Struct Actor

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pub struct Actor(/* private fields */);

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impl Actor

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pub fn new() -> Actor

Creates a new Actor.

A newly created actor has a floating reference, which will be sunk when it is added to another actor.

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the newly created Actor

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impl Clone for Actor

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fn clone(&self) -> Actor

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Actor

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Actor

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Display for Actor

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Hash for Actor

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl Ord for Actor

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fn cmp(&self, other: &Actor) -> Ordering

This method returns an Ordering between self and other. Read more
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fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
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fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
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fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized,

Restrict a value to a certain interval. Read more
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impl<T: ObjectType> PartialEq<T> for Actor

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fn eq(&self, other: &T) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<T: ObjectType> PartialOrd<T> for Actor

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fn partial_cmp(&self, other: &T) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
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fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
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fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
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fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
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fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl StaticType for Actor

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fn static_type() -> Type

Returns the type identifier of Self.
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impl Eq for Actor

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impl IsA<Actor> for Box

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impl IsA<Actor> for Clone

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impl IsA<Actor> for Group

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impl IsA<Actor> for Rectangle

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impl IsA<Actor> for ScrollActor

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impl IsA<Actor> for Stage

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impl IsA<Actor> for Text

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impl IsA<Actor> for Texture

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impl IsA<Animatable> for Actor

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impl IsA<Container> for Actor

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impl IsA<InitiallyUnowned> for Actor

Auto Trait Implementations§

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impl Freeze for Actor

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impl RefUnwindSafe for Actor

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impl !Send for Actor

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impl !Sync for Actor

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impl Unpin for Actor

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impl UnwindSafe for Actor

Blanket Implementations§

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impl<O> ActorExt for O
where O: IsA<Actor>,

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fn add_action<P>(&self, action: &P)
where P: IsA<Action>,

Adds action to the list of actions applied to self Read more
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fn add_action_with_name<P>(&self, name: &str, action: &P)
where P: IsA<Action>,

A convenience function for setting the name of a Action while adding it to the list of actions applied to self Read more
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fn add_child<P>(&self, child: &P)
where P: IsA<Actor>,

Adds child to the children of self. Read more
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fn add_constraint<P>(&self, constraint: &P)
where P: IsA<Constraint>,

Adds constraint to the list of Constraints applied to self Read more
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fn add_constraint_with_name<P>(&self, name: &str, constraint: &P)
where P: IsA<Constraint>,

A convenience function for setting the name of a Constraint while adding it to the list of constraints applied to self Read more
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fn add_effect<P>(&self, effect: &P)
where P: IsA<Effect>,

Adds effect to the list of Effects applied to self Read more
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fn add_effect_with_name<P>(&self, name: &str, effect: &P)
where P: IsA<Effect>,

A convenience function for setting the name of a Effect while adding it to the list of effects applied to self. Read more
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fn add_transition<P>(&self, name: &str, transition: &P)
where P: IsA<Transition>,

Adds a transition to the Actor’s list of animations. Read more
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fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)

Assigns the size of a Actor from the given box_. Read more
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fn allocate_align_fill( &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. Read more
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fn allocate_available_size( &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. Read more
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fn allocate_preferred_size(&self, flags: AllocationFlags)

Allocates the natural size of self. Read more
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fn apply_relative_transform_to_point<P>( &self, ancestor: Option<&P>, point: &Vertex, ) -> Vertex
where P: IsA<Actor>,

Transforms point in coordinates relative to the actor into ancestor-relative coordinates using the relevant transform stack (i.e. scale, rotation, etc). Read more
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fn apply_transform_to_point(&self, point: &Vertex) -> Vertex

Transforms point in coordinates relative to the actor into screen-relative coordinates with the current actor transformation (i.e. scale, rotation, etc) Read more
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fn bind_model<P, Q>(&self, model: Option<&P>, create_child_func: Q)
where P: IsA<ListModel>, Q: Fn(&Object) -> Actor + 'static,

Binds a gio::ListModel to a Actor. Read more
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fn clear_actions(&self)

Clears the list of actions applied to self
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fn clear_constraints(&self)

Clears the list of constraints applied to self
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fn clear_effects(&self)

Clears the list of effects applied to self
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fn contains<P>(&self, descendant: &P) -> bool
where P: IsA<Actor>,

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. Read more
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fn continue_paint(&self)

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.
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fn create_pango_context(&self) -> Option<Context>

Creates a pango::Context for the given actor. The pango::Context is already configured using the appropriate font map, resolution and font options. Read more
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fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>

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. Read more
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fn destroy(&self)

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. Read more
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fn destroy_all_children(&self)

Destroys all children of self. Read more
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fn event(&self, event: &Event, capture: bool) -> bool

This function is used to emit an event on the main stage. You should rarely need to use this function, except for synthetising events. Read more
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fn get_accessible(&self) -> Option<Object>

Returns the accessible object that describes the actor to an assistive technology. Read more
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fn get_action(&self, name: &str) -> Option<Action>

Retrieves the Action with the given name in the list of actions applied to self Read more
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fn get_actions(&self) -> Vec<Action>

Retrieves the list of actions applied to self Read more
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fn get_allocation_box(&self) -> ActorBox

