Trait clutter::prelude::ActorExt [−][src]
pub trait ActorExt: 'static {}Show methods
fn add_action<P: IsA<Action>>(&self, action: &P); fn add_action_with_name<P: IsA<Action>>(&self, name: &str, action: &P); fn add_child<P: IsA<Actor>>(&self, child: &P); fn add_constraint<P: IsA<Constraint>>(&self, constraint: &P); fn add_constraint_with_name<P: IsA<Constraint>>(
&self,
name: &str,
constraint: &P
); fn add_effect<P: IsA<Effect>>(&self, effect: &P); fn add_effect_with_name<P: IsA<Effect>>(&self, name: &str, effect: &P); fn add_transition<P: IsA<Transition>>(&self, name: &str, transition: &P); fn allocate(&self, box_: &ActorBox, flags: AllocationFlags); fn allocate_align_fill(
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
); fn allocate_available_size(
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
); fn allocate_preferred_size(&self, flags: AllocationFlags); fn apply_relative_transform_to_point<P: IsA<Actor>>(
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex; fn apply_transform_to_point(&self, point: &Vertex) -> Vertex; fn bind_model<P: IsA<ListModel>, Q: Fn(&Object) -> Actor + 'static>(
&self,
model: Option<&P>,
create_child_func: Q
); fn clear_actions(&self); fn clear_constraints(&self); fn clear_effects(&self); fn contains<P: IsA<Actor>>(&self, descendant: &P) -> bool; fn continue_paint(&self); fn create_pango_context(&self) -> Option<Context>; fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>; fn destroy(&self); fn destroy_all_children(&self); fn event(&self, event: &Event, capture: bool) -> bool; fn get_accessible(&self) -> Option<Object>; fn get_action(&self, name: &str) -> Option<Action>; fn get_actions(&self) -> Vec<Action>; fn get_allocation_box(&self) -> ActorBox; fn get_background_color(&self) -> Color; fn get_child_at_index(&self, index_: i32) -> Option<Actor>; fn get_child_transform(&self) -> Matrix; fn get_children(&self) -> Vec<Actor>; fn get_clip(&self) -> (f32, f32, f32, f32); fn get_clip_to_allocation(&self) -> bool; fn get_constraint(&self, name: &str) -> Option<Constraint>; fn get_constraints(&self) -> Vec<Constraint>; fn get_content(&self) -> Option<Content>; fn get_content_box(&self) -> ActorBox; fn get_content_gravity(&self) -> ContentGravity; fn get_content_repeat(&self) -> ContentRepeat; fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter); fn get_default_paint_volume(&self) -> Option<PaintVolume>; fn get_easing_delay(&self) -> u32; fn get_easing_duration(&self) -> u32; fn get_easing_mode(&self) -> AnimationMode; fn get_effect(&self, name: &str) -> Option<Effect>; fn get_effects(&self) -> Vec<Effect>; fn get_first_child(&self) -> Option<Actor>; fn get_fixed_position_set(&self) -> bool; fn get_flags(&self) -> ActorFlags; fn get_height(&self) -> f32; fn get_last_child(&self) -> Option<Actor>; fn get_layout_manager(&self) -> Option<LayoutManager>; fn get_margin(&self) -> Margin; fn get_margin_bottom(&self) -> f32; fn get_margin_left(&self) -> f32; fn get_margin_right(&self) -> f32; fn get_margin_top(&self) -> f32; fn get_n_children(&self) -> i32; fn get_name(&self) -> Option<GString>; fn get_next_sibling(&self) -> Option<Actor>; fn get_offscreen_redirect(&self) -> OffscreenRedirect; fn get_opacity(&self) -> u8; fn get_paint_box(&self) -> Option<ActorBox>; fn get_paint_opacity(&self) -> u8; fn get_paint_visibility(&self) -> bool; fn get_paint_volume(&self) -> Option<PaintVolume>; fn get_pango_context(&self) -> Option<Context>; fn get_parent(&self) -> Option<Actor>; fn get_pivot_point(&self) -> (f32, f32); fn get_pivot_point_z(&self) -> f32; fn get_position(&self) -> (f32, f32); fn get_preferred_height(&self, for_width: f32) -> (f32, f32); fn get_preferred_size(&self) -> (f32, f32, f32, f32); fn get_preferred_width(&self, for_height: f32) -> (f32, f32); fn get_previous_sibling(&self) -> Option<Actor>; fn get_reactive(&self) -> bool; fn get_request_mode(&self) -> RequestMode; fn get_rotation_angle(&self, axis: RotateAxis) -> f64; fn get_scale(&self) -> (f64, f64); fn get_scale_z(&self) -> f64; fn get_size(&self) -> (f32, f32); fn get_stage(&self) -> Option<Stage>; fn get_text_direction(&self) -> TextDirection; fn get_transform(&self) -> Matrix; fn get_transformed_paint_volume<P: IsA<Actor>>(
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume>; fn get_transformed_position(&self) -> (f32, f32); fn get_transformed_size(&self) -> (f32, f32); fn get_transition(&self, name: &str) -> Option<Transition>; fn get_translation(&self) -> (f32, f32, f32); fn get_width(&self) -> f32; fn get_x(&self) -> f32; fn get_x_align(&self) -> ActorAlign; fn get_x_expand(&self) -> bool; fn get_y(&self) -> f32; fn get_y_align(&self) -> ActorAlign; fn get_y_expand(&self) -> bool; fn get_z_position(&self) -> f32; fn grab_key_focus(&self); fn has_actions(&self) -> bool; fn has_allocation(&self) -> bool; fn has_clip(&self) -> bool; fn has_constraints(&self) -> bool; fn has_effects(&self) -> bool; fn has_key_focus(&self) -> bool; fn has_overlaps(&self) -> bool; fn has_pointer(&self) -> bool; fn hide(&self); fn insert_child_above<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
); fn insert_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32); fn insert_child_below<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
); fn is_in_clone_paint(&self) -> bool; fn is_mapped(&self) -> bool; fn is_realized(&self) -> bool; fn is_rotated(&self) -> bool; fn is_scaled(&self) -> bool; fn is_visible(&self) -> bool; fn map(&self); fn move_by(&self, dx: f32, dy: f32); fn needs_expand(&self, orientation: Orientation) -> bool; fn paint(&self); fn queue_redraw(&self); fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>); fn queue_relayout(&self); fn remove_action<P: IsA<Action>>(&self, action: &P); fn remove_action_by_name(&self, name: &str); fn remove_all_children(&self); fn remove_all_transitions(&self); fn remove_child<P: IsA<Actor>>(&self, child: &P); fn remove_clip(&self); fn remove_constraint<P: IsA<Constraint>>(&self, constraint: &P); fn remove_constraint_by_name(&self, name: &str); fn remove_effect<P: IsA<Effect>>(&self, effect: &P); fn remove_effect_by_name(&self, name: &str); fn remove_transition(&self, name: &str); fn replace_child<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
old_child: &P,
new_child: &Q
); fn restore_easing_state(&self); fn save_easing_state(&self); fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags); fn set_background_color(&self, color: Option<&Color>); fn set_child_above_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
); fn set_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32); fn set_child_below_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
); fn set_child_transform(&self, transform: Option<&Matrix>); fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32); fn set_clip_to_allocation(&self, clip_set: bool); fn set_content<P: IsA<Content>>(&self, content: Option<&P>); fn set_content_gravity(&self, gravity: ContentGravity); fn set_content_repeat(&self, repeat: ContentRepeat); fn set_content_scaling_filters(
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
); fn set_easing_delay(&self, msecs: u32); fn set_easing_duration(&self, msecs: u32); fn set_easing_mode(&self, mode: AnimationMode); fn set_fixed_position_set(&self, is_set: bool); fn set_flags(&self, flags: ActorFlags); fn set_height(&self, height: f32); fn set_layout_manager<P: IsA<LayoutManager>>(&self, manager: Option<&P>); fn set_margin(&self, margin: &Margin); fn set_margin_bottom(&self, margin: f32); fn set_margin_left(&self, margin: f32); fn set_margin_right(&self, margin: f32); fn set_margin_top(&self, margin: f32); fn set_name(&self, name: &str); fn set_offscreen_redirect(&self, redirect: OffscreenRedirect); fn set_opacity(&self, opacity: u8); fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32); fn set_pivot_point_z(&self, pivot_z: f32); fn set_position(&self, x: f32, y: f32); fn set_reactive(&self, reactive: bool); fn set_request_mode(&self, mode: RequestMode); fn set_rotation_angle(&self, axis: RotateAxis, angle: f64); fn set_scale(&self, scale_x: f64, scale_y: f64); fn set_scale_z(&self, scale_z: f64); fn set_size(&self, width: f32, height: f32); fn set_text_direction(&self, text_dir: TextDirection); fn set_transform(&self, transform: Option<&Matrix>); fn set_translation(
&self,
translate_x: f32,
translate_y: f32,
translate_z: f32
); fn set_width(&self, width: f32); fn set_x(&self, x: f32); fn set_x_align(&self, x_align: ActorAlign); fn set_x_expand(&self, expand: bool); fn set_y(&self, y: f32); fn set_y_align(&self, y_align: ActorAlign); fn set_y_expand(&self, expand: bool); fn set_z_position(&self, z_position: f32); fn should_pick_paint(&self) -> bool; fn show(&self); fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>; fn unmap(&self); fn unset_flags(&self, flags: ActorFlags); fn set_property_actions<P: IsA<Action> + SetValueOptional>(
&self,
actions: Option<&P>
); fn get_property_allocation(&self) -> Option<ActorBox>; fn get_property_background_color_set(&self) -> bool; fn get_property_child_transform_set(&self) -> bool; fn get_property_clip_rect(&self) -> Option<Rect>; fn set_property_clip_rect(&self, clip_rect: Option<&Rect>); fn set_property_constraints<P: IsA<Constraint> + SetValueOptional>(
&self,
constraints: Option<&P>
); fn set_property_effect<P: IsA<Effect> + SetValueOptional>(
&self,
effect: Option<&P>
); fn get_property_fixed_x(&self) -> f32; fn set_property_fixed_x(&self, fixed_x: f32); fn get_property_fixed_y(&self) -> f32; fn set_property_fixed_y(&self, fixed_y: f32); fn get_property_has_clip(&self) -> bool; fn get_property_has_pointer(&self) -> bool; fn get_property_magnification_filter(&self) -> ScalingFilter; fn set_property_magnification_filter(
&self,
magnification_filter: ScalingFilter
); fn get_property_mapped(&self) -> bool; fn get_property_min_height(&self) -> f32; fn set_property_min_height(&self, min_height: f32); fn get_property_min_height_set(&self) -> bool; fn set_property_min_height_set(&self, min_height_set: bool); fn get_property_min_width(&self) -> f32; fn set_property_min_width(&self, min_width: f32); fn get_property_min_width_set(&self) -> bool; fn set_property_min_width_set(&self, min_width_set: bool); fn get_property_minification_filter(&self) -> ScalingFilter; fn set_property_minification_filter(
&self,
minification_filter: ScalingFilter
); fn get_property_natural_height(&self) -> f32; fn set_property_natural_height(&self, natural_height: f32); fn get_property_natural_height_set(&self) -> bool; fn set_property_natural_height_set(&self, natural_height_set: bool); fn get_property_natural_width(&self) -> f32; fn set_property_natural_width(&self, natural_width: f32); fn get_property_natural_width_set(&self) -> bool; fn set_property_natural_width_set(&self, natural_width_set: bool); fn get_property_realized(&self) -> bool; fn get_property_rotation_angle_x(&self) -> f64; fn set_property_rotation_angle_x(&self, rotation_angle_x: f64); fn get_property_rotation_angle_y(&self) -> f64; fn set_property_rotation_angle_y(&self, rotation_angle_y: f64); fn get_property_rotation_angle_z(&self) -> f64; fn set_property_rotation_angle_z(&self, rotation_angle_z: f64); fn get_property_scale_x(&self) -> f64; fn set_property_scale_x(&self, scale_x: f64); fn get_property_scale_y(&self) -> f64; fn set_property_scale_y(&self, scale_y: f64); fn get_property_show_on_set_parent(&self) -> bool; fn set_property_show_on_set_parent(&self, show_on_set_parent: bool); fn get_property_transform_set(&self) -> bool; fn get_property_translation_x(&self) -> f32; fn set_property_translation_x(&self, translation_x: f32); fn get_property_translation_y(&self) -> f32; fn set_property_translation_y(&self, translation_y: f32); fn get_property_translation_z(&self) -> f32; fn set_property_translation_z(&self, translation_z: f32); fn get_property_visible(&self) -> bool; fn set_property_visible(&self, visible: bool); fn connect_allocation_changed<F: Fn(&Self, &ActorBox, AllocationFlags) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_button_press_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_button_release_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_captured_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_destroy<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_enter_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_hide<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_key_focus_in<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_key_focus_out<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_key_press_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_key_release_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_leave_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_motion_event<F: Fn(&Self, &MotionEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_parent_set<F: Fn(&Self, Option<&Actor>) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_queue_redraw<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_queue_relayout<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_scroll_event<F: Fn(&Self, &ScrollEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_show<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_touch_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_transition_stopped<F: Fn(&Self, &str, bool) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_transitions_completed<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_actions_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_background_color_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_background_color_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_child_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_child_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_clip_rect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_clip_to_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_constraints_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_content_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_content_box_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_content_gravity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_content_repeat_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_effect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_first_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_fixed_position_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_fixed_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_fixed_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_has_clip_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_has_pointer_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_last_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_layout_manager_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_magnification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_mapped_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_margin_bottom_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_margin_left_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_margin_right_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_margin_top_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_min_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_min_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_min_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_min_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_minification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_name_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_natural_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_natural_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_natural_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_natural_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_offscreen_redirect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_opacity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_pivot_point_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_pivot_point_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_reactive_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_realized_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_request_mode_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_rotation_angle_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_rotation_angle_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_rotation_angle_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_scale_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_scale_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_scale_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_show_on_set_parent_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_size_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_text_direction_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_translation_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_translation_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_translation_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_visible_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_x_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_x_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_y_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_y_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId; fn connect_property_z_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId;
Trait containing all Actor
methods.
