+/* Event handling */
+void grits_object_pick_begin(GritsObject *object, GritsOpenGL *opengl)
+{
+ object->state.picked = FALSE;
+
+ /* Check for connected signals */
+ for (int i = 0; i < NUM_SIGNALS; i++) {
+ if (g_signal_has_handler_pending(object, signals[i], 0, FALSE)) {
+ /* Someone is watching, render the object _once_ */
+ glPushName((guint)object);
+ grits_object_pickdraw(object, opengl, TRUE);
+ glPopName();
+ return;
+ }
+ }
+}
+
+void grits_object_pick_pointer(GritsObject *object, double x, double y)
+{
+ object->state.picked = TRUE;
+}
+
+void grits_object_pick_end(GritsObject *object)
+{
+ if (object->state.picked) {
+ if (!object->state.selected)
+ g_signal_emit(object, signals[SIG_ENTER], 0);
+ object->state.selected = TRUE;
+ } else {
+ if (object->state.selected)
+ g_signal_emit(object, signals[SIG_LEAVE], 0);
+ object->state.selected = FALSE;
+ }
+}
+