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. Read more
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fn get_background_color(&self) -> Color

Retrieves the color set using ActorExt::set_background_color. Read more
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fn get_child_at_index(&self, index_: i32) -> Option<Actor>

Retrieves the actor at the given index_ inside the list of children of self. Read more
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fn get_child_transform(&self) -> Matrix

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. Read more
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fn get_children(&self) -> Vec<Actor>

Retrieves the list of children of self. Read more
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fn get_clip(&self) -> (f32, f32, f32, f32)

Gets the clip area for self, if any is set. Read more
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fn get_clip_to_allocation(&self) -> bool

Retrieves the value set using ActorExt::set_clip_to_allocation Read more
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fn get_constraint(&self, name: &str) -> Option<Constraint>

Retrieves the Constraint with the given name in the list of constraints applied to self Read more
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fn get_constraints(&self) -> Vec<Constraint>

Retrieves the list of constraints applied to self Read more
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fn get_content(&self) -> Option<Content>

Retrieves the contents of self. Read more
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fn get_content_box(&self) -> ActorBox

Retrieves the bounding box for the Content of self. Read more
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fn get_content_gravity(&self) -> ContentGravity

Retrieves the content gravity as set using ActorExt::set_content_gravity. Read more
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fn get_content_repeat(&self) -> ContentRepeat

Retrieves the repeat policy for a Actor set by ActorExt::set_content_repeat. Read more
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fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)

Retrieves the values set using ActorExt::set_content_scaling_filters. Read more
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fn get_default_paint_volume(&self) -> Option<PaintVolume>

Retrieves the default paint volume for self. Read more
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fn get_easing_delay(&self) -> u32

Retrieves the delay that should be applied when tweening animatable properties. Read more
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fn get_easing_duration(&self) -> u32

Retrieves the duration of the tweening for animatable properties of self for the current easing state. Read more
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fn get_easing_mode(&self) -> AnimationMode

Retrieves the easing mode for the tweening of animatable properties of self for the current easing state. Read more
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fn get_effect(&self, name: &str) -> Option<Effect>

Retrieves the Effect with the given name in the list of effects applied to self Read more
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fn get_effects(&self) -> Vec<Effect>

Retrieves the Effects applied on self, if any Read more
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fn get_first_child(&self) -> Option<Actor>

Retrieves the first child of self. Read more
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fn get_fixed_position_set(&self) -> bool

Checks whether an actor has a fixed position set (and will thus be unaffected by any layout manager). Read more
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fn get_flags(&self) -> ActorFlags

Retrieves the flags set on self Read more
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fn get_height(&self) -> f32

Retrieves the height of a Actor. Read more
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fn get_last_child(&self) -> Option<Actor>

Retrieves the last child of self. Read more
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fn get_layout_manager(&self) -> Option<LayoutManager>

Retrieves the LayoutManager used by self. Read more
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fn get_margin(&self) -> Margin

Retrieves all the components of the margin of a Actor. Read more
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fn get_margin_bottom(&self) -> f32

Retrieves the bottom margin of a Actor. Read more
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fn get_margin_left(&self) -> f32

Retrieves the left margin of a Actor. Read more
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fn get_margin_right(&self) -> f32

Retrieves the right margin of a Actor. Read more
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fn get_margin_top(&self) -> f32

Retrieves the top margin of a Actor. Read more
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fn get_n_children(&self) -> i32

Retrieves the number of children of self. Read more
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fn get_name(&self) -> Option<GString>

Retrieves the name of self. Read more
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fn get_next_sibling(&self) -> Option<Actor>

Retrieves the sibling of self that comes after it in the list of children of self’s parent. Read more
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fn get_offscreen_redirect(&self) -> OffscreenRedirect

Retrieves whether to redirect the actor to an offscreen buffer, as set by ActorExt::set_offscreen_redirect. Read more
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fn get_opacity(&self) -> u8

Retrieves the opacity value of an actor, as set by ActorExt::set_opacity. Read more
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fn get_paint_box(&self) -> Option<ActorBox>

Retrieves the paint volume of the passed Actor, and transforms it into a 2D bounding box in stage coordinates. Read more
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fn get_paint_opacity(&self) -> u8

Retrieves the absolute opacity of the actor, as it appears on the stage. Read more
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fn get_paint_visibility(&self) -> bool

Retrieves the ‘paint’ visibility of an actor recursively checking for non visible parents. Read more
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fn get_paint_volume(&self) -> Option<PaintVolume>

Retrieves the paint volume of the passed Actor, or None when a paint volume can’t be determined. Read more
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fn get_pango_context(&self) -> Option<Context>

Retrieves the pango::Context for self. The actor’s pango::Context is already configured using the appropriate font map, resolution and font options. Read more
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fn get_parent(&self) -> Option<Actor>

Retrieves the parent of self. Read more
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fn get_pivot_point(&self) -> (f32, f32)

Retrieves the coordinates of the Actor:pivot-point. Read more
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fn get_pivot_point_z(&self) -> f32

Retrieves the Z component of the Actor:pivot-point.
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fn get_position(&self) -> (f32, f32)

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. Read more
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fn get_preferred_height(&self, for_width: f32) -> (f32, f32)