Implementors
Actor
, Box
, Clone
, Group
, Rectangle
, ScrollActor
, Text
, Texture
Required methods
fn add_action<P: IsA<Action>>(&self, action: &P)
[src]
Adds action
to the list of actions applied to self
A Action
can only belong to one actor at a time
The Actor
will hold a reference on action
until either
ActorExt::remove_action
or ActorExt::clear_actions
is called
action
a Action
fn add_action_with_name<P: IsA<Action>>(&self, name: &str, action: &P)
[src]
A convenience function for setting the name of a Action
while adding it to the list of actions applied to self
This function is the logical equivalent of:
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
clutter_actor_add_action (self, action);
name
the name to set on the action
action
a Action
fn add_child<P: IsA<Actor>>(&self, child: &P)
[src]
Adds child
to the children of self
.
This function will acquire a reference on child
that will only
be released when calling ActorExt::remove_child
.
This function will take into consideration the Actor:depth
of child
, and will keep the list of children sorted.
This function will emit the Container::actor-added
signal
on self
.
child
a Actor
fn add_constraint<P: IsA<Constraint>>(&self, constraint: &P)
[src]
Adds constraint
to the list of Constraint
s applied
to self
The Actor
will hold a reference on the constraint
until
either ActorExt::remove_constraint
or
ActorExt::clear_constraints
is called.
constraint
a Constraint
fn add_constraint_with_name<P: IsA<Constraint>>(
&self,
name: &str,
constraint: &P
)
[src]
&self,
name: &str,
constraint: &P
)
A convenience function for setting the name of a Constraint
while adding it to the list of constraints applied to self
This function is the logical equivalent of:
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
clutter_actor_add_constraint (self, constraint);
name
the name to set on the constraint
constraint
a Constraint
fn add_effect<P: IsA<Effect>>(&self, effect: &P)
[src]
Adds effect
to the list of Effect
s applied to self
The Actor
will hold a reference on the effect
until either
ActorExt::remove_effect
or ActorExt::clear_effects
is
called.
Note that as Effect
is initially unowned,
ActorExt::add_effect
will sink any floating reference on effect
.
effect
a Effect
fn add_effect_with_name<P: IsA<Effect>>(&self, name: &str, effect: &P)
[src]
A convenience function for setting the name of a Effect
while adding it to the list of effects applied to self
.
Note that as Effect
is initially unowned,
ActorExt::add_effect_with_name
will sink any floating
reference on effect
.
This function is the logical equivalent of:
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
clutter_actor_add_effect (self, effect);
name
the name to set on the effect
effect
a Effect
fn add_transition<P: IsA<Transition>>(&self, name: &str, transition: &P)
[src]
Adds a transition
to the Actor
’s list of animations.
The name
string is a per-actor unique identifier of the transition
: only
one Transition
can be associated to the specified name
.
The transition
will be started once added.
This function will take a reference on the transition
.
This function is usually called implicitly when modifying an animatable property.
name
the name of the transition to add
transition
the Transition
to add
fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)
[src]
Assigns the size of a Actor
from the given box_
.
This function should only be called on the children of an actor when
overriding the ActorClass.allocate
() virtual function.
This function will adjust the stored allocation to take into account
the alignment flags set in the Actor:x-align
and
Actor:y-align
properties, as well as the margin values set in
the Actor:margin-top
, Actor:margin-right
,
Actor:margin-bottom
, and Actor:margin-left
properties.
This function will respect the easing state of the Actor
and
interpolate between the current allocation and the new one if the
easing state duration is a positive value.
Actors can know from their allocation box whether they have moved
with respect to their parent actor. The flags
parameter describes
additional information about the allocation, for instance whether
the parent has moved with respect to the stage, for example because
a grandparent’s origin has moved.
box_
new allocation of the actor, in parent-relative coordinates
flags
flags that control the allocation
fn allocate_align_fill(
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
[src]
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
Allocates self
by taking into consideration the available allocation
area; an alignment factor on either axis; and whether the actor should
fill the allocation on either axis.
The box_
should contain the available allocation width and height;
if the x1 and y1 members of ActorBox
are not set to 0, the
allocation will be offset by their value.
This function takes into consideration the geometry request specified by
the Actor:request-mode
property, and the text direction.
This function is useful for fluid layout managers using legacy alignment
flags. Newly written layout managers should use the Actor:x-align
and Actor:y-align
properties, instead, and just call
ActorExt::allocate
inside their ActorClass.allocate
()
implementation.
box_
a ActorBox
, containing the available width and height
x_align
the horizontal alignment, between 0 and 1
y_align
the vertical alignment, between 0 and 1
x_fill
whether the actor should fill horizontally
y_fill
whether the actor should fill vertically
flags
allocation flags to be passed to ActorExt::allocate
fn allocate_available_size(
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
[src]
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
Allocates self
taking into account the Actor
’s
preferred size, but limiting it to the maximum available width
and height provided.
This function will do the right thing when dealing with the actor’s request mode.
The implementation of this function is equivalent to:
if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
clutter_actor_get_preferred_width (self, available_height,
&min_width,
&natural_width);
width = CLAMP (natural_width, min_width, available_width);
clutter_actor_get_preferred_height (self, width,
&min_height,
&natural_height);
height = CLAMP (natural_height, min_height, available_height);
}
else if (request_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
{
clutter_actor_get_preferred_height (self, available_width,
&min_height,
&natural_height);
height = CLAMP (natural_height, min_height, available_height);
clutter_actor_get_preferred_width (self, height,
&min_width,
&natural_width);
width = CLAMP (natural_width, min_width, available_width);
}
else if (request_mode == CLUTTER_REQUEST_CONTENT_SIZE)
{
clutter_content_get_preferred_size (content, &natural_width, &natural_height);
width = CLAMP (natural_width, 0, available_width);
height = CLAMP (natural_height, 0, available_height);
}
box.x1 = x; box.y1 = y;
box.x2 = box.x1 + available_width;
box.y2 = box.y1 + available_height;
clutter_actor_allocate (self, &box, flags);
This function can be used by fluid layout managers to allocate an actor’s preferred size without making it bigger than the area available for the container.
x
the actor’s X coordinate
y
the actor’s Y coordinate
available_width
the maximum available width, or -1 to use the actor’s natural width
available_height
the maximum available height, or -1 to use the actor’s natural height
flags
flags controlling the allocation
fn allocate_preferred_size(&self, flags: AllocationFlags)
[src]
Allocates the natural size of self
.
This function is a utility call for Actor
implementations
that allocates the actor’s preferred natural size. It can be used
by fixed layout managers (like Group
or so called
‘composite actors’) inside the ClutterActor::allocate
implementation to give each child exactly how much space it
requires, regardless of the size of the parent.
This function is not meant to be used by applications. It is also
not meant to be used outside the implementation of the
ActorClass.allocate
virtual function.
flags
flags controlling the allocation
fn apply_relative_transform_to_point<P: IsA<Actor>>(
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex
[src]
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex
Transforms point
in coordinates relative to the actor into
ancestor-relative coordinates using the relevant transform
stack (i.e. scale, rotation, etc).
If ancestor
is None
the ancestor will be the Stage
. In
this case, the coordinates returned will be the coordinates on
the stage before the projection is applied. This is different from
the behaviour of ActorExt::apply_transform_to_point
.
ancestor
A Actor
ancestor, or None
to use the
default Stage
point
A point as Vertex
vertex
The translated Vertex
fn apply_transform_to_point(&self, point: &Vertex) -> Vertex
[src]
Transforms point
in coordinates relative to the actor
into screen-relative coordinates with the current actor
transformation (i.e. scale, rotation, etc)
point
A point as Vertex
vertex
The translated Vertex
fn bind_model<P: IsA<ListModel>, Q: Fn(&Object) -> Actor + 'static>(
&self,
model: Option<&P>,
create_child_func: Q
)
[src]
&self,
model: Option<&P>,
create_child_func: Q
)
Binds a gio::ListModel
to a Actor
.
If the Actor
was already bound to a gio::ListModel
, the previous
binding is destroyed.
The existing children of Actor
are destroyed when setting a
model, and new children are created and added, representing the contents
of the model
. The Actor
is updated whenever the model
changes.
If model
is None
, the Actor
is left empty.
When a Actor
is bound to a model, adding and removing children
directly is undefined behaviour.
model
a gio::ListModel
create_child_func
a function that creates Actor
instances
from the contents of the model
user_data
user data passed to create_child_func
notify
function called when unsetting the model
fn clear_actions(&self)
[src]
Clears the list of actions applied to self
fn clear_constraints(&self)
[src]
Clears the list of constraints applied to self
fn clear_effects(&self)
[src]
Clears the list of effects applied to self
fn contains<P: IsA<Actor>>(&self, descendant: &P) -> bool
[src]
Determines if descendant
is contained inside self
(either as an
immediate child, or as a deeper descendant). If self
and
descendant
point to the same actor then it will also return true
.
descendant
A Actor
, possibly contained in self
Returns
whether descendent
is contained within self
fn continue_paint(&self)
[src]
Run the next stage of the paint sequence. This function should only
be called within the implementation of the ‘run’ virtual of a
Effect
. It will cause the run method of the next effect to
be applied, or it will paint the actual actor if the current effect
is the last effect in the chain.
fn create_pango_context(&self) -> Option<Context>
[src]
Creates a pango::Context
for the given actor. The pango::Context
is already configured using the appropriate font map, resolution
and font options.
See also ActorExt::get_pango_context
.
Returns
the newly created pango::Context
.
Use gobject::ObjectExt::unref
on the returned value to deallocate its
resources
fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>
[src]
Creates a new pango::Layout
from the same pango::Context
used
by the Actor
. The pango::Layout
is already configured
with the font map, resolution and font options, and the
given text
.
If you want to keep around a pango::Layout
created by this
function you will have to connect to the Backend::font-changed
and Backend::resolution-changed
signals, and call
pango::Layout::context_changed
in response to them.
text
the text to set on the pango::Layout
, or None
Returns
the newly created pango::Layout
.
Use gobject::ObjectExt::unref
when done
fn destroy(&self)
[src]
Destroys an actor. When an actor is destroyed, it will break any references it holds to other objects. If the actor is inside a container, the actor will be removed.
When you destroy a container, its children will be destroyed as well.
Note: you cannot destroy the Stage
returned by
Stage::get_default
.
fn destroy_all_children(&self)
[src]
Destroys all children of self
.
This function releases the reference added by inserting a child
actor in the list of children of self
, and ensures that the
Actor::destroy
signal is emitted on each child of the
actor.
By default, Actor
will emit the Actor::destroy
signal
when its reference count drops to 0; the default handler of the
Actor::destroy
signal will destroy all the children of an
actor. This function ensures that all children are destroyed, instead
of just removed from self
, unlike ActorExt::remove_all_children
which will merely release the reference and remove each child.
Unless you acquired an additional reference on each child of self
prior to calling ActorExt::remove_all_children
and want to reuse
the actors, you should use ActorExt::destroy_all_children
in
order to make sure that children are destroyed and signal handlers
are disconnected even in cases where circular references prevent this
from automatically happening through reference counting alone.
fn event(&self, event: &Event, capture: bool) -> bool
[src]
This function is used to emit an event on the main stage. You should rarely need to use this function, except for synthetising events.
event
a ClutterEvent
capture
true
if event in in capture phase, false
otherwise.
Returns
the return value from the signal emission: true
if the actor handled the event, or false
if the event was
not handled
fn get_accessible(&self) -> Option<Object>
[src]
Returns the accessible object that describes the actor to an assistive technology.
If no class-specific atk::Object
implementation is available for the
actor instance in question, it will inherit an atk::Object
implementation from the first ancestor class for which such an
implementation is defined.
