pub struct Text(/* private fields */);
Implementations§
Source§impl Text
impl Text
Sourcepub fn new() -> Text
pub fn new() -> Text
Creates a new Text
actor. This actor can be used to
display and edit text.
§Returns
the newly created Text
actor
Sourcepub fn new_full(font_name: &str, text: &str, color: &Color) -> Text
pub fn new_full(font_name: &str, text: &str, color: &Color) -> Text
Creates a new Text
actor, using font_name
as the font
description; text
will be used to set the contents of the actor;
and color
will be used as the color to render text
.
This function is equivalent to calling Text::new
,
TextExt::set_font_name
, TextExt::set_text
and
TextExt::set_color
.
§font_name
a string with a font description
§text
the contents of the actor
§color
the color to be used to render text
§Returns
the newly created Text
actor
pub fn with_buffer<P: IsA<TextBuffer>>(buffer: &P) -> Text
pub fn with_text(font_name: Option<&str>, text: &str) -> Text
Trait Implementations§
Source§impl Ord for Text
impl Ord for Text
Source§impl<T: ObjectType> PartialEq<T> for Text
impl<T: ObjectType> PartialEq<T> for Text
Source§impl<T: ObjectType> PartialOrd<T> for Text
impl<T: ObjectType> PartialOrd<T> for Text
Source§impl StaticType for Text
impl StaticType for Text
Source§fn static_type() -> Type
fn static_type() -> Type
Returns the type identifier of
Self
.impl Eq for Text
impl IsA<Actor> for Text
impl IsA<Animatable> for Text
impl IsA<Container> for Text
impl IsA<InitiallyUnowned> for Text
Auto Trait Implementations§
impl Freeze for Text
impl RefUnwindSafe for Text
impl !Send for Text
impl !Sync for Text
impl Unpin for Text
impl UnwindSafe for Text
Blanket Implementations§
Source§impl<O> ActorExt for O
impl<O> ActorExt for O
Source§fn add_action<P>(&self, action: &P)
fn add_action<P>(&self, action: &P)
Source§fn add_action_with_name<P>(&self, name: &str, action: &P)
fn add_action_with_name<P>(&self, name: &str, action: &P)
A convenience function for setting the name of a
Action
while adding it to the list of actions applied to self
Read moreSource§fn add_constraint<P>(&self, constraint: &P)where
P: IsA<Constraint>,
fn add_constraint<P>(&self, constraint: &P)where
P: IsA<Constraint>,
Source§fn add_constraint_with_name<P>(&self, name: &str, constraint: &P)where
P: IsA<Constraint>,
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 moreSource§fn add_effect<P>(&self, effect: &P)
fn add_effect<P>(&self, effect: &P)
Source§fn add_effect_with_name<P>(&self, name: &str, effect: &P)
fn add_effect_with_name<P>(&self, name: &str, effect: &P)
A convenience function for setting the name of a
Effect
while adding it to the list of effects applied to self
. Read moreSource§fn add_transition<P>(&self, name: &str, transition: &P)where
P: IsA<Transition>,
fn add_transition<P>(&self, name: &str, transition: &P)where
P: IsA<Transition>,
Source§fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)
fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)
Source§fn allocate_align_fill(
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags,
)
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 moreSource§fn allocate_available_size(
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags,
)
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 moreSource§fn allocate_preferred_size(&self, flags: AllocationFlags)
fn allocate_preferred_size(&self, flags: AllocationFlags)
Allocates the natural size of
self
. Read moreSource§fn apply_relative_transform_to_point<P>(
&self,
ancestor: Option<&P>,
point: &Vertex,
) -> Vertex
fn apply_relative_transform_to_point<P>( &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). Read moreSource§fn apply_transform_to_point(&self, point: &Vertex) -> Vertex
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 moreSource§fn bind_model<P, Q>(&self, model: Option<&P>, create_child_func: Q)
fn bind_model<P, Q>(&self, model: Option<&P>, create_child_func: Q)
Source§fn clear_actions(&self)
fn clear_actions(&self)
Clears the list of actions applied to
self
Source§fn clear_constraints(&self)
fn clear_constraints(&self)
Clears the list of constraints applied to
self
Source§fn clear_effects(&self)
fn clear_effects(&self)
Clears the list of effects applied to
self
Source§fn contains<P>(&self, descendant: &P) -> bool
fn contains<P>(&self, descendant: &P) -> bool
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 moreSource§fn continue_paint(&self)
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.Source§fn create_pango_context(&self) -> Option<Context>
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 moreSource§fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>
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 moreSource§fn destroy(&self)
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
Source§fn destroy_all_children(&self)
fn destroy_all_children(&self)
Destroys all children of
self