Computes the requested minimum and natural heights for an actor, or if they are already computed, returns the cached values. Read more
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fn get_preferred_size(&self) -> (f32, f32, f32, f32)

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). Read more
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fn get_preferred_width(&self, for_height: f32) -> (f32, f32)

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. Read more
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fn get_previous_sibling(&self) -> Option<Actor>

Retrieves the sibling of self that comes before it in the list of children of self’s parent. Read more
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fn get_reactive(&self) -> bool

Checks whether self is marked as reactive. Read more
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fn get_request_mode(&self) -> RequestMode

Retrieves the geometry request mode of self Read more
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fn get_rotation_angle(&self, axis: RotateAxis) -> f64

Retrieves the angle of rotation set by ActorExt::set_rotation_angle. Read more
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fn get_scale(&self) -> (f64, f64)

Retrieves an actors scale factors. Read more
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fn get_scale_z(&self) -> f64

Retrieves the scaling factor along the Z axis, as set using ActorExt::set_scale_z. Read more
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fn get_size(&self) -> (f32, f32)

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. Read more
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fn get_stage(&self) -> Option<Stage>

Retrieves the Stage where self is contained. Read more
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fn get_text_direction(&self) -> TextDirection

Retrieves the value set using ActorExt::set_text_direction Read more
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fn get_transform(&self) -> Matrix

Retrieves the current transformation matrix of a Actor. Read more
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fn get_transformed_paint_volume<P>( &self, relative_to_ancestor: &P, ) -> Option<PaintVolume>
where P: IsA<Actor>,

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) Read more
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fn get_transformed_position(&self) -> (f32, f32)

Gets the absolute position of an actor, in pixels relative to the stage. Read more
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fn get_transformed_size(&self) -> (f32, f32)

Gets the absolute size of an actor in pixels, taking into account the scaling factors. Read more
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fn get_transition(&self, name: &str) -> Option<Transition>

Retrieves the Transition of a Actor by using the transition name. Read more
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fn get_translation(&self) -> (f32, f32, f32)

Retrieves the translation set using ActorExt::set_translation. Read more
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fn get_width(&self) -> f32

Retrieves the width of a Actor. Read more
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fn get_x(&self) -> f32

Retrieves the X coordinate of a Actor. Read more
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fn get_x_align(&self) -> ActorAlign

Retrieves the horizontal alignment policy set using ActorExt::set_x_align. Read more
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fn get_x_expand(&self) -> bool

Retrieves the value set with ActorExt::set_x_expand. Read more
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fn get_y(&self) -> f32

Retrieves the Y coordinate of a Actor. Read more
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fn get_y_align(&self) -> ActorAlign

Retrieves the vertical alignment policy set using ActorExt::set_y_align. Read more
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fn get_y_expand(&self) -> bool

Retrieves the value set with ActorExt::set_y_expand. Read more
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fn get_z_position(&self) -> f32

Retrieves the actor’s position on the Z axis. Read more
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fn grab_key_focus(&self)

Sets the key focus of the Stage including self to this Actor.
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fn has_actions(&self) -> bool

Returns whether the actor has any actions applied. Read more
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fn has_allocation(&self) -> bool

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). Read more
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fn has_clip(&self) -> bool

Determines whether the actor has a clip area set or not. Read more
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fn has_constraints(&self) -> bool

Returns whether the actor has any constraints applied. Read more
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fn has_effects(&self) -> bool

Returns whether the actor has any effects applied. Read more
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fn has_key_focus(&self) -> bool

Checks whether self is the Actor that has key focus Read more
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fn has_overlaps(&self) -> bool

Asks the actor’s implementation whether it may contain overlapping primitives. Read more
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fn has_pointer(&self) -> bool

Checks whether an actor contains the pointer of a InputDevice Read more
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fn hide(&self)

Flags an actor to be hidden. A hidden actor will not be rendered on the stage. Read more
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fn insert_child_above<P, Q>(&self, child: &P, sibling: Option<&Q>)
where P: IsA<Actor>, Q: IsA<Actor>,

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. Read more
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fn insert_child_at_index<P>(&self, child: &P, index_: i32)
where P: IsA<Actor>,

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. Read more
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fn insert_child_below<P, Q>(&self, child: &P, sibling: Option<&Q>)
where P: IsA<Actor>, Q: IsA<Actor>,

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. Read more
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fn is_in_clone_paint(&self) -> bool

Checks whether self is being currently painted by a Clone Read more
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fn is_mapped(&self) -> bool

Checks whether a Actor has been set as mapped. Read more
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fn is_realized(&self) -> bool

Checks whether a Actor is realized. Read more
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fn is_rotated(&self) -> bool

Checks whether any rotation is applied to the actor. Read more
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fn is_scaled(&self) -> bool

Checks whether the actor is scaled in either dimension. Read more
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fn is_visible(&self) -> bool

Checks whether an actor is marked as visible. Read more
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fn map(&self)

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. Read more
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fn move_by(&self, dx: f32, dy: f32)

Moves an actor by the specified distance relative to its current position in pixels. Read more
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fn needs_expand(&self, orientation: Orientation) -> bool

Checks whether an actor, or any of its children, is set to expand horizontally or vertically. Read more
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fn paint(&self)