The documentation of the </ulink>
library contains more information about accessible objects and
their uses.
Returns
the atk::Object
associated with actor
fn get_action(&self, name: &str) -> Option<Action>
[src]
Retrieves the Action
with the given name in the list
of actions applied to self
name
the name of the action to retrieve
Returns
a Action
for the given
name, or None
. The returned Action
is owned by the
actor and it should not be unreferenced directly
fn get_actions(&self) -> Vec<Action>
[src]
Retrieves the list of actions applied to self
Returns
a copy
of the list of Action
s. The contents of the list are
owned by the Actor
. Use glib::List::free
to free the resources
allocated by the returned glib::List
fn get_allocation_box(&self) -> ActorBox
[src]
Gets the layout box an actor has been assigned. The allocation can
only be assumed valid inside a paint
method; anywhere else, it
may be out-of-date.
An allocation does not incorporate the actor’s scale or anchor point; those transformations do not affect layout, only rendering.
Do not call any of the clutter_actor_get_allocation_*() family
of functions inside the implementation of the get_preferred_width
or get_preferred_height
virtual functions.
box_
the function fills this in with the actor’s allocation
fn get_background_color(&self) -> Color
[src]
fn get_child_at_index(&self, index_: i32) -> Option<Actor>
[src]
Retrieves the actor at the given index_
inside the list of
children of self
.
index_
the position in the list of children
Returns
a pointer to a Actor
, or None
fn get_child_transform(&self) -> Matrix
[src]
Retrieves the child transformation matrix set using
ActorExt::set_child_transform
; if none is currently set,
the transform
matrix will be initialized to the identity matrix.
transform
a Matrix
fn get_children(&self) -> Vec<Actor>
[src]
Retrieves the list of children of self
.
Returns
A newly
allocated glib::List
of Actor
s. Use glib::List::free
when
done.
fn get_clip(&self) -> (f32, f32, f32, f32)
[src]
Gets the clip area for self
, if any is set.
xoff
return location for the X offset of
the clip rectangle, or None
yoff
return location for the Y offset of
the clip rectangle, or None
width
return location for the width of
the clip rectangle, or None
height
return location for the height of
the clip rectangle, or None
fn get_clip_to_allocation(&self) -> bool
[src]
Retrieves the value set using ActorExt::set_clip_to_allocation
Returns
true
if the Actor
is clipped to its allocation
fn get_constraint(&self, name: &str) -> Option<Constraint>
[src]
Retrieves the Constraint
with the given name in the list
of constraints applied to self
name
the name of the constraint to retrieve
Returns
a Constraint
for the given
name, or None
. The returned Constraint
is owned by the
actor and it should not be unreferenced directly
fn get_constraints(&self) -> Vec<Constraint>
[src]
Retrieves the list of constraints applied to self
Returns
a copy
of the list of Constraint
s. The contents of the list are
owned by the Actor
. Use glib::List::free
to free the resources
allocated by the returned glib::List
fn get_content(&self) -> Option<Content>
[src]
fn get_content_box(&self) -> ActorBox
[src]
Retrieves the bounding box for the Content
of self
.
The bounding box is relative to the actor’s allocation.
If no Content
is set for self
, or if self
has not been
allocated yet, then the result is undefined.
The content box is guaranteed to be, at most, as big as the allocation
of the Actor
.
If the Content
used by the actor has a preferred size, then
it is possible to modify the content box by using the
Actor:content-gravity
property.
box_
the return location for the bounding
box for the Content
fn get_content_gravity(&self) -> ContentGravity
[src]
Retrieves the content gravity as set using
ActorExt::set_content_gravity
.
Returns
the content gravity
fn get_content_repeat(&self) -> ContentRepeat
[src]
Retrieves the repeat policy for a Actor
set by
ActorExt::set_content_repeat
.
Returns
the content repeat policy
fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)
[src]
Retrieves the values set using ActorExt::set_content_scaling_filters
.
min_filter
return location for the minification
filter, or None
mag_filter
return location for the magnification
filter, or None
fn get_default_paint_volume(&self) -> Option<PaintVolume>
[src]
Retrieves the default paint volume for self
.
This function provides the same PaintVolume
that would be
computed by the default implementation inside Actor
of the
ActorClass.get_paint_volume
() virtual function.
This function should only be used by Actor
subclasses that
cannot chain up to the parent implementation when computing their
paint volume.
Returns
a pointer to the default
PaintVolume
, relative to the Actor
, or None
if
the actor could not compute a valid paint volume. The returned value
is not guaranteed to be stable across multiple frames, so if you
want to retain it, you will need to copy it using
PaintVolume::copy
.
fn get_easing_delay(&self) -> u32
[src]
Retrieves the delay that should be applied when tweening animatable properties.
Returns
a delay, in milliseconds
fn get_easing_duration(&self) -> u32
[src]
Retrieves the duration of the tweening for animatable
properties of self
for the current easing state.
Returns
the duration of the tweening, in milliseconds
fn get_easing_mode(&self) -> AnimationMode
[src]
Retrieves the easing mode for the tweening of animatable properties
of self
for the current easing state.
Returns
an easing mode
fn get_effect(&self, name: &str) -> Option<Effect>
[src]
Retrieves the Effect
with the given name in the list
of effects applied to self
name
the name of the effect to retrieve
Returns
a Effect
for the given
name, or None
. The returned Effect
is owned by the
actor and it should not be unreferenced directly
fn get_effects(&self) -> Vec<Effect>
[src]
Retrieves the Effect
s applied on self
, if any
Returns
a list
of Effect
s, or None
. The elements of the returned
list are owned by Clutter and they should not be freed. You should
free the returned list using glib::List::free
when done
fn get_first_child(&self) -> Option<Actor>
[src]
Retrieves the first child of self
.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Returns
a pointer to a Actor
, or None
fn get_fixed_position_set(&self) -> bool
[src]
Checks whether an actor has a fixed position set (and will thus be unaffected by any layout manager).
Returns
true
if the fixed position is set on the actor
fn get_flags(&self) -> ActorFlags
[src]
fn get_height(&self) -> f32
[src]
Retrieves the height of a Actor
.
If the actor has a valid allocation, this function will return the height of the allocated area given to the actor.
If the actor does not have a valid allocation, this function will return the actor’s natural height, that is the preferred height of the actor.
If you care whether you get the preferred height or the height that
has been assigned to the actor, you should probably call a different
function like ActorExt::get_allocation_box
to retrieve the
allocated size or ActorExt::get_preferred_height
to retrieve the
preferred height.
If an actor has a fixed height, for instance a height that has been
assigned using ActorExt::set_height
, the height returned will
be the same value.
Returns
the height of the actor, in pixels
fn get_last_child(&self) -> Option<Actor>
[src]
Retrieves the last child of self
.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Returns
a pointer to a Actor
, or None
fn get_layout_manager(&self) -> Option<LayoutManager>
[src]
fn get_margin(&self) -> Margin
[src]
fn get_margin_bottom(&self) -> f32
[src]
fn get_margin_left(&self) -> f32
[src]
fn get_margin_right(&self) -> f32
[src]
fn get_margin_top(&self) -> f32
[src]
fn get_n_children(&self) -> i32
[src]
fn get_name(&self) -> Option<GString>
[src]
Retrieves the name of self
.
Returns
the name of the actor, or None
. The returned string is
owned by the actor and should not be modified or freed.
fn get_next_sibling(&self) -> Option<Actor>
[src]
Retrieves the sibling of self
that comes after it in the list
of children of self
’s parent.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Returns
a pointer to a Actor
, or None
fn get_offscreen_redirect(&self) -> OffscreenRedirect
[src]
Retrieves whether to redirect the actor to an offscreen buffer, as
set by ActorExt::set_offscreen_redirect
.
Returns
the value of the offscreen-redirect property of the actor
fn get_opacity(&self) -> u8
[src]
Retrieves the opacity value of an actor, as set by
ActorExt::set_opacity
.
For retrieving the absolute opacity of the actor inside a paint
virtual function, see ActorExt::get_paint_opacity
.
Returns
the opacity of the actor
fn get_paint_box(&self) -> Option<ActorBox>
[src]
Retrieves the paint volume of the passed Actor
, and
transforms it into a 2D bounding box in stage coordinates.
This function is useful to determine the on screen area occupied by the actor. The box is only an approximation and may often be considerably larger due to the optimizations used to calculate the box. The box is never smaller though, so it can reliably be used for culling.
There are times when a 2D paint box can’t be determined, e.g. because the actor isn’t yet parented under a stage or because the actor is unable to determine a paint volume.
box_
return location for a ActorBox
Returns
true
if a 2D paint box could be determined, else
false
.
fn get_paint_opacity(&self) -> u8
[src]
Retrieves the absolute opacity of the actor, as it appears on the stage.
This function traverses the hierarchy chain and composites the opacity of the actor with that of its parents.
This function is intended for subclasses to use in the paint virtual function, to paint themselves with the correct opacity.
Returns
The actor opacity value.
fn get_paint_visibility(&self) -> bool
[src]
Retrieves the ‘paint’ visibility of an actor recursively checking for non visible parents.
This is by definition the same as CLUTTER_ACTOR_IS_MAPPED
.
Returns
true
if the actor is visibile and will be painted.
fn get_paint_volume(&self) -> Option<PaintVolume>
[src]
Retrieves the paint volume of the passed Actor
, or None
when a paint volume can’t be determined.
The paint volume is defined as the 3D space occupied by an actor when being painted.
This function will call the ActorClass.get_paint_volume
()
virtual function of the Actor
class. Sub-classes of Actor
should not usually care about overriding the default implementation,
unless they are, for instance: painting outside their allocation, or
actors with a depth factor (not in terms of Actor:depth
but real
3D depth).
Note: 2D actors overriding ActorClass.get_paint_volume
()
should ensure that their volume has a depth of 0. (This will be true
as long as you don’t call PaintVolume::set_depth
.)
Returns
a pointer to a PaintVolume
,
or None
if no volume could be determined. The returned pointer
is not guaranteed to be valid across multiple frames; if you want
to keep it, you will need to copy it using PaintVolume::copy
.
fn get_pango_context(&self) -> Option<Context>
[src]
Retrieves the pango::Context
for self
. The actor’s pango::Context
is already configured using the appropriate font map, resolution
and font options.
Unlike ActorExt::create_pango_context
, this context is owend
by the Actor
and it will be updated each time the options
stored by the Backend
change.
You can use the returned pango::Context
to create a pango::Layout
and render text using cogl_pango_render_layout
to reuse the
glyphs cache also used by Clutter.
Returns
the pango::Context
for a Actor
.
The returned pango::Context
is owned by the actor and should not be
unreferenced by the application code
fn get_parent(&self) -> Option<Actor>
[src]
fn get_pivot_point(&self) -> (f32, f32)
[src]
Retrieves the coordinates of the Actor:pivot-point
.
pivot_x
return location for the normalized X
coordinate of the pivot point, or None
pivot_y
return location for the normalized Y
coordinate of the pivot point, or None
fn get_pivot_point_z(&self) -> f32
[src]
Retrieves the Z component of the Actor:pivot-point
.
fn get_position(&self) -> (f32, f32)
[src]
This function tries to “do what you mean” and tell you where the actor is, prior to any transformations. Retrieves the fixed position of an actor in pixels, if one has been set; otherwise, if the allocation is valid, returns the actor’s allocated position; otherwise, returns 0,0.
The returned position is in pixels.
x
return location for the X coordinate, or None
y
return location for the Y coordinate, or None
fn get_preferred_height(&self, for_width: f32) -> (f32, f32)
[src]
Computes the requested minimum and natural heights for an actor, or if they are already computed, returns the cached values.
An actor may not get its request - depending on the layout manager that’s in effect.
A request should not incorporate the actor’s scale or anchor point; those transformations do not affect layout, only rendering.
for_width
available width to assume in computing desired height, or a negative value to indicate that no width is defined
min_height_p
return location for minimum height,
or None
natural_height_p
return location for natural
height, or None
fn get_preferred_size(&self) -> (f32, f32, f32, f32)
[src]
Computes the preferred minimum and natural size of an actor, taking into account the actor’s geometry management (either height-for-width or width-for-height).
The width and height used to compute the preferred height and preferred width are the actor’s natural ones.
If you need to control the height for the preferred width, or the width for
the preferred height, you should use ActorExt::get_preferred_width
and ActorExt::get_preferred_height
, and check the actor’s preferred
geometry management using the Actor:request-mode
property.
min_width_p
return location for the minimum
width, or None
min_height_p
return location for the minimum
height, or None
natural_width_p
return location for the natural
width, or None
natural_height_p
return location for the natural
height, or None
fn get_preferred_width(&self, for_height: f32) -> (f32, f32)
[src]
Computes the requested minimum and natural widths for an actor, optionally depending on the specified height, or if they are already computed, returns the cached values.
An actor may not get its request - depending on the layout manager that’s in effect.