. Read moreSource§fn event(&self, event: &Event, capture: bool) -> bool
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
Source§fn get_accessible(&self) -> Option<Object>
fn get_accessible(&self) -> Option<Object>
Returns the accessible object that describes the actor to an
assistive technology. Read more
Source§fn get_allocation_box(&self) -> ActorBox
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 moreSource§fn get_background_color(&self) -> Color
fn get_background_color(&self) -> Color
Retrieves the color set using
ActorExt::set_background_color
. Read moreSource§fn get_child_transform(&self) -> Matrix
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 moreSource§fn get_clip(&self) -> (f32, f32, f32, f32)
fn get_clip(&self) -> (f32, f32, f32, f32)
Gets the clip area for
self
, if any is set. Read moreSource§fn get_clip_to_allocation(&self) -> bool
fn get_clip_to_allocation(&self) -> bool
Retrieves the value set using
ActorExt::set_clip_to_allocation
Read moreSource§fn get_constraint(&self, name: &str) -> Option<Constraint>
fn get_constraint(&self, name: &str) -> Option<Constraint>
Source§fn get_constraints(&self) -> Vec<Constraint>
fn get_constraints(&self) -> Vec<Constraint>
Retrieves the list of constraints applied to
self
Read moreSource§fn get_content_box(&self) -> ActorBox
fn get_content_box(&self) -> ActorBox
Source§fn get_content_gravity(&self) -> ContentGravity
fn get_content_gravity(&self) -> ContentGravity
Retrieves the content gravity as set using
ActorExt::set_content_gravity
. Read moreSource§fn get_content_repeat(&self) -> ContentRepeat
fn get_content_repeat(&self) -> ContentRepeat
Source§fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)
fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)
Retrieves the values set using
ActorExt::set_content_scaling_filters
. Read moreSource§fn get_default_paint_volume(&self) -> Option<PaintVolume>
fn get_default_paint_volume(&self) -> Option<PaintVolume>
Retrieves the default paint volume for
self
. Read moreSource§fn get_easing_delay(&self) -> u32
fn get_easing_delay(&self) -> u32
Retrieves the delay that should be applied when tweening animatable
properties. Read more
Source§fn get_easing_duration(&self) -> u32
fn get_easing_duration(&self) -> u32
Retrieves the duration of the tweening for animatable
properties of
self
for the current easing state. Read moreSource§fn get_easing_mode(&self) -> AnimationMode
fn get_easing_mode(&self) -> AnimationMode
Retrieves the easing mode for the tweening of animatable properties
of
self
for the current easing state. Read moreSource§fn get_fixed_position_set(&self) -> bool
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
Source§fn get_flags(&self) -> ActorFlags
fn get_flags(&self) -> ActorFlags
Retrieves the flags set on
self
Read moreSource§fn get_height(&self) -> f32
fn get_height(&self) -> f32
Retrieves the height of a
Actor
. Read moreSource§fn get_layout_manager(&self) -> Option<LayoutManager>
fn get_layout_manager(&self) -> Option<LayoutManager>
Source§fn get_margin(&self) -> Margin
fn get_margin(&self) -> Margin
Retrieves all the components of the margin of a
Actor
. Read moreSource§fn get_margin_bottom(&self) -> f32
fn get_margin_bottom(&self) -> f32
Retrieves the bottom margin of a
Actor
. Read moreSource§fn get_margin_left(&self) -> f32
fn get_margin_left(&self) -> f32
Retrieves the left margin of a
Actor
. Read moreSource§fn get_margin_right(&self) -> f32
fn get_margin_right(&self) -> f32
Retrieves the right margin of a
Actor
. Read moreSource§fn get_margin_top(&self) -> f32
fn get_margin_top(&self) -> f32
Retrieves the top margin of a
Actor
. Read moreSource§fn get_n_children(&self) -> i32
fn get_n_children(&self) -> i32
Retrieves the number of children of
self
. Read moreSource§fn get_next_sibling(&self) -> Option<Actor>
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 moreSource§fn get_offscreen_redirect(&self) -> OffscreenRedirect
fn get_offscreen_redirect(&self) -> OffscreenRedirect
Retrieves whether to redirect the actor to an offscreen buffer, as
set by
ActorExt::set_offscreen_redirect
. Read moreSource§fn get_opacity(&self) -> u8
fn get_opacity(&self) -> u8
Retrieves the opacity value of an actor, as set by
ActorExt::set_opacity
. Read moreSource§fn get_paint_box(&self) -> Option<ActorBox>
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 moreSource§fn get_paint_opacity(&self) -> u8
fn get_paint_opacity(&self) -> u8
Retrieves the absolute opacity of the actor, as it appears on the stage. Read more
Source§fn get_paint_visibility(&self) -> bool
fn get_paint_visibility(&self) -> bool
Retrieves the ‘paint’ visibility of an actor recursively checking for non
visible parents. Read more
Source§fn get_paint_volume(&self) -> Option<PaintVolume>
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 moreSource§fn get_pango_context(&self) -> Option<Context>
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 moreSource§fn get_pivot_point(&self) -> (f32, f32)