Renders the actor to display. Read more
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fn queue_redraw(&self)

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). Read more
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fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)

Queues a redraw on self limited to a specific, actor-relative rectangular area. Read more
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fn queue_relayout(&self)

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. Read more
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fn remove_action<P>(&self, action: &P)
where P: IsA<Action>,

Removes action from the list of actions applied to self Read more
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fn remove_action_by_name(&self, name: &str)

Removes the Action with the given name from the list of actions applied to self Read more
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fn remove_all_children(&self)

Removes all children of self. Read more
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fn remove_all_transitions(&self)

Removes all transitions associated to self.
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fn remove_child<P>(&self, child: &P)
where P: IsA<Actor>,

Removes child from the children of self. Read more
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fn remove_clip(&self)

Removes clip area from self.
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fn remove_constraint<P>(&self, constraint: &P)
where P: IsA<Constraint>,

Removes constraint from the list of constraints applied to self Read more
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fn remove_constraint_by_name(&self, name: &str)

Removes the Constraint with the given name from the list of constraints applied to self Read more
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fn remove_effect<P>(&self, effect: &P)
where P: IsA<Effect>,

Removes effect from the list of effects applied to self Read more
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fn remove_effect_by_name(&self, name: &str)

Removes the Effect with the given name from the list of effects applied to self Read more
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fn remove_transition(&self, name: &str)

Removes the transition stored inside a Actor using name identifier. Read more
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fn replace_child<P, Q>(&self, old_child: &P, new_child: &Q)
where P: IsA<Actor>, Q: IsA<Actor>,

Replaces old_child with new_child in the list of children of self. Read more
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fn restore_easing_state(&self)

Restores the easing state as it was prior to a call to ActorExt::save_easing_state.
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fn save_easing_state(&self)

Saves the current easing state for animatable properties, and creates a new state with the default values for easing mode and duration. Read more
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fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)

Stores the allocation of self as defined by box_. Read more
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fn set_background_color(&self, color: Option<&Color>)

Sets the background color of a Actor. Read more
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fn set_child_above_sibling<P, Q>(&self, child: &P, sibling: Option<&Q>)
where P: IsA<Actor>, Q: IsA<Actor>,

Sets child to be above sibling in the list of children of self. Read more
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fn set_child_at_index<P>(&self, child: &P, index_: i32)
where P: IsA<Actor>,

Changes the index of child in the list of children of self. Read more
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fn set_child_below_sibling<P, Q>(&self, child: &P, sibling: Option<&Q>)
where P: IsA<Actor>, Q: IsA<Actor>,

Sets child to be below sibling in the list of children of self. Read more
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fn set_child_transform(&self, transform: Option<&Matrix>)

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. Read more
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fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32)

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. Read more
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fn set_clip_to_allocation(&self, clip_set: bool)

Sets whether self should be clipped to the same size as its allocation Read more
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fn set_content<P>(&self, content: Option<&P>)
where P: IsA<Content>,

Sets the contents of a Actor. Read more
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fn set_content_gravity(&self, gravity: ContentGravity)

Sets the gravity of the Content used by self. Read more
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fn set_content_repeat(&self, repeat: ContentRepeat)

Sets the policy for repeating the Actor:content of a Actor. The behaviour is deferred to the Content implementation. Read more
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fn set_content_scaling_filters( &self, min_filter: ScalingFilter, mag_filter: ScalingFilter, )

Sets the minification and magnification filter to be applied when scaling the Actor:content of a Actor. Read more
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fn set_easing_delay(&self, msecs: u32)

Sets the delay that should be applied before tweening animatable properties. Read more
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fn set_easing_duration(&self, msecs: u32)

Sets the duration of the tweening for animatable properties of self for the current easing state. Read more
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fn set_easing_mode(&self, mode: AnimationMode)

Sets the easing mode for the tweening of animatable properties of self. Read more
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fn set_fixed_position_set(&self, is_set: bool)

Sets whether an actor has a fixed position set (and will thus be unaffected by any layout manager). Read more
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fn set_flags(&self, flags: ActorFlags)

Sets flags on self Read more
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fn set_height(&self, height: f32)

Forces a height on an actor, causing the actor’s preferred width and height (if any) to be ignored. Read more
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fn set_layout_manager<P>(&self, manager: Option<&P>)
where P: IsA<LayoutManager>,

Sets the LayoutManager delegate object that will be used to lay out the children of self. Read more
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fn set_margin(&self, margin: &Margin)

Sets all the components of the margin of a Actor. Read more
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fn set_margin_bottom(&self, margin: f32)

Sets the margin from the bottom of a Actor. Read more
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fn set_margin_left(&self, margin: f32)

Sets the margin from the left of a Actor. Read more
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fn set_margin_right(&self, margin: f32)

Sets the margin from the right of a Actor. Read more
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fn set_margin_top(&self, margin: f32)

Sets the margin from the top of a Actor. Read more
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fn set_name(&self, name: &str)

Sets the given name to self. The name can be used to identify a Actor. Read more
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fn set_offscreen_redirect(&self, redirect: OffscreenRedirect)

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. Read more
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fn set_opacity(&self, opacity: u8)

Sets the actor’s opacity, with zero being completely transparent and 255 (0xff) being fully opaque. Read more
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fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32)