A request should not incorporate the actor’s scale or anchor point; those transformations do not affect layout, only rendering.
for_height
available height when computing the preferred width, or a negative value to indicate that no height is defined
min_width_p
return location for minimum width,
or None
natural_width_p
return location for the natural
width, or None
fn get_previous_sibling(&self) -> Option<Actor>
[src]
Retrieves the sibling of self
that comes before it in the list
of children of self
’s parent.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Returns
a pointer to a Actor
, or None
fn get_reactive(&self) -> bool
[src]
fn get_request_mode(&self) -> RequestMode
[src]
fn get_rotation_angle(&self, axis: RotateAxis) -> f64
[src]
Retrieves the angle of rotation set by ActorExt::set_rotation_angle
.
axis
the axis of the rotation
Returns
the angle of rotation, in degrees
fn get_scale(&self) -> (f64, f64)
[src]
Retrieves an actors scale factors.
scale_x
Location to store horizonal
scale factor, or None
.
scale_y
Location to store vertical
scale factor, or None
.
fn get_scale_z(&self) -> f64
[src]
Retrieves the scaling factor along the Z axis, as set using
ActorExt::set_scale_z
.
Returns
the scaling factor along the Z axis
fn get_size(&self) -> (f32, f32)
[src]
This function tries to “do what you mean” and return the size an actor will have. If the actor has a valid allocation, the allocation will be returned; otherwise, the actors natural size request will be returned.
If you care whether you get the request vs. the allocation, you
should probably call a different function like
ActorExt::get_allocation_box
or
ActorExt::get_preferred_width
.
width
return location for the width, or None
.
height
return location for the height, or None
.
fn get_stage(&self) -> Option<Stage>
[src]
fn get_text_direction(&self) -> TextDirection
[src]
Retrieves the value set using ActorExt::set_text_direction
If no text direction has been previously set, the default text
direction, as returned by clutter_get_default_text_direction
, will
be returned instead
Returns
the TextDirection
for the actor
fn get_transform(&self) -> Matrix
[src]
fn get_transformed_paint_volume<P: IsA<Actor>>(
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume>
[src]
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume>
Retrieves the 3D paint volume of an actor like
ActorExt::get_paint_volume
does (Please refer to the
documentation of ActorExt::get_paint_volume
for more
details.) and it additionally transforms the paint volume into the
coordinate space of relative_to_ancestor
. (Or the stage if None
is passed for relative_to_ancestor
)
This can be used by containers that base their paint volume on
the volume of their children. Such containers can query the
transformed paint volume of all of its children and union them
together using PaintVolume::union
.
relative_to_ancestor
A Actor
that is an ancestor of self
(or None
for the stage)
Returns
a pointer to a PaintVolume
,
or None
if no volume could be determined. The returned pointer is
not guaranteed to be valid across multiple frames; if you wish to
keep it, you will have to copy it using PaintVolume::copy
.
fn get_transformed_position(&self) -> (f32, f32)
[src]
Gets the absolute position of an actor, in pixels relative to the stage.
x
return location for the X coordinate, or None
y
return location for the Y coordinate, or None
fn get_transformed_size(&self) -> (f32, f32)
[src]
Gets the absolute size of an actor in pixels, taking into account the scaling factors.
If the actor has a valid allocation, the allocated size will be used. If the actor has not a valid allocation then the preferred size will be transformed and returned.
If you want the transformed allocation, see
ActorExt::get_abs_allocation_vertices
instead.
When the actor (or one of its ancestors) is rotated around the
X or Y axis, it no longer appears as on the stage as a rectangle, but
as a generic quadrangle; in that case this function returns the size
of the smallest rectangle that encapsulates the entire quad. Please
note that in this case no assumptions can be made about the relative
position of this envelope to the absolute position of the actor, as
returned by ActorExt::get_transformed_position
; if you need this
information, you need to use ActorExt::get_abs_allocation_vertices
to get the coords of the actual quadrangle.
width
return location for the width, or None
height
return location for the height, or None
fn get_transition(&self, name: &str) -> Option<Transition>
[src]
Retrieves the Transition
of a Actor
by using the
transition name
.
Transitions created for animatable properties use the name of the property itself, for instance the code below:
clutter_actor_set_easing_duration (actor, 1000);
clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
transition = clutter_actor_get_transition (actor, "rotation-angle-y");
g_signal_connect (transition, "stopped",
G_CALLBACK (on_transition_stopped),
actor);
will call the on_transition_stopped
callback when the transition
is finished.
If you just want to get notifications of the completion of a transition,
you should use the Actor::transition-stopped
signal, using the
transition name as the signal detail.
name
the name of the transition
Returns
a Transition
, or None
is none
was found to match the passed name; the returned instance is owned
by Clutter and it should not be freed
fn get_translation(&self) -> (f32, f32, f32)
[src]
Retrieves the translation set using ActorExt::set_translation
.
translate_x
return location for the X component
of the translation, or None
translate_y
return location for the Y component
of the translation, or None
translate_z
return location for the Z component
of the translation, or None
fn get_width(&self) -> f32
[src]
Retrieves the width of a Actor
.
If the actor has a valid allocation, this function will return the width of the allocated area given to the actor.
If the actor does not have a valid allocation, this function will return the actor’s natural width, that is the preferred width of the actor.
If you care whether you get the preferred width or the width that
has been assigned to the actor, you should probably call a different
function like ActorExt::get_allocation_box
to retrieve the
allocated size or ActorExt::get_preferred_width
to retrieve the
preferred width.
If an actor has a fixed width, for instance a width that has been
assigned using ActorExt::set_width
, the width returned will
be the same value.
Returns
the width of the actor, in pixels
fn get_x(&self) -> f32
[src]
Retrieves the X coordinate of a Actor
.
This function tries to “do what you mean”, by returning the correct value depending on the actor’s state.
If the actor has a valid allocation, this function will return the X coordinate of the origin of the allocation box.
If the actor has any fixed coordinate set using ActorExt::set_x
,
ActorExt::set_position
or Actor::set_geometry
, this
function will return that coordinate.
If both the allocation and a fixed position are missing, this function will return 0.
Returns
the X coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation)
fn get_x_align(&self) -> ActorAlign
[src]
Retrieves the horizontal alignment policy set using
ActorExt::set_x_align
.
Returns
the horizontal alignment policy.
fn get_x_expand(&self) -> bool
[src]
Retrieves the value set with ActorExt::set_x_expand
.
See also: ActorExt::needs_expand
Returns
true
if the actor has been set to expand
fn get_y(&self) -> f32
[src]
Retrieves the Y coordinate of a Actor
.
This function tries to “do what you mean”, by returning the correct value depending on the actor’s state.
If the actor has a valid allocation, this function will return the Y coordinate of the origin of the allocation box.
If the actor has any fixed coordinate set using ActorExt::set_y
,
ActorExt::set_position
or Actor::set_geometry
, this
function will return that coordinate.
If both the allocation and a fixed position are missing, this function will return 0.
Returns
the Y coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation)
fn get_y_align(&self) -> ActorAlign
[src]
Retrieves the vertical alignment policy set using
ActorExt::set_y_align
.
Returns
the vertical alignment policy.
fn get_y_expand(&self) -> bool
[src]
Retrieves the value set with ActorExt::set_y_expand
.
See also: ActorExt::needs_expand
Returns
true
if the actor has been set to expand
fn get_z_position(&self) -> f32
[src]
fn grab_key_focus(&self)
[src]
Sets the key focus of the Stage
including self
to this Actor
.
fn has_actions(&self) -> bool
[src]
Returns whether the actor has any actions applied.
Returns
true
if the actor has any actions,
false
otherwise
fn has_allocation(&self) -> bool
[src]
Checks if the actor has an up-to-date allocation assigned to it. This means that the actor should have an allocation: it’s visible and has a parent. It also means that there is no outstanding relayout request in progress for the actor or its children (There might be other outstanding layout requests in progress that will cause the actor to get a new allocation when the stage is laid out, however).
If this function returns false
, then the actor will normally
be allocated before it is next drawn on the screen.
Returns
true
if the actor has an up-to-date allocation
fn has_clip(&self) -> bool
[src]
Determines whether the actor has a clip area set or not.
Returns
true
if the actor has a clip area set.
fn has_constraints(&self) -> bool
[src]
Returns whether the actor has any constraints applied.
Returns
true
if the actor has any constraints,
false
otherwise
fn has_effects(&self) -> bool
[src]
Returns whether the actor has any effects applied.
Returns
true
if the actor has any effects,
false
otherwise
fn has_key_focus(&self) -> bool
[src]
Checks whether self
is the Actor
that has key focus
Returns
true
if the actor has key focus, and false
otherwise
fn has_overlaps(&self) -> bool
[src]
Asks the actor’s implementation whether it may contain overlapping primitives.
For example; Clutter may use this to determine whether the painting should be redirected to an offscreen buffer to correctly implement the opacity property.
Custom actors can override the default response by implementing the
ActorClass.has_overlaps
() virtual function. See
ActorExt::set_offscreen_redirect
for more information.
Returns
true
if the actor may have overlapping primitives, and
false
otherwise
fn has_pointer(&self) -> bool
[src]
Checks whether an actor contains the pointer of a
InputDevice
Returns
true
if the actor contains the pointer, and
false
otherwise
fn hide(&self)
[src]
Flags an actor to be hidden. A hidden actor will not be rendered on the stage.
Actors are visible by default.
If this function is called on an actor without a parent, the
Actor:show-on-set-parent
property will be set to false
as a side-effect.
fn insert_child_above<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
Inserts child
into the list of children of self
, above another
child of self
or, if sibling
is None
, above all the children
of self
.
This function will acquire a reference on child
that will only
be released when calling ActorExt::remove_child
.
This function will not take into consideration the Actor:depth
of child
.
This function will emit the Container::actor-added
signal
on self
.
child
a Actor
sibling
a child of self
, or None
fn insert_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32)
[src]
Inserts child
into the list of children of self
, using the
given index_
. If index_
is greater than the number of children
in self
, or is less than 0, then the new child is added at the end.
This function will acquire a reference on child
that will only
be released when calling ActorExt::remove_child
.
This function will not take into consideration the Actor:depth
of child
.
This function will emit the Container::actor-added
signal
on self
.
child
a Actor
index_
the index
fn insert_child_below<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
Inserts child
into the list of children of self
, below another
child of self
or, if sibling
is None
, below all the children
of self
.
This function will acquire a reference on child
that will only
be released when calling ActorExt::remove_child
.
This function will not take into consideration the Actor:depth
of child
.
This function will emit the Container::actor-added
signal
on self
.
child
a Actor
sibling
a child of self
, or None
fn is_in_clone_paint(&self) -> bool
[src]
Checks whether self
is being currently painted by a Clone
This function is useful only inside the ::paint virtual function
implementations or within handlers for the Actor::paint
signal
This function should not be used by applications
Returns
true
if the Actor
is currently being painted
by a Clone
, and false
otherwise
fn is_mapped(&self) -> bool
[src]
Checks whether a Actor
has been set as mapped.
See also CLUTTER_ACTOR_IS_MAPPED
and Actor:mapped
Returns
true
if the actor is mapped
fn is_realized(&self) -> bool
[src]
Checks whether a Actor
is realized.
See also CLUTTER_ACTOR_IS_REALIZED
and Actor:realized
.
Returns
true
if the actor is realized
fn is_rotated(&self) -> bool
[src]
fn is_scaled(&self) -> bool
[src]
fn is_visible(&self) -> bool
[src]
Checks whether an actor is marked as visible.
See also CLUTTER_ACTOR_IS_VISIBLE
and Actor:visible
.
Returns
true
if the actor visible
fn map(&self)
[src]
Sets the ActorFlags::Mapped
flag on the actor and possibly maps
and realizes its children if they are visible. Does nothing if the
actor is not visible.
Calling this function is strongly disencouraged: the default
implementation of ActorClass.map
() will map all the children
of an actor when mapping its parent.
When overriding map, it is mandatory to chain up to the parent implementation.
fn move_by(&self, dx: f32, dy: f32)
[src]
Moves an actor by the specified distance relative to its current position in pixels.
This function modifies the fixed position of an actor and thus removes
it from any layout management. Another way to move an actor is with an
anchor point, see Actor::set_anchor_point
, or with an additional
translation, using ActorExt::set_translation
.
dx
Distance to move Actor on X axis.
dy
Distance to move Actor on Y axis.
fn needs_expand(&self, orientation: Orientation) -> bool
[src]
Checks whether an actor, or any of its children, is set to expand horizontally or vertically.
This function should only be called by layout managers that can assign extra space to their children.
If you want to know whether the actor was explicitly set to expand,
use ActorExt::get_x_expand
or ActorExt::get_y_expand
.
orientation
the direction of expansion
Returns
true
if the actor should expand
fn paint(&self)
[src]
Renders the actor to display.
This function should not be called directly by applications.
Call ActorExt::queue_redraw
to queue paints, instead.
This function is context-aware, and will either cause a regular paint or a pick paint.
This function will emit the Actor::paint
signal or
the Actor::pick
signal, depending on the context.
