions |
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No description available. |
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get_description |
|
No description available. |
|
get_name |
|
No description available. |
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get_keybinding |
|
No description available. |
|
set_description |
|
No description available. |
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get_localized_name |
|
No description available. |
Virtual methods
Atk.Action.get_keybinding
Gets the keybinding which can be used to activate this action, if one exists. The string returned should contain localized, human-readable, key sequences as they would appear when displayed on screen. It must be in the format “mnemonic;sequence;shortcut”.
Atk.Action.get_n_actions
Gets the number of accessible actions available on the object. If there are more than one, the first one is considered the “default” action of the object.
Atk.Action.get_name
Returns a non-localized string naming the specified action of the object. This name is generally not descriptive of the end result of the action, but instead names the ‘interaction type’ which the object supports. By convention, the above strings should be used to represent the actions which correspond to the common point-and-click interaction techniques of the same name: i.e. “click”, “press”, “release”, “drag”, “drop”, “popup”, etc. The “popup” action should be used to pop up a context menu for the object, if one exists.