Sets the position of the Actor:pivot-point around which the scaling and rotation transformations occur. Read more
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fn set_pivot_point_z(&self, pivot_z: f32)

Sets the component on the Z axis of the Actor:pivot-point around which the scaling and rotation transformations occur. Read more
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fn set_position(&self, x: f32, y: f32)

Sets the actor’s fixed position in pixels relative to any parent actor. Read more
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fn set_reactive(&self, reactive: bool)

Sets self as reactive. Reactive actors will receive events. Read more
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fn set_request_mode(&self, mode: RequestMode)

Sets the geometry request mode of self. Read more
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fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)

Sets the angle of rotation of a Actor on the given axis. Read more
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fn set_scale(&self, scale_x: f64, scale_y: f64)

Scales an actor with the given factors. Read more
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fn set_scale_z(&self, scale_z: f64)

Scales an actor on the Z axis by the given scale_z factor. Read more
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fn set_size(&self, width: f32, height: f32)

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. Read more
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fn set_text_direction(&self, text_dir: TextDirection)

Sets the TextDirection for an actor Read more
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fn set_transform(&self, transform: Option<&Matrix>)

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. Read more
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fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32)

Sets an additional translation transformation on a Actor, relative to the Actor:pivot-point. Read more
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fn set_width(&self, width: f32)

Forces a width on an actor, causing the actor’s preferred width and height (if any) to be ignored. Read more
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fn set_x(&self, x: f32)

Sets the actor’s X coordinate, relative to its parent, in pixels. Read more
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fn set_x_align(&self, x_align: ActorAlign)

Sets the horizontal alignment policy of a Actor, in case the actor received extra horizontal space. Read more
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fn set_x_expand(&self, expand: bool)

Sets whether a Actor should expand horizontally; this means that layout manager should allocate extra space for the actor, if possible. Read more
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fn set_y(&self, y: f32)

Sets the actor’s Y coordinate, relative to its parent, in pixels.# Read more
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fn set_y_align(&self, y_align: ActorAlign)

Sets the vertical alignment policy of a Actor, in case the actor received extra vertical space. Read more
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fn set_y_expand(&self, expand: bool)

Sets whether a Actor should expand horizontally; this means that layout manager should allocate extra space for the actor, if possible. Read more
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fn set_z_position(&self, z_position: f32)

Sets the actor’s position on the Z axis. Read more
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fn should_pick_paint(&self) -> bool

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. Read more
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fn show(&self)

Flags an actor to be displayed. An actor that isn’t shown will not be rendered on the stage. Read more
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fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>

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. Read more
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fn unmap(&self)

Unsets the ActorFlags::Mapped flag on the actor and possibly unmaps its children if they were mapped. Read more
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fn unset_flags(&self, flags: ActorFlags)

Unsets flags on self Read more
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fn set_property_actions<P>(&self, actions: Option<&P>)

Adds a Action to the actor
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fn get_property_allocation(&self) -> Option<ActorBox>

The allocation for the actor, in pixels Read more
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fn get_property_background_color_set(&self) -> bool

Whether the Actor:background-color property has been set.
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fn get_property_child_transform_set(&self) -> bool

Whether the Actor:child-transform property is set.
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fn get_property_clip_rect(&self) -> Option<Rect>

The visible region of the actor, in actor-relative coordinates, expressed as a Rect. Read more
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fn set_property_clip_rect(&self, clip_rect: Option<&Rect>)

The visible region of the actor, in actor-relative coordinates, expressed as a Rect. Read more
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fn set_property_constraints<P>(&self, constraints: Option<&P>)

Adds a Constraint to the actor
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fn set_property_effect<P>(&self, effect: Option<&P>)

Adds Effect to the list of effects be applied on a Actor
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fn get_property_fixed_x(&self) -> f32

The fixed X position of the actor in pixels. Read more
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fn set_property_fixed_x(&self, fixed_x: f32)

The fixed X position of the actor in pixels. Read more
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fn get_property_fixed_y(&self) -> f32

The fixed Y position of the actor in pixels. Read more
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fn set_property_fixed_y(&self, fixed_y: f32)

The fixed Y position of the actor in pixels. Read more
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fn get_property_has_clip(&self) -> bool

Whether the actor has the Actor:clip property set or not
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fn get_property_has_pointer(&self) -> bool

Whether the actor contains the pointer of a InputDevice or not.
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fn get_property_magnification_filter(&self) -> ScalingFilter

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fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter)

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fn get_property_mapped(&self) -> bool

Whether the actor is mapped (will be painted when the stage to which it belongs is mapped)
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fn get_property_min_height(&self) -> f32

A forced minimum height request for the actor, in pixels Read more
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fn set_property_min_height(&self, min_height: f32)

A forced minimum height request for the actor, in pixels Read more
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fn get_property_min_height_set(&self) -> bool

This flag controls whether the Actor:min-height property is used
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fn set_property_min_height_set(&self, min_height_set: bool)

This flag controls whether the Actor:min-height property is used
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fn get_property_min_width(&self) -> f32

A forced minimum width request for the actor, in pixels Read more
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fn set_property_min_width(&self, min_width: f32)