This function does not paint the actor if the actor is set to 0, unless it is performing a pick paint.
fn queue_redraw(&self)
[src]
Queues up a redraw of an actor and any children. The redraw occurs once the main loop becomes idle (after the current batch of events has been processed, roughly).
Applications rarely need to call this, as redraws are handled automatically by modification functions.
This function will not do anything if self
is not visible, or
if the actor is inside an invisible part of the scenegraph.
Also be aware that painting is a NOP for actors with an opacity of 0
When you are implementing a custom actor you must queue a redraw whenever some private state changes that will affect painting or picking of your actor.
fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)
[src]
Queues a redraw on self
limited to a specific, actor-relative
rectangular area.
If clip
is None
this function is equivalent to
ActorExt::queue_redraw
.
clip
a rectangular clip region, or None
fn queue_relayout(&self)
[src]
Indicates that the actor’s size request or other layout-affecting
properties may have changed. This function is used inside Actor
subclass implementations, not by applications directly.
Queueing a new layout automatically queues a redraw as well.
fn remove_action<P: IsA<Action>>(&self, action: &P)
[src]
Removes action
from the list of actions applied to self
The reference held by self
on the Action
will be released
action
a Action
fn remove_action_by_name(&self, name: &str)
[src]
Removes the Action
with the given name from the list
of actions applied to self
name
the name of the action to remove
fn remove_all_children(&self)
[src]
Removes all children of self
.
This function releases the reference added by inserting a child actor
in the list of children of self
.
If the reference count of a child drops to zero, the child will be
destroyed. If you want to ensure the destruction of all the children
of self
, use ActorExt::destroy_all_children
.
fn remove_all_transitions(&self)
[src]
Removes all transitions associated to self
.
fn remove_child<P: IsA<Actor>>(&self, child: &P)
[src]
Removes child
from the children of self
.
This function will release the reference added by
ActorExt::add_child
, so if you want to keep using child
you will have to acquire a referenced on it before calling this
function.
This function will emit the Container::actor-removed
signal on self
.
child
a Actor
fn remove_clip(&self)
[src]
Removes clip area from self
.
fn remove_constraint<P: IsA<Constraint>>(&self, constraint: &P)
[src]
Removes constraint
from the list of constraints applied to self
The reference held by self
on the Constraint
will be released
constraint
a Constraint
fn remove_constraint_by_name(&self, name: &str)
[src]
Removes the Constraint
with the given name from the list
of constraints applied to self
name
the name of the constraint to remove
fn remove_effect<P: IsA<Effect>>(&self, effect: &P)
[src]
Removes effect
from the list of effects applied to self
The reference held by self
on the Effect
will be released
effect
a Effect
fn remove_effect_by_name(&self, name: &str)
[src]
Removes the Effect
with the given name from the list
of effects applied to self
name
the name of the effect to remove
fn remove_transition(&self, name: &str)
[src]
Removes the transition stored inside a Actor
using name
identifier.
If the transition is currently in progress, it will be stopped.
This function releases the reference acquired when the transition
was added to the Actor
.
name
the name of the transition to remove
fn replace_child<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
old_child: &P,
new_child: &Q
)
[src]
&self,
old_child: &P,
new_child: &Q
)
Replaces old_child
with new_child
in the list of children of self
.
old_child
the child of self
to replace
new_child
the Actor
to replace old_child
fn restore_easing_state(&self)
[src]
Restores the easing state as it was prior to a call to
ActorExt::save_easing_state
.
fn save_easing_state(&self)
[src]
Saves the current easing state for animatable properties, and creates a new state with the default values for easing mode and duration.
New transitions created after calling this function will inherit the duration, easing mode, and delay of the new easing state; this also applies to transitions modified in flight.
fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)
[src]
Stores the allocation of self
as defined by box_
.
This function can only be called from within the implementation of
the ActorClass.allocate
() virtual function.
The allocation should have been adjusted to take into account constraints,
alignment, and margin properties. If you are implementing a Actor
subclass that provides its own layout management policy for its children
instead of using a LayoutManager
delegate, you should not call
this function on the children of self
; instead, you should call
ActorExt::allocate
, which will adjust the allocation box for
you.
This function should only be used by subclasses of Actor
that wish to store their allocation but cannot chain up to the
parent’s implementation; the default implementation of the
ActorClass.allocate
() virtual function will call this
function.
It is important to note that, while chaining up was the recommended
behaviour for Actor
subclasses prior to the introduction of
this function, it is recommended to call ActorExt::set_allocation
instead.
If the Actor
is using a LayoutManager
delegate object
to handle the allocation of its children, this function will call
the LayoutManagerExt::allocate
function only if the
AllocationFlags::DelegateLayout
flag is set on flags
, otherwise it is
expected that the subclass will call LayoutManagerExt::allocate
by itself. For instance, the following code:
static void
my_actor_allocate (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags)
{
ClutterActorBox new_alloc;
ClutterAllocationFlags new_flags;
adjust_allocation (allocation, &new_alloc);
new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
// this will use the layout manager set on the actor
clutter_actor_set_allocation (actor, &new_alloc, new_flags);
}
is equivalent to this:
static void
my_actor_allocate (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags)
{
ClutterLayoutManager *layout;
ClutterActorBox new_alloc;
adjust_allocation (allocation, &new_alloc);
clutter_actor_set_allocation (actor, &new_alloc, flags);
layout = clutter_actor_get_layout_manager (actor);
clutter_layout_manager_allocate (layout,
CLUTTER_CONTAINER (actor),
&new_alloc,
flags);
}
box_
a ActorBox
flags
allocation flags
fn set_background_color(&self, color: Option<&Color>)
[src]
Sets the background color of a Actor
.
The background color will be used to cover the whole allocation of the actor. The default background color of an actor is transparent.
To check whether an actor has a background color, you can use the
Actor:background-color-set
actor property.
The Actor:background-color
property is animatable.
color
a Color
, or None
to unset a previously
set color
fn set_child_above_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
Sets child
to be above sibling
in the list of children of self
.
If sibling
is None
, child
will be the new last child of self
.
This function is logically equivalent to removing child
and using
ActorExt::insert_child_above
, but it will not emit signals
or change state on child
.
child
a Actor
child of self
sibling
a Actor
child of self
, or None
fn set_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32)
[src]
Changes the index of child
in the list of children of self
.
This function is logically equivalent to removing child
and
calling ActorExt::insert_child_at_index
, but it will not
emit signals or change state on child
.
child
a Actor
child of self
index_
the new index for child
fn set_child_below_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
Sets child
to be below sibling
in the list of children of self
.
If sibling
is None
, child
will be the new first child of self
.
This function is logically equivalent to removing self
and using
ActorExt::insert_child_below
, but it will not emit signals
or change state on child
.
child
a Actor
child of self
sibling
a Actor
child of self
, or None
fn set_child_transform(&self, transform: Option<&Matrix>)
[src]
Sets the transformation matrix to be applied to all the children
of self
prior to their own transformations. The default child
transformation is the identity matrix.
If transform
is None
, the child transform will be unset.
The Actor:child-transform
property is animatable.
transform
a Matrix
, or None
fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32)
[src]
Sets clip area for self
. The clip area is always computed from the
upper left corner of the actor, even if the anchor point is set
otherwise.
xoff
X offset of the clip rectangle
yoff
Y offset of the clip rectangle
width
Width of the clip rectangle
height
Height of the clip rectangle
fn set_clip_to_allocation(&self, clip_set: bool)
[src]
Sets whether self
should be clipped to the same size as its
allocation
clip_set
true
to apply a clip tracking the allocation
fn set_content<P: IsA<Content>>(&self, content: Option<&P>)
[src]
fn set_content_gravity(&self, gravity: ContentGravity)
[src]
Sets the gravity of the Content
used by self
.
See the description of the Actor:content-gravity
property for
more information.
The Actor:content-gravity
property is animatable.
gravity
the ContentGravity
fn set_content_repeat(&self, repeat: ContentRepeat)
[src]
Sets the policy for repeating the Actor:content
of a
Actor
. The behaviour is deferred to the Content
implementation.
repeat
the repeat policy
fn set_content_scaling_filters(
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
[src]
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
Sets the minification and magnification filter to be applied when
scaling the Actor:content
of a Actor
.
The Actor:minification-filter
will be used when reducing
the size of the content; the Actor:magnification-filter
will be used when increasing the size of the content.
min_filter
the minification filter for the content
mag_filter
the magnification filter for the content
fn set_easing_delay(&self, msecs: u32)
[src]
Sets the delay that should be applied before tweening animatable properties.
msecs
the delay before the start of the tweening, in milliseconds
fn set_easing_duration(&self, msecs: u32)
[src]
Sets the duration of the tweening for animatable properties
of self
for the current easing state.
msecs
the duration of the easing, or None
fn set_easing_mode(&self, mode: AnimationMode)
[src]
Sets the easing mode for the tweening of animatable properties
of self
.
mode
an easing mode, excluding AnimationMode::CustomMode
fn set_fixed_position_set(&self, is_set: bool)
[src]
Sets whether an actor has a fixed position set (and will thus be unaffected by any layout manager).
is_set
whether to use fixed position
fn set_flags(&self, flags: ActorFlags)
[src]
Sets flags
on self
This function will emit notifications for the changed properties
flags
the flags to set
fn set_height(&self, height: f32)
[src]
Forces a height on an actor, causing the actor’s preferred width and height (if any) to be ignored.
If height
is -1 the actor will use its preferred height instead of
overriding it, i.e. you can “unset” the height with -1.
This function sets both the minimum and natural size of the actor.
height
Requested new height for the actor, in pixels, or -1
fn set_layout_manager<P: IsA<LayoutManager>>(&self, manager: Option<&P>)
[src]
Sets the LayoutManager
delegate object that will be used to
lay out the children of self
.
The Actor
will take a reference on the passed manager
which
will be released either when the layout manager is removed, or when
the actor is destroyed.
manager
a LayoutManager
, or None
to unset it
fn set_margin(&self, margin: &Margin)
[src]
fn set_margin_bottom(&self, margin: f32)
[src]
Sets the margin from the bottom of a Actor
.
The Actor:margin-bottom
property is animatable.
margin
the bottom margin
fn set_margin_left(&self, margin: f32)
[src]
Sets the margin from the left of a Actor
.
The Actor:margin-left
property is animatable.
margin
the left margin
fn set_margin_right(&self, margin: f32)
[src]
Sets the margin from the right of a Actor
.
The Actor:margin-right
property is animatable.
margin
the right margin
fn set_margin_top(&self, margin: f32)
[src]
Sets the margin from the top of a Actor
.
The Actor:margin-top
property is animatable.
margin
the top margin
fn set_name(&self, name: &str)
[src]
Sets the given name to self
. The name can be used to identify
a Actor
.
name
Textual tag to apply to actor
fn set_offscreen_redirect(&self, redirect: OffscreenRedirect)
[src]
Defines the circumstances where the actor should be redirected into an offscreen image. The offscreen image is used to flatten the actor into a single image while painting for two main reasons. Firstly, when the actor is painted a second time without any of its contents changing it can simply repaint the cached image without descending further down the actor hierarchy. Secondly, it will make the opacity look correct even if there are overlapping primitives in the actor.
Caching the actor could in some cases be a performance win and in
some cases be a performance lose so it is important to determine
which value is right for an actor before modifying this value. For
example, there is never any reason to flatten an actor that is just
a single texture (such as a Texture
) because it is
effectively already cached in an image so the offscreen would be
redundant. Also if the actor contains primitives that are far apart
with a large transparent area in the middle (such as a large
CluterGroup with a small actor in the top left and a small actor in
the bottom right) then the cached image will contain the entire
image of the large area and the paint will waste time blending all
of the transparent pixels in the middle.
The default method of implementing opacity on a container simply forwards on the opacity to all of the children. If the children are overlapping then it will appear as if they are two separate glassy objects and there will be a break in the color where they overlap. By redirecting to an offscreen buffer it will be as if the two opaque objects are combined into one and then made transparent which is usually what is expected.
The image below demonstrates the difference between redirecting and not. The image shows two Clutter groups, each containing a red and a green rectangle which overlap. The opacity on the group is set to 128 (which is 50%). When the offscreen redirect is not used, the red rectangle can be seen through the blue rectangle as if the two rectangles were separately transparent. When the redirect is used the group as a whole is transparent instead so the red rectangle is not visible where they overlap.
`The default value for this property is 0, so we effectively will
never redirect an actor offscreen by default. This means that there
are times that transparent actors may look glassy as described
above. The reason this is the default is because there is a
performance trade off between quality and performance here. In many
cases the default form of glassy opacity looks good enough, but if
it’s not you will need to set the
OffscreenRedirect::AutomaticForOpacity
flag to enable
redirection for opacity.
Custom actors that don’t contain any overlapping primitives are
recommended to override the has_overlaps
virtual to return false
for maximum efficiency.
redirect
New offscreen redirect flags for the actor.
fn set_opacity(&self, opacity: u8)
[src]
Sets the actor’s opacity, with zero being completely transparent and 255 (0xff) being fully opaque.