A forced minimum width request for the actor, in pixels Read more
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fn get_property_min_width_set(&self) -> bool

This flag controls whether the Actor:min-width property is used
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fn set_property_min_width_set(&self, min_width_set: bool)

This flag controls whether the Actor:min-width property is used
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fn get_property_minification_filter(&self) -> ScalingFilter

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fn set_property_minification_filter(&self, minification_filter: ScalingFilter)

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fn get_property_natural_height(&self) -> f32

A forced natural height request for the actor, in pixels Read more
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fn set_property_natural_height(&self, natural_height: f32)

A forced natural height request for the actor, in pixels Read more
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fn get_property_natural_height_set(&self) -> bool

This flag controls whether the Actor:natural-height property is used
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fn set_property_natural_height_set(&self, natural_height_set: bool)

This flag controls whether the Actor:natural-height property is used
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fn get_property_natural_width(&self) -> f32

A forced natural width request for the actor, in pixels Read more
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fn set_property_natural_width(&self, natural_width: f32)

A forced natural width request for the actor, in pixels Read more
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fn get_property_natural_width_set(&self) -> bool

This flag controls whether the Actor:natural-width property is used
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fn set_property_natural_width_set(&self, natural_width_set: bool)

This flag controls whether the Actor:natural-width property is used
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fn get_property_realized(&self) -> bool

Whether the actor has been realized
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fn get_property_rotation_angle_x(&self) -> f64

The rotation angle on the X axis. Read more
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fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)

The rotation angle on the X axis. Read more
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fn get_property_rotation_angle_y(&self) -> f64

The rotation angle on the Y axis Read more
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fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)

The rotation angle on the Y axis Read more
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fn get_property_rotation_angle_z(&self) -> f64

The rotation angle on the Z axis Read more
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fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)

The rotation angle on the Z axis Read more
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fn get_property_scale_x(&self) -> f64

The horizontal scale of the actor. Read more
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fn set_property_scale_x(&self, scale_x: f64)

The horizontal scale of the actor. Read more
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fn get_property_scale_y(&self) -> f64

The vertical scale of the actor. Read more
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fn set_property_scale_y(&self, scale_y: f64)

The vertical scale of the actor. Read more
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fn get_property_show_on_set_parent(&self) -> bool

If true, the actor is automatically shown when parented. Read more
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fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)

If true, the actor is automatically shown when parented. Read more
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fn get_property_transform_set(&self) -> bool

Whether the Actor:transform property is set.
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fn get_property_translation_x(&self) -> f32

An additional translation applied along the X axis, relative to the actor’s Actor:pivot-point. Read more
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fn set_property_translation_x(&self, translation_x: f32)

An additional translation applied along the X axis, relative to the actor’s Actor:pivot-point. Read more
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fn get_property_translation_y(&self) -> f32

An additional translation applied along the Y axis, relative to the actor’s Actor:pivot-point. Read more
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fn set_property_translation_y(&self, translation_y: f32)

An additional translation applied along the Y axis, relative to the actor’s Actor:pivot-point. Read more
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fn get_property_translation_z(&self) -> f32

An additional translation applied along the Z axis, relative to the actor’s Actor:pivot-point. Read more
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fn set_property_translation_z(&self, translation_z: f32)

An additional translation applied along the Z axis, relative to the actor’s Actor:pivot-point. Read more
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fn get_property_visible(&self) -> bool

Whether the actor is set to be visible or not Read more
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fn set_property_visible(&self, visible: bool)

Whether the actor is set to be visible or not Read more
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fn connect_allocation_changed<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &ActorBox, AllocationFlags) + 'static,

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. Read more
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fn connect_button_press_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &ButtonEvent) -> bool + 'static,

The ::button-press-event signal is emitted each time a mouse button is pressed on actor. Read more
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fn connect_button_release_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &ButtonEvent) -> bool + 'static,

The ::button-release-event signal is emitted each time a mouse button is released on actor. Read more
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fn connect_captured_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Event) -> bool + 'static,

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. Read more
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fn connect_destroy<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::destroy signal notifies that all references held on the actor which emitted it should be released. Read more
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fn connect_enter_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &CrossingEvent) -> bool + 'static,

The ::enter-event signal is emitted when the pointer enters the actor Read more
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fn connect_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Event) -> bool + 'static,

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). Read more
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fn connect_hide<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::hide signal is emitted when an actor is no longer rendered on the stage.
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fn connect_key_focus_in<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::key-focus-in signal is emitted when actor receives key focus.
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fn connect_key_focus_out<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::key-focus-out signal is emitted when actor loses key focus.
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fn connect_key_press_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &KeyEvent) -> bool + 'static,

The ::key-press-event signal is emitted each time a keyboard button is pressed while actor has key focus (see StageExt::set_key_focus). Read more
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fn connect_key_release_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &KeyEvent) -> bool + 'static,

The ::key-release-event signal is emitted each time a keyboard button is released while actor has key focus (see StageExt::set_key_focus). Read more
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fn connect_leave_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &CrossingEvent) -> bool + 'static,

The ::leave-event signal is emitted when the pointer leaves the actor. Read more
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fn connect_motion_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &MotionEvent) -> bool + 'static,

The ::motion-event signal is emitted each time the mouse pointer is moved over actor. Read more
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fn connect_parent_set<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, Option<&Actor>) + 'static,

This signal is emitted when the parent of the actor changes. Read more
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fn connect_queue_redraw<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Actor) + 'static,

The ::queue_redraw signal is emitted when ActorExt::queue_redraw is called on origin. Read more
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fn connect_queue_relayout<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::queue_layout signal is emitted when ActorExt::queue_relayout is called on an actor. Read more
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fn connect_scroll_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &ScrollEvent) -> bool + 'static,

The ::scroll-event signal is emitted each time the mouse is scrolled on actor Read more
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fn connect_show<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::show signal is emitted when an actor is visible and rendered on the stage.
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fn connect_touch_event<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Event) -> bool + 'static,

The ::touch-event signal is emitted each time a touch begin/end/update/cancel event. Read more
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fn connect_transition_stopped<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &str, bool) + 'static,

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. Read more
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fn connect_transitions_completed<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

The ::transitions-completed signal is emitted once all transitions involving actor are complete.
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fn connect_property_actions_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_allocation_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_background_color_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_background_color_set_notify<F>( &self, f: F, ) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_child_transform_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_child_transform_set_notify<F>( &self, f: F, ) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_clip_rect_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_clip_to_allocation_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_constraints_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_content_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_content_box_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_content_gravity_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_content_repeat_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_effect_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_first_child_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_fixed_position_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_fixed_x_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_fixed_y_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_has_clip_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_has_pointer_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_height_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_last_child_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_layout_manager_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_magnification_filter_notify<F>( &self, f: F, ) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_mapped_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_margin_bottom_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_margin_left_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_margin_right_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_margin_top_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_min_height_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_min_height_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_min_width_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_min_width_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_minification_filter_notify<F>( &self, f: F, ) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_name_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_natural_height_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_natural_height_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_natural_width_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_natural_width_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_offscreen_redirect_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_opacity_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_pivot_point_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_pivot_point_z_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_position_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_reactive_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_realized_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_request_mode_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_rotation_angle_x_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_rotation_angle_y_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_rotation_angle_z_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_scale_x_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_scale_y_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_scale_z_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_show_on_set_parent_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_size_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_text_direction_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_transform_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_transform_set_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_translation_x_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_translation_y_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_translation_z_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_visible_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_width_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_x_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_x_align_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_x_expand_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_y_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_y_align_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_y_expand_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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fn connect_property_z_position_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O) + 'static,

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impl<O> AnimatableExt for O
where O: IsA<Animatable>,

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fn find_property(&self, property_name: &str) -> Option<ParamSpec>

Finds the gobject::ParamSpec for property_name Read more
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fn get_initial_state(&self, property_name: &str, value: &mut Value)

Retrieves the current state of property_name and sets value with it Read more
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fn interpolate_value<P>( &self, property_name: &str, interval: &P, progress: f64, ) -> Option<Value>
where P: IsA<Interval>,

Asks a Animatable implementation to interpolate a a named property between the initial and final values of a Interval, using progress as the interpolation value, and store the result inside value. Read more
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fn set_final_state(&self, property_name: &str, value: &Value)

Sets the current state of property_name to value Read more
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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Cast for T
where T: ObjectType,

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fn upcast<T>(self) -> T
where T: ObjectType, Self: IsA<T>,

Upcasts an object to a superclass or interface T. Read more
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fn upcast_ref<T>(&self) -> &T
where T: ObjectType, Self: IsA<T>,

Upcasts an object to a reference of its superclass or interface T. Read more
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fn downcast<T>(self) -> Result<T, Self>
where T: ObjectType, Self: CanDowncast<T>,

Tries to downcast to a subclass or interface implementor T. Read more
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fn downcast_ref<T>(&self) -> Option<&T>
where T: ObjectType, Self: CanDowncast<T>,

Tries to downcast to a reference of its subclass or interface implementor T. Read more
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fn dynamic_cast<T>(self) -> Result<T, Self>
where T: ObjectType,

Tries to cast to an object of type T. This handles upcasting, downcasting and casting between interface and interface implementors. All checks are performed at runtime, while downcast and upcast will do many checks at compile-time already. Read more
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fn dynamic_cast_ref<T>(&self) -> Option<&T>
where T: ObjectType,

Tries to cast to reference to an object of type T. This handles upcasting, downcasting and casting between interface and interface implementors. All checks are performed at runtime, while downcast and upcast will do many checks at compile-time already. Read more
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unsafe fn unsafe_cast<T>(self) -> T
where T: ObjectType,

Casts to T unconditionally. Read more
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unsafe fn unsafe_cast_ref<T>(&self) -> &T
where T: ObjectType,

Casts to &T unconditionally. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<O> ContainerExt for O
where O: IsA<Container>,

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fn child_get_property<P>(&self, child: &P, property: &str, value: &mut Value)
where P: IsA<Actor>,

Gets a container specific property of a child of self, In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling gobject::Value::unset. Read more
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fn child_set_property<P>(&self, child: &P, property: &str, value: &Value)
where P: IsA<Actor>,

Calls the ContainerIface.child_notify() virtual function of Container. The default implementation will emit the Container::child-notify signal. Read more
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fn create_child_meta<P>(&self, actor: &P)
where P: IsA<Actor>,