The Actor:opacity
property is animatable.
opacity
New opacity value for the actor.
fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32)
[src]
Sets the position of the Actor:pivot-point
around which the
scaling and rotation transformations occur.
The pivot point’s coordinates are in normalized space, with the (0, 0) point being the top left corner of the actor, and the (1, 1) point being the bottom right corner.
pivot_x
the normalized X coordinate of the pivot point
pivot_y
the normalized Y coordinate of the pivot point
fn set_pivot_point_z(&self, pivot_z: f32)
[src]
Sets the component on the Z axis of the Actor:pivot-point
around
which the scaling and rotation transformations occur.
The pivot_z
value is expressed as a distance along the Z axis.
pivot_z
the Z coordinate of the actor’s pivot point
fn set_position(&self, x: f32, y: f32)
[src]
Sets the actor’s fixed position in pixels relative to any parent actor.
If a layout manager is in use, this position will override the layout manager and force a fixed position.
x
New left position of actor in pixels.
y
New top position of actor in pixels.
fn set_reactive(&self, reactive: bool)
[src]
Sets self
as reactive. Reactive actors will receive events.
reactive
whether the actor should be reactive to events
fn set_request_mode(&self, mode: RequestMode)
[src]
Sets the geometry request mode of self
.
The mode
determines the order for invoking
ActorExt::get_preferred_width
and
ActorExt::get_preferred_height
mode
the request mode
fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)
[src]
Sets the angle
of rotation of a Actor
on the given axis
.
This function is a convenience for setting the rotation properties
Actor:rotation-angle-x
, Actor:rotation-angle-y
,
and Actor:rotation-angle-z
.
The center of rotation is established by the Actor:pivot-point
property.
axis
the axis to set the angle one
angle
the angle of rotation, in degrees
fn set_scale(&self, scale_x: f64, scale_y: f64)
[src]
Scales an actor with the given factors.
The scale transformation is relative the the Actor:pivot-point
.
The Actor:scale-x
and Actor:scale-y
properties are
animatable.
scale_x
double factor to scale actor by horizontally.
scale_y
double factor to scale actor by vertically.
fn set_scale_z(&self, scale_z: f64)
[src]
Scales an actor on the Z axis by the given scale_z
factor.
The scale transformation is relative the the Actor:pivot-point
.
The Actor:scale-z
property is animatable.
scale_z
the scaling factor along the Z axis
fn set_size(&self, width: f32, height: f32)
[src]
Sets the actor’s size request in pixels. This overrides any “normal” size request the actor would have. For example a text actor might normally request the size of the text; this function would force a specific size instead.
If width
and/or height
are -1 the actor will use its
“normal” size request instead of overriding it, i.e.
you can “unset” the size with -1.
This function sets or unsets both the minimum and natural size.
width
New width of actor in pixels, or -1
height
New height of actor in pixels, or -1
fn set_text_direction(&self, text_dir: TextDirection)
[src]
Sets the TextDirection
for an actor
The passed text direction must not be TextDirection::Default
If self
implements Container
then this function will recurse
inside all the children of self
(including the internal ones).
Composite actors not implementing Container
, or actors requiring
special handling when the text direction changes, should connect to
the gobject::Object::notify
signal for the Actor:text-direction
property
text_dir
the text direction for self
fn set_transform(&self, transform: Option<&Matrix>)
[src]
Overrides the transformations of a Actor
with a custom
matrix, which will be applied relative to the origin of the
actor’s allocation and to the actor’s pivot point.
The Actor:transform
property is animatable.
transform
a Matrix
, or None
to
unset a custom transformation
fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32)
[src]
Sets an additional translation transformation on a Actor
,
relative to the Actor:pivot-point
.
translate_x
the translation along the X axis
translate_y
the translation along the Y axis
translate_z
the translation along the Z axis
fn set_width(&self, width: f32)
[src]
Forces a width on an actor, causing the actor’s preferred width and height (if any) to be ignored.
If width
is -1 the actor will use its preferred width request
instead of overriding it, i.e. you can “unset” the width with -1.
This function sets both the minimum and natural size of the actor.
width
Requested new width for the actor, in pixels, or -1
fn set_x(&self, x: f32)
[src]
Sets the actor’s X coordinate, relative to its parent, in pixels.
Overrides any layout manager and forces a fixed position for the actor.
The Actor:x
property is animatable.
x
the actor’s position on the X axis
fn set_x_align(&self, x_align: ActorAlign)
[src]
Sets the horizontal alignment policy of a Actor
, in case the
actor received extra horizontal space.
See also the Actor:x-align
property.
x_align
the horizontal alignment policy
fn set_x_expand(&self, expand: bool)
[src]
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible.
Setting an actor to expand will also make all its parent expand, so that it’s possible to build an actor tree and only set this flag on its leaves and not on every single actor.
expand
whether the actor should expand horizontally
fn set_y(&self, y: f32)
[src]
Sets the actor’s Y coordinate, relative to its parent, in pixels.#
Overrides any layout manager and forces a fixed position for the actor.
The Actor:y
property is animatable.
y
the actor’s position on the Y axis
fn set_y_align(&self, y_align: ActorAlign)
[src]
Sets the vertical alignment policy of a Actor
, in case the
actor received extra vertical space.
See also the Actor:y-align
property.
y_align
the vertical alignment policy
fn set_y_expand(&self, expand: bool)
[src]
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible.
Setting an actor to expand will also make all its parent expand, so that it’s possible to build an actor tree and only set this flag on its leaves and not on every single actor.
expand
whether the actor should expand vertically
fn set_z_position(&self, z_position: f32)
[src]
Sets the actor’s position on the Z axis.
See Actor:z-position
.
z_position
the position on the Z axis
fn should_pick_paint(&self) -> bool
[src]
Should be called inside the implementation of the
Actor::pick
virtual function in order to check whether
the actor should paint itself in pick mode or not.
This function should never be called directly by applications.
Returns
true
if the actor should paint its silhouette,
false
otherwise
fn show(&self)
[src]
Flags an actor to be displayed. An actor that isn’t shown will not be rendered on the stage.
Actors are visible by default.
If this function is called on an actor without a parent, the
Actor:show-on-set-parent
will be set to true
as a side
effect.
fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>
[src]
This function translates screen coordinates (x
, y
) to
coordinates relative to the actor. For example, it can be used to translate
screen events from global screen coordinates into actor-local coordinates.
The conversion can fail, notably if the transform stack results in the actor being projected on the screen as a mere line.
The conversion should not be expected to be pixel-perfect due to the nature of the operation. In general the error grows when the skewing of the actor rectangle on screen increases.
This function can be computationally intensive.
This function only works when the allocation is up-to-date, i.e. inside of
the ActorClass.paint
() implementation
x
x screen coordinate of the point to unproject
y
y screen coordinate of the point to unproject
x_out
return location for the unprojected x coordinance
y_out
return location for the unprojected y coordinance
Returns
true
if conversion was successful.
fn unmap(&self)
[src]
Unsets the ActorFlags::Mapped
flag on the actor and possibly
unmaps its children if they were mapped.
Calling this function is not encouraged: the default Actor
implementation of ActorClass.unmap
() will also unmap any
eventual children by default when their parent is unmapped.
When overriding ActorClass.unmap
(), it is mandatory to
chain up to the parent implementation.
It is important to note that the implementation of the
ActorClass.unmap
() virtual function may be called after
the ActorClass.destroy
() or the gobject::ObjectClass.dispose
()
implementation, but it is guaranteed to be called before the
gobject::ObjectClass.finalize
() implementation.
fn unset_flags(&self, flags: ActorFlags)
[src]
Unsets flags
on self
This function will emit notifications for the changed properties
flags
the flags to unset
fn set_property_actions<P: IsA<Action> + SetValueOptional>(
&self,
actions: Option<&P>
)
[src]
&self,
actions: Option<&P>
)
Adds a Action
to the actor
fn get_property_allocation(&self) -> Option<ActorBox>
[src]
The allocation for the actor, in pixels
This is property is read-only, but you might monitor it to know when an actor moves or resizes
fn get_property_background_color_set(&self) -> bool
[src]
Whether the Actor:background-color
property has been set.
fn get_property_child_transform_set(&self) -> bool
[src]
Whether the Actor:child-transform
property is set.
fn get_property_clip_rect(&self) -> Option<Rect>
[src]
The visible region of the actor, in actor-relative coordinates,
expressed as a Rect
.
Setting this property to None
will unset the existing clip.
Setting this property will change the Actor:has-clip
property as a side effect.
fn set_property_clip_rect(&self, clip_rect: Option<&Rect>)
[src]
The visible region of the actor, in actor-relative coordinates,
expressed as a Rect
.
Setting this property to None
will unset the existing clip.
Setting this property will change the Actor:has-clip
property as a side effect.
fn set_property_constraints<P: IsA<Constraint> + SetValueOptional>(
&self,
constraints: Option<&P>
)
[src]
&self,
constraints: Option<&P>
)
Adds a Constraint
to the actor
fn set_property_effect<P: IsA<Effect> + SetValueOptional>(
&self,
effect: Option<&P>
)
[src]
&self,
effect: Option<&P>
)
Adds Effect
to the list of effects be applied on a Actor
fn get_property_fixed_x(&self) -> f32
[src]
The fixed X position of the actor in pixels.
Writing this property sets Actor:fixed-position-set
property as well, as a side effect
fn set_property_fixed_x(&self, fixed_x: f32)
[src]
The fixed X position of the actor in pixels.
Writing this property sets Actor:fixed-position-set
property as well, as a side effect
fn get_property_fixed_y(&self) -> f32
[src]
The fixed Y position of the actor in pixels.
Writing this property sets the Actor:fixed-position-set
property as well, as a side effect
fn set_property_fixed_y(&self, fixed_y: f32)
[src]
The fixed Y position of the actor in pixels.
Writing this property sets the Actor:fixed-position-set
property as well, as a side effect
fn get_property_has_clip(&self) -> bool
[src]
Whether the actor has the Actor:clip
property set or not
fn get_property_has_pointer(&self) -> bool
[src]
Whether the actor contains the pointer of a InputDevice
or not.
fn get_property_magnification_filter(&self) -> ScalingFilter
[src]
fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter)
[src]
fn get_property_mapped(&self) -> bool
[src]
Whether the actor is mapped (will be painted when the stage to which it belongs is mapped)
fn get_property_min_height(&self) -> f32
[src]
A forced minimum height request for the actor, in pixels
Writing this property sets the Actor:min-height-set
property
as well, as a side effect. This property overrides the usual height
request of the actor.
fn set_property_min_height(&self, min_height: f32)
[src]
A forced minimum height request for the actor, in pixels
Writing this property sets the Actor:min-height-set
property
as well, as a side effect. This property overrides the usual height
request of the actor.
fn get_property_min_height_set(&self) -> bool
[src]
This flag controls whether the Actor:min-height
property
is used
fn set_property_min_height_set(&self, min_height_set: bool)
[src]
This flag controls whether the Actor:min-height
property
is used
fn get_property_min_width(&self) -> f32
[src]
A forced minimum width request for the actor, in pixels
Writing this property sets the Actor:min-width-set
property
as well, as a side effect.
This property overrides the usual width request of the actor.
fn set_property_min_width(&self, min_width: f32)
[src]
A forced minimum width request for the actor, in pixels
Writing this property sets the Actor:min-width-set
property
as well, as a side effect.
This property overrides the usual width request of the actor.
fn get_property_min_width_set(&self) -> bool
[src]
This flag controls whether the Actor:min-width
property
is used
fn set_property_min_width_set(&self, min_width_set: bool)
[src]
This flag controls whether the Actor:min-width
property
is used
fn get_property_minification_filter(&self) -> ScalingFilter
[src]
fn set_property_minification_filter(&self, minification_filter: ScalingFilter)
[src]
fn get_property_natural_height(&self) -> f32
[src]
A forced natural height request for the actor, in pixels
Writing this property sets the Actor:natural-height-set
property as well, as a side effect. This property overrides the
usual height request of the actor
fn set_property_natural_height(&self, natural_height: f32)
[src]
A forced natural height request for the actor, in pixels
Writing this property sets the Actor:natural-height-set
property as well, as a side effect. This property overrides the
usual height request of the actor
fn get_property_natural_height_set(&self) -> bool
[src]
This flag controls whether the Actor:natural-height
property
is used
fn set_property_natural_height_set(&self, natural_height_set: bool)
[src]
This flag controls whether the Actor:natural-height
property
is used
fn get_property_natural_width(&self) -> f32
[src]
A forced natural width request for the actor, in pixels
Writing this property sets the Actor:natural-width-set
property as well, as a side effect. This property overrides the
usual width request of the actor
fn set_property_natural_width(&self, natural_width: f32)
[src]
A forced natural width request for the actor, in pixels
Writing this property sets the Actor:natural-width-set
property as well, as a side effect. This property overrides the
usual width request of the actor
fn get_property_natural_width_set(&self) -> bool
[src]
This flag controls whether the Actor:natural-width
property
is used
fn set_property_natural_width_set(&self, natural_width_set: bool)
[src]
This flag controls whether the Actor:natural-width
property
is used
fn get_property_realized(&self) -> bool
[src]
Whether the actor has been realized
fn get_property_rotation_angle_x(&self) -> f64
[src]
The rotation angle on the X axis.