Creates the ChildMeta wrapping actor inside the self, if the ContainerIface::child_meta_type class member is not set to G_TYPE_INVALID. Read more
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fn destroy_child_meta<P>(&self, actor: &P)
where P: IsA<Actor>,

Destroys the ChildMeta wrapping actor inside the self, if any. Read more
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fn find_child_by_name(&self, child_name: &str) -> Option<Actor>

Finds a child actor of a container by its name. Search recurses into any child container. Read more
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fn get_child_meta<P>(&self, actor: &P) -> Option<ChildMeta>
where P: IsA<Actor>,

Retrieves the ChildMeta which contains the data about the self specific state for actor. Read more
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fn connect_actor_added<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Actor) + 'static,

The ::actor-added signal is emitted each time an actor has been added to container. Read more
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fn connect_actor_removed<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Actor) + 'static,

The ::actor-removed signal is emitted each time an actor is removed from container. Read more
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fn connect_child_notify<F>(&self, f: F) -> SignalHandlerId
where F: Fn(&O, &Actor, &ParamSpec) + 'static,

The ::child-notify signal is emitted each time a property is being set through the Container::child_set and Container::child_set_property calls. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GList> for T

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GPtrArray> for T

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GSList> for T

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GList> for T

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GPtrArray> for T

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impl<T> FromGlibContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GSList> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GList> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GPtrArray> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *const GSList> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GList> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GPtrArray> for T

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impl<T> FromGlibPtrArrayContainerAsVec<<T as GlibPtrDefault>::GlibType, *mut GSList> for T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ObjectExt for T
where T: ObjectType,

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fn is<U>(&self) -> bool
where U: StaticType,

Returns true if the object is an instance of (can be cast to) T.
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fn get_type(&self) -> Type

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fn get_object_class(&self) -> &ObjectClass

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fn set_properties( &self, property_values: &[(&str, &dyn ToValue)], ) -> Result<(), BoolError>

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fn set_property<'a, N>( &self, property_name: N, value: &dyn ToValue, ) -> Result<(), BoolError>
where N: Into<&'a str>,

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fn get_property<'a, N>(&self, property_name: N) -> Result<Value, BoolError>
where N: Into<&'a str>,

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unsafe fn set_qdata<QD>(&self, key: Quark, value: QD)
where QD: 'static,

Safety Read more
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unsafe fn get_qdata<QD>(&self, key: Quark) -> Option<&QD>
where QD: 'static,

Safety Read more
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unsafe fn steal_qdata<QD>(&self, key: Quark) -> Option<QD>
where QD: 'static,

Safety Read more
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unsafe fn set_data<QD>(&self, key: &str, value: QD)
where QD: 'static,

Safety Read more
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unsafe fn get_data<QD>(&self, key: &str) -> Option<&QD>
where QD: 'static,

Safety Read more
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unsafe fn steal_data<QD>(&self, key: &str) -> Option<QD>
where QD: 'static,

Safety Read more
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fn block_signal(&self, handler_id: &SignalHandlerId)

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fn unblock_signal(&self, handler_id: &SignalHandlerId)

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fn stop_signal_emission(&self, signal_name: &str)

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fn disconnect(&self, handler_id: SignalHandlerId)

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fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
where F: Fn(&T, &ParamSpec) + Send + Sync + 'static,

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unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F, ) -> SignalHandlerId
where F: Fn(&T, &ParamSpec),

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fn notify<'a, N>(&self, property_name: N)
where N: Into<&'a str>,

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fn notify_by_pspec(&self, pspec: &ParamSpec)

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fn has_property<'a, N>(&self, property_name: N, type_: Option<Type>) -> bool
where N: Into<&'a str>,

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fn get_property_type<'a, N>(&self, property_name: N) -> Option<Type>
where N: Into<&'a str>,

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fn find_property<'a, N>(&self, property_name: N) -> Option<ParamSpec>
where N: Into<&'a str>,

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fn list_properties(&self) -> Vec<ParamSpec>

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fn connect<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
where N: Into<&'a str>, F: Fn(&[Value]) -> Option<Value> + Send + Sync + 'static,

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fn connect_local<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
where N: Into<&'a str>, F: Fn(&[Value]) -> Option<Value> + 'static,

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unsafe fn connect_unsafe<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
where N: Into<&'a str>, F: Fn(&[Value]) -> Option<Value>,

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fn emit<'a, N>( &self, signal_name: N, args: &[&dyn ToValue], ) -> Result<Option<Value>, BoolError>
where N: Into<&'a str>,

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fn downgrade(&self) -> WeakRef<T>

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fn bind_property<'a, O, N, M>( &'a self, source_property: N, target: &'a O, target_property: M, ) -> BindingBuilder<'a>
where O: ObjectType, N: Into<&'a str>, M: Into<&'a str>,

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fn ref_count(&self) -> u32

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T> ToValue for T
where T: SetValue + ?Sized,

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fn to_value(&self) -> Value

Returns a Value clone of self.
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fn to_value_type(&self) -> Type

Returns the type identifer of self. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<Super, Sub> CanDowncast<Sub> for Super
where Super: IsA<Super>, Sub: IsA<Super>,