The Actor:rotation-angle-x
property is animatable.
fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)
[src]
The rotation angle on the X axis.
The Actor:rotation-angle-x
property is animatable.
fn get_property_rotation_angle_y(&self) -> f64
[src]
The rotation angle on the Y axis
The Actor:rotation-angle-y
property is animatable.
fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)
[src]
The rotation angle on the Y axis
The Actor:rotation-angle-y
property is animatable.
fn get_property_rotation_angle_z(&self) -> f64
[src]
The rotation angle on the Z axis
The Actor:rotation-angle-z
property is animatable.
fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)
[src]
The rotation angle on the Z axis
The Actor:rotation-angle-z
property is animatable.
fn get_property_scale_x(&self) -> f64
[src]
The horizontal scale of the actor.
The Actor:scale-x
property is animatable.
fn set_property_scale_x(&self, scale_x: f64)
[src]
The horizontal scale of the actor.
The Actor:scale-x
property is animatable.
fn get_property_scale_y(&self) -> f64
[src]
The vertical scale of the actor.
The Actor:scale-y
property is animatable.
fn set_property_scale_y(&self, scale_y: f64)
[src]
The vertical scale of the actor.
The Actor:scale-y
property is animatable.
fn get_property_show_on_set_parent(&self) -> bool
[src]
If true
, the actor is automatically shown when parented.
Calling ActorExt::hide
on an actor which has not been
parented will set this property to false
as a side effect.
fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)
[src]
If true
, the actor is automatically shown when parented.
Calling ActorExt::hide
on an actor which has not been
parented will set this property to false
as a side effect.
fn get_property_transform_set(&self) -> bool
[src]
Whether the Actor:transform
property is set.
fn get_property_translation_x(&self) -> f32
[src]
An additional translation applied along the X axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-x
property is animatable.
fn set_property_translation_x(&self, translation_x: f32)
[src]
An additional translation applied along the X axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-x
property is animatable.
fn get_property_translation_y(&self) -> f32
[src]
An additional translation applied along the Y axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-y
property is animatable.
fn set_property_translation_y(&self, translation_y: f32)
[src]
An additional translation applied along the Y axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-y
property is animatable.
fn get_property_translation_z(&self) -> f32
[src]
An additional translation applied along the Z axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-z
property is animatable.
fn set_property_translation_z(&self, translation_z: f32)
[src]
An additional translation applied along the Z axis, relative
to the actor’s Actor:pivot-point
.
The Actor:translation-z
property is animatable.
fn get_property_visible(&self) -> bool
[src]
Whether the actor is set to be visible or not
See also Actor:mapped
fn set_property_visible(&self, visible: bool)
[src]
Whether the actor is set to be visible or not
See also Actor:mapped
fn connect_allocation_changed<F: Fn(&Self, &ActorBox, AllocationFlags) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::allocation-changed signal is emitted when the
Actor:allocation
property changes. Usually, application
code should just use the notifications for the :allocation property
but if you want to track the allocation flags as well, for instance
to know whether the absolute origin of actor
changed, then you might
want use this signal instead.
box_
a ActorBox
with the new allocation
flags
AllocationFlags
for the allocation
fn connect_button_press_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::button-press-event signal is emitted each time a mouse button
is pressed on actor
.
event
a ButtonEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_button_release_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::button-release-event signal is emitted each time a mouse button
is released on actor
.
event
a ButtonEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_captured_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::captured-event signal is emitted when an event is captured
by Clutter. This signal will be emitted starting from the top-level
container (the Stage
) to the actor which received the event
going down the hierarchy. This signal can be used to intercept every
event before the specialized events (like
ClutterActor::button-press-event or ::key-released-event) are
emitted.
event
a ClutterEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_destroy<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
The ::destroy signal notifies that all references held on the actor which emitted it should be released.
The ::destroy signal should be used by all holders of a reference
on actor
.
This signal might result in the finalization of the Actor
if all references are released.
Composite actors and actors implementing the Container
interface should override the default implementation of the
class handler of this signal and call ActorExt::destroy
on
their children. When overriding the default class handler, it is
required to chain up to the parent’s implementation.
fn connect_enter_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::enter-event signal is emitted when the pointer enters the actor
event
a CrossingEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::event signal is emitted each time an event is received
by the actor
. This signal will be emitted on every actor,
following the hierarchy chain, until it reaches the top-level
container (the Stage
).
event
a ClutterEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_hide<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
The ::hide signal is emitted when an actor is no longer rendered on the stage.
fn connect_key_focus_in<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
The ::key-focus-in signal is emitted when actor
receives key focus.
fn connect_key_focus_out<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
The ::key-focus-out signal is emitted when actor
loses key focus.
fn connect_key_press_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::key-press-event signal is emitted each time a keyboard button
is pressed while actor
has key focus (see StageExt::set_key_focus
).
event
a KeyEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_key_release_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::key-release-event signal is emitted each time a keyboard button
is released while actor
has key focus (see
StageExt::set_key_focus
).
event
a KeyEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_leave_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::leave-event signal is emitted when the pointer leaves the actor
.
event
a CrossingEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_motion_event<F: Fn(&Self, &MotionEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::motion-event signal is emitted each time the mouse pointer is
moved over actor
.
event
a MotionEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_parent_set<F: Fn(&Self, Option<&Actor>) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
This signal is emitted when the parent of the actor changes.
old_parent
the previous parent of the actor, or None
fn connect_queue_redraw<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::queue_redraw signal is emitted when ActorExt::queue_redraw
is called on origin
.
The default implementation for Actor
chains up to the
parent actor and queues a redraw on the parent, thus “bubbling”
the redraw queue up through the actor graph. The default
implementation for Stage
queues a StageExt::ensure_redraw
in a main loop idle handler.
Note that the origin
actor may be the stage, or a container; it
does not have to be a leaf node in the actor graph.
Toolkits embedding a Stage
which require a redraw and
relayout cycle can stop the emission of this signal using the
GSignal API, redraw the UI and then call StageExt::ensure_redraw
themselves, like:
static void
on_redraw_complete (gpointer data)
{
ClutterStage *stage = data;
// execute the Clutter drawing pipeline
clutter_stage_ensure_redraw (stage);
}
static void
on_stage_queue_redraw (ClutterStage *stage)
{
// this prevents the default handler to run
g_signal_stop_emission_by_name (stage, "queue-redraw");
// queue a redraw with the host toolkit and call
// a function when the redraw has been completed
queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
}
Note: This signal is emitted before the Clutter paint
pipeline is executed. If you want to know when the pipeline has
been completed you should use clutter_threads_add_repaint_func
or clutter_threads_add_repaint_func_full
.
origin
the actor which initiated the redraw request
fn connect_queue_relayout<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::queue_layout signal is emitted when ActorExt::queue_relayout
is called on an actor.
The default implementation for Actor
chains up to the
parent actor and queues a relayout on the parent, thus “bubbling”
the relayout queue up through the actor graph.
The main purpose of this signal is to allow relayout to be propagated
properly in the presence of Clone
actors. Applications will
not normally need to connect to this signal.
fn connect_scroll_event<F: Fn(&Self, &ScrollEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::scroll-event signal is emitted each time the mouse is
scrolled on actor
event
a ScrollEvent
Returns
true
if the event has been handled by the actor,
or false
to continue the emission.
fn connect_show<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
The ::show signal is emitted when an actor is visible and rendered on the stage.
fn connect_touch_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::touch-event signal is emitted each time a touch begin/end/update/cancel event.
event
a ClutterEvent
Returns
CLUTTER_EVENT_STOP
if the event has been handled by
the actor, or CLUTTER_EVENT_PROPAGATE
to continue the emission.
fn connect_transition_stopped<F: Fn(&Self, &str, bool) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::transition-stopped signal is emitted once a transition
is stopped; a transition is stopped once it reached its total
duration (including eventual repeats), it has been stopped
using TimelineExt::stop
, or it has been removed from the
transitions applied on actor
, using ActorExt::remove_transition
.
name
the name of the transition
is_finished
whether the transition was finished, or stopped
fn connect_transitions_completed<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
The ::transitions-completed signal is emitted once all transitions
involving actor
are complete.
fn connect_property_actions_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_background_color_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_background_color_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_child_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_child_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_clip_rect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_clip_to_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_constraints_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_box_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_gravity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_repeat_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_effect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_first_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_position_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_has_clip_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_has_pointer_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_last_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_layout_manager_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_magnification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_mapped_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_bottom_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_left_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_right_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_top_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_minification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_name_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_offscreen_redirect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_opacity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pivot_point_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pivot_point_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_reactive_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_realized_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_request_mode_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_show_on_set_parent_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_size_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_text_direction_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_visible_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_z_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
Implementors
impl<O: IsA<Actor>> ActorExt for O
[src]
fn add_action<P: IsA<Action>>(&self, action: &P)
[src]
fn add_action_with_name<P: IsA<Action>>(&self, name: &str, action: &P)
[src]
fn add_child<P: IsA<Actor>>(&self, child: &P)
[src]
fn add_constraint<P: IsA<Constraint>>(&self, constraint: &P)
[src]
fn add_constraint_with_name<P: IsA<Constraint>>(
&self,
name: &str,
constraint: &P
)
[src]
&self,
name: &str,
constraint: &P
)
fn add_effect<P: IsA<Effect>>(&self, effect: &P)
[src]
fn add_effect_with_name<P: IsA<Effect>>(&self, name: &str, effect: &P)
[src]
fn add_transition<P: IsA<Transition>>(&self, name: &str, transition: &P)
[src]
fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)
[src]
fn allocate_align_fill(
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
[src]
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
fn allocate_available_size(
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
[src]
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
fn allocate_preferred_size(&self, flags: AllocationFlags)
[src]
fn apply_relative_transform_to_point<P: IsA<Actor>>(
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex
[src]
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex
fn apply_transform_to_point(&self, point: &Vertex) -> Vertex
[src]
fn bind_model<P: IsA<ListModel>, Q: Fn(&Object) -> Actor + 'static>(
&self,
model: Option<&P>,
create_child_func: Q
)
[src]
&self,
model: Option<&P>,
create_child_func: Q
)
fn clear_actions(&self)
[src]
fn clear_constraints(&self)
[src]
fn clear_effects(&self)
[src]
fn contains<P: IsA<Actor>>(&self, descendant: &P) -> bool
[src]
fn continue_paint(&self)
[src]
fn create_pango_context(&self) -> Option<Context>
[src]
fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>
[src]
fn destroy(&self)
[src]
fn destroy_all_children(&self)
[src]
fn event(&self, event: &Event, capture: bool) -> bool
[src]
fn get_accessible(&self) -> Option<Object>
[src]
fn get_action(&self, name: &str) -> Option<Action>
[src]
fn get_actions(&self) -> Vec<Action>
[src]
fn get_allocation_box(&self) -> ActorBox
[src]
fn get_background_color(&self) -> Color
[src]
fn get_child_at_index(&self, index_: i32) -> Option<Actor>
[src]
fn get_child_transform(&self) -> Matrix
[src]
fn get_children(&self) -> Vec<Actor>
[src]
fn get_clip(&self) -> (f32, f32, f32, f32)
[src]
fn get_clip_to_allocation(&self) -> bool
[src]
fn get_constraint(&self, name: &str) -> Option<Constraint>
[src]
fn get_constraints(&self) -> Vec<Constraint>
[src]
fn get_content(&self) -> Option<Content>
[src]
fn get_content_box(&self) -> ActorBox
[src]
fn get_content_gravity(&self) -> ContentGravity
[src]
fn get_content_repeat(&self) -> ContentRepeat
[src]
fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)
[src]
fn get_default_paint_volume(&self) -> Option<PaintVolume>
[src]
fn get_easing_delay(&self) -> u32
[src]
fn get_easing_duration(&self) -> u32
[src]
fn get_easing_mode(&self) -> AnimationMode
[src]
fn get_effect(&self, name: &str) -> Option<Effect>
[src]
fn get_effects(&self) -> Vec<Effect>
[src]
fn get_first_child(&self) -> Option<Actor>
[src]
fn get_fixed_position_set(&self) -> bool
[src]
fn get_flags(&self) -> ActorFlags
[src]
fn get_height(&self) -> f32
[src]
fn get_last_child(&self) -> Option<Actor>
[src]
fn get_layout_manager(&self) -> Option<LayoutManager>
[src]
fn get_margin(&self) -> Margin
[src]
fn get_margin_bottom(&self) -> f32
[src]
fn get_margin_left(&self) -> f32
[src]
fn get_margin_right(&self) -> f32
[src]
fn get_margin_top(&self) -> f32
[src]
fn get_n_children(&self) -> i32
[src]
fn get_name(&self) -> Option<GString>
[src]
fn get_next_sibling(&self) -> Option<Actor>
[src]
fn get_offscreen_redirect(&self) -> OffscreenRedirect
[src]
fn get_opacity(&self) -> u8
[src]
fn get_paint_box(&self) -> Option<ActorBox>
[src]
fn get_paint_opacity(&self) -> u8
[src]
fn get_paint_visibility(&self) -> bool
[src]
fn get_paint_volume(&self) -> Option<PaintVolume>
[src]
fn get_pango_context(&self) -> Option<Context>
[src]
fn get_parent(&self) -> Option<Actor>
[src]
fn get_pivot_point(&self) -> (f32, f32)
[src]
fn get_pivot_point_z(&self) -> f32
[src]
fn get_position(&self) -> (f32, f32)
[src]
fn get_preferred_height(&self, for_width: f32) -> (f32, f32)
[src]
fn get_preferred_size(&self) -> (f32, f32, f32, f32)
[src]
fn get_preferred_width(&self, for_height: f32) -> (f32, f32)
[src]
fn get_previous_sibling(&self) -> Option<Actor>
[src]
fn get_reactive(&self) -> bool
[src]
fn get_request_mode(&self) -> RequestMode
[src]
fn get_rotation_angle(&self, axis: RotateAxis) -> f64
[src]
fn get_scale(&self) -> (f64, f64)
[src]
fn get_scale_z(&self) -> f64
[src]
fn get_size(&self) -> (f32, f32)
[src]
fn get_stage(&self) -> Option<Stage>
[src]
fn get_text_direction(&self) -> TextDirection
[src]
fn get_transform(&self) -> Matrix
[src]
fn get_transformed_paint_volume<P: IsA<Actor>>(
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume>
[src]
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume>
fn get_transformed_position(&self) -> (f32, f32)
[src]
fn get_transformed_size(&self) -> (f32, f32)
[src]
fn get_transition(&self, name: &str) -> Option<Transition>
[src]
fn get_translation(&self) -> (f32, f32, f32)
[src]
fn get_width(&self) -> f32
[src]
fn get_x(&self) -> f32
[src]
fn get_x_align(&self) -> ActorAlign
[src]
fn get_x_expand(&self) -> bool
[src]
fn get_y(&self) -> f32
[src]
fn get_y_align(&self) -> ActorAlign
[src]
fn get_y_expand(&self) -> bool
[src]
fn get_z_position(&self) -> f32
[src]
fn grab_key_focus(&self)
[src]
fn has_actions(&self) -> bool
[src]
fn has_allocation(&self) -> bool
[src]
fn has_clip(&self) -> bool
[src]
fn has_constraints(&self) -> bool
[src]
fn has_effects(&self) -> bool
[src]
fn has_key_focus(&self) -> bool
[src]
fn has_overlaps(&self) -> bool
[src]
fn has_pointer(&self) -> bool
[src]
fn hide(&self)
[src]
fn insert_child_above<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
fn insert_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32)
[src]
fn insert_child_below<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
fn is_in_clone_paint(&self) -> bool
[src]
fn is_mapped(&self) -> bool
[src]
fn is_realized(&self) -> bool
[src]
fn is_rotated(&self) -> bool
[src]
fn is_scaled(&self) -> bool
[src]
fn is_visible(&self) -> bool
[src]
fn map(&self)
[src]
fn move_by(&self, dx: f32, dy: f32)
[src]
fn needs_expand(&self, orientation: Orientation) -> bool
[src]
fn paint(&self)
[src]
fn queue_redraw(&self)
[src]
fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)
[src]
fn queue_relayout(&self)
[src]
fn remove_action<P: IsA<Action>>(&self, action: &P)
[src]
fn remove_action_by_name(&self, name: &str)
[src]
fn remove_all_children(&self)
[src]
fn remove_all_transitions(&self)
[src]
fn remove_child<P: IsA<Actor>>(&self, child: &P)
[src]
fn remove_clip(&self)
[src]
fn remove_constraint<P: IsA<Constraint>>(&self, constraint: &P)
[src]
fn remove_constraint_by_name(&self, name: &str)
[src]
fn remove_effect<P: IsA<Effect>>(&self, effect: &P)
[src]
fn remove_effect_by_name(&self, name: &str)
[src]
fn remove_transition(&self, name: &str)
[src]
fn replace_child<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
old_child: &P,
new_child: &Q
)
[src]
&self,
old_child: &P,
new_child: &Q
)
fn restore_easing_state(&self)
[src]
fn save_easing_state(&self)
[src]
fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)
[src]
fn set_background_color(&self, color: Option<&Color>)
[src]
fn set_child_above_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
fn set_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32)
[src]
fn set_child_below_sibling<P: IsA<Actor>, Q: IsA<Actor>>(
&self,
child: &P,
sibling: Option<&Q>
)
[src]
&self,
child: &P,
sibling: Option<&Q>
)
fn set_child_transform(&self, transform: Option<&Matrix>)
[src]
fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32)
[src]
fn set_clip_to_allocation(&self, clip_set: bool)
[src]
fn set_content<P: IsA<Content>>(&self, content: Option<&P>)
[src]
fn set_content_gravity(&self, gravity: ContentGravity)
[src]
fn set_content_repeat(&self, repeat: ContentRepeat)
[src]
fn set_content_scaling_filters(
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
[src]
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
fn set_easing_delay(&self, msecs: u32)
[src]
fn set_easing_duration(&self, msecs: u32)
[src]
fn set_easing_mode(&self, mode: AnimationMode)
[src]
fn set_fixed_position_set(&self, is_set: bool)
[src]
fn set_flags(&self, flags: ActorFlags)
[src]
fn set_height(&self, height: f32)
[src]
fn set_layout_manager<P: IsA<LayoutManager>>(&self, manager: Option<&P>)
[src]
fn set_margin(&self, margin: &Margin)
[src]
fn set_margin_bottom(&self, margin: f32)
[src]
fn set_margin_left(&self, margin: f32)
[src]
fn set_margin_right(&self, margin: f32)
[src]
fn set_margin_top(&self, margin: f32)
[src]
fn set_name(&self, name: &str)
[src]
fn set_offscreen_redirect(&self, redirect: OffscreenRedirect)
[src]
fn set_opacity(&self, opacity: u8)
[src]
fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32)
[src]
fn set_pivot_point_z(&self, pivot_z: f32)
[src]
fn set_position(&self, x: f32, y: f32)
[src]
fn set_reactive(&self, reactive: bool)
[src]
fn set_request_mode(&self, mode: RequestMode)
[src]
fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)
[src]
fn set_scale(&self, scale_x: f64, scale_y: f64)
[src]
fn set_scale_z(&self, scale_z: f64)
[src]
fn set_size(&self, width: f32, height: f32)
[src]
fn set_text_direction(&self, text_dir: TextDirection)
[src]
fn set_transform(&self, transform: Option<&Matrix>)
[src]
fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32)
[src]
fn set_width(&self, width: f32)
[src]
fn set_x(&self, x: f32)
[src]
fn set_x_align(&self, x_align: ActorAlign)
[src]
fn set_x_expand(&self, expand: bool)
[src]
fn set_y(&self, y: f32)
[src]
fn set_y_align(&self, y_align: ActorAlign)
[src]
fn set_y_expand(&self, expand: bool)
[src]
fn set_z_position(&self, z_position: f32)
[src]
fn should_pick_paint(&self) -> bool
[src]
fn show(&self)
[src]
fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>
[src]
fn unmap(&self)
[src]
fn unset_flags(&self, flags: ActorFlags)
[src]
fn set_property_actions<P: IsA<Action> + SetValueOptional>(
&self,
actions: Option<&P>
)
[src]
&self,
actions: Option<&P>
)
fn get_property_allocation(&self) -> Option<ActorBox>
[src]
fn get_property_background_color_set(&self) -> bool
[src]
fn get_property_child_transform_set(&self) -> bool
[src]
fn get_property_clip_rect(&self) -> Option<Rect>
[src]
fn set_property_clip_rect(&self, clip_rect: Option<&Rect>)
[src]
fn set_property_constraints<P: IsA<Constraint> + SetValueOptional>(
&self,
constraints: Option<&P>
)
[src]
&self,
constraints: Option<&P>
)
fn set_property_effect<P: IsA<Effect> + SetValueOptional>(
&self,
effect: Option<&P>
)
[src]
&self,
effect: Option<&P>
)
fn get_property_fixed_x(&self) -> f32
[src]
fn set_property_fixed_x(&self, fixed_x: f32)
[src]
fn get_property_fixed_y(&self) -> f32
[src]
fn set_property_fixed_y(&self, fixed_y: f32)
[src]
fn get_property_has_clip(&self) -> bool
[src]
fn get_property_has_pointer(&self) -> bool
[src]
fn get_property_magnification_filter(&self) -> ScalingFilter
[src]
fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter)
[src]
fn get_property_mapped(&self) -> bool
[src]
fn get_property_min_height(&self) -> f32
[src]
fn set_property_min_height(&self, min_height: f32)
[src]
fn get_property_min_height_set(&self) -> bool
[src]
fn set_property_min_height_set(&self, min_height_set: bool)
[src]
fn get_property_min_width(&self) -> f32
[src]
fn set_property_min_width(&self, min_width: f32)
[src]
fn get_property_min_width_set(&self) -> bool
[src]
fn set_property_min_width_set(&self, min_width_set: bool)
[src]
fn get_property_minification_filter(&self) -> ScalingFilter
[src]
fn set_property_minification_filter(&self, minification_filter: ScalingFilter)
[src]
fn get_property_natural_height(&self) -> f32
[src]
fn set_property_natural_height(&self, natural_height: f32)
[src]
fn get_property_natural_height_set(&self) -> bool
[src]
fn set_property_natural_height_set(&self, natural_height_set: bool)
[src]
fn get_property_natural_width(&self) -> f32
[src]
fn set_property_natural_width(&self, natural_width: f32)
[src]
fn get_property_natural_width_set(&self) -> bool
[src]
fn set_property_natural_width_set(&self, natural_width_set: bool)
[src]
fn get_property_realized(&self) -> bool
[src]
fn get_property_rotation_angle_x(&self) -> f64
[src]
fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)
[src]
fn get_property_rotation_angle_y(&self) -> f64
[src]
fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)
[src]
fn get_property_rotation_angle_z(&self) -> f64
[src]
fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)
[src]
fn get_property_scale_x(&self) -> f64
[src]
fn set_property_scale_x(&self, scale_x: f64)
[src]
fn get_property_scale_y(&self) -> f64
[src]
fn set_property_scale_y(&self, scale_y: f64)
[src]
fn get_property_show_on_set_parent(&self) -> bool
[src]
fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)
[src]
fn get_property_transform_set(&self) -> bool
[src]
fn get_property_translation_x(&self) -> f32
[src]
fn set_property_translation_x(&self, translation_x: f32)
[src]
fn get_property_translation_y(&self) -> f32
[src]
fn set_property_translation_y(&self, translation_y: f32)
[src]
fn get_property_translation_z(&self) -> f32
[src]
fn set_property_translation_z(&self, translation_z: f32)
[src]
fn get_property_visible(&self) -> bool
[src]
fn set_property_visible(&self, visible: bool)
[src]
fn connect_allocation_changed<F: Fn(&Self, &ActorBox, AllocationFlags) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_button_press_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_button_release_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_captured_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_destroy<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
fn connect_enter_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_hide<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
fn connect_key_focus_in<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
fn connect_key_focus_out<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
fn connect_key_press_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_key_release_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_leave_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_motion_event<F: Fn(&Self, &MotionEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_parent_set<F: Fn(&Self, Option<&Actor>) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_queue_redraw<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_queue_relayout<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_scroll_event<F: Fn(&Self, &ScrollEvent) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_show<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
[src]
fn connect_touch_event<F: Fn(&Self, &Event) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_transition_stopped<F: Fn(&Self, &str, bool) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_transitions_completed<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_actions_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_background_color_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_background_color_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_child_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_child_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_clip_rect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_clip_to_allocation_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_constraints_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_box_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_gravity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_content_repeat_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_effect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_first_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_position_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_fixed_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_has_clip_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_has_pointer_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_last_child_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_layout_manager_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_magnification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_mapped_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_bottom_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_left_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_right_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_margin_top_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_min_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_minification_filter_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_name_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_height_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_height_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_natural_width_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_offscreen_redirect_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_opacity_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pivot_point_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pivot_point_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_reactive_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_realized_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_request_mode_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_rotation_angle_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_scale_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_show_on_set_parent_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_size_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_text_direction_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_transform_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_transform_set_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_translation_z_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_visible_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_width_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_x_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_align_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_y_expand_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_z_position_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
[src]
&self,
f: F
) -> SignalHandlerId