fn get_pivot_point(&self) -> (f32, f32)
Retrieves the coordinates of the
Actor:pivot-point
. Read moreSource§fn get_pivot_point_z(&self) -> f32
fn get_pivot_point_z(&self) -> f32
Retrieves the Z component of the
Actor:pivot-point
.Source§fn get_position(&self) -> (f32, f32)
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
Source§fn get_preferred_height(&self, for_width: f32) -> (f32, f32)
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
Source§fn get_preferred_size(&self) -> (f32, f32, f32, f32)
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
Source§fn get_preferred_width(&self, for_height: f32) -> (f32, f32)
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
Source§fn get_previous_sibling(&self) -> Option<Actor>
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 moreSource§fn get_reactive(&self) -> bool
fn get_reactive(&self) -> bool
Checks whether
self
is marked as reactive. Read moreSource§fn get_request_mode(&self) -> RequestMode
fn get_request_mode(&self) -> RequestMode
Retrieves the geometry request mode of
self
Read moreSource§fn get_rotation_angle(&self, axis: RotateAxis) -> f64
fn get_rotation_angle(&self, axis: RotateAxis) -> f64
Retrieves the angle of rotation set by
ActorExt::set_rotation_angle
. Read moreSource§fn get_scale_z(&self) -> f64
fn get_scale_z(&self) -> f64
Retrieves the scaling factor along the Z axis, as set using
ActorExt::set_scale_z
. Read moreSource§fn get_size(&self) -> (f32, f32)
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
Source§fn get_text_direction(&self) -> TextDirection
fn get_text_direction(&self) -> TextDirection
Retrieves the value set using
ActorExt::set_text_direction
Read moreSource§fn get_transform(&self) -> Matrix
fn get_transform(&self) -> Matrix
Retrieves the current transformation matrix of a
Actor
. Read moreSource§fn get_transformed_paint_volume<P>(
&self,
relative_to_ancestor: &P,
) -> Option<PaintVolume>
fn get_transformed_paint_volume<P>( &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
) Read moreSource§fn get_transformed_position(&self) -> (f32, f32)
fn get_transformed_position(&self) -> (f32, f32)
Gets the absolute position of an actor, in pixels relative to the stage. Read more
Source§fn get_transformed_size(&self) -> (f32, f32)
fn get_transformed_size(&self) -> (f32, f32)
Gets the absolute size of an actor in pixels, taking into account the
scaling factors. Read more
Source§fn get_transition(&self, name: &str) -> Option<Transition>
fn get_transition(&self, name: &str) -> Option<Transition>
Source§fn get_translation(&self) -> (f32, f32, f32)
fn get_translation(&self) -> (f32, f32, f32)
Retrieves the translation set using
ActorExt::set_translation
. Read moreSource§fn get_x_align(&self) -> ActorAlign
fn get_x_align(&self) -> ActorAlign
Retrieves the horizontal alignment policy set using
ActorExt::set_x_align
. Read moreSource§fn get_x_expand(&self) -> bool
fn get_x_expand(&self) -> bool
Retrieves the value set with
ActorExt::set_x_expand
. Read moreSource§fn get_y_align(&self) -> ActorAlign
fn get_y_align(&self) -> ActorAlign
Retrieves the vertical alignment policy set using
ActorExt::set_y_align
. Read moreSource§fn get_y_expand(&self) -> bool
fn get_y_expand(&self) -> bool
Retrieves the value set with
ActorExt::set_y_expand
. Read moreSource§fn get_z_position(&self) -> f32
fn get_z_position(&self) -> f32
Retrieves the actor’s position on the Z axis. Read more
Source§fn grab_key_focus(&self)
fn grab_key_focus(&self)
Sets the key focus of the
Stage
including self
to this Actor
.Source§fn has_actions(&self) -> bool
fn has_actions(&self) -> bool
Returns whether the actor has any actions applied. Read more
Source§fn has_allocation(&self) -> bool
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
Source§fn has_constraints(&self) -> bool
fn has_constraints(&self) -> bool
Returns whether the actor has any constraints applied. Read more
Source§fn has_effects(&self) -> bool
fn has_effects(&self) -> bool
Returns whether the actor has any effects applied. Read more
Source§fn has_key_focus(&self) -> bool
fn has_key_focus(&self) -> bool
Source§fn has_overlaps(&self) -> bool
fn has_overlaps(&self) -> bool
Asks the actor’s implementation whether it may contain overlapping
primitives. Read more
Source§fn has_pointer(&self) -> bool
fn has_pointer(&self) -> bool
Checks whether an actor contains the pointer of a
InputDevice
Read moreSource§fn hide(&self)
fn hide(&self)
Flags an actor to be hidden. A hidden actor will not be
rendered on the stage. Read more
Source§fn insert_child_above<P, Q>(&self, child: &P, sibling: Option<&Q>)
fn insert_child_above<P, Q>(&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
. Read moreSource§fn insert_child_at_index<P>(&self, child: &P, index_: i32)
fn insert_child_at_index<P>(&self, child: &P, index_: i32)
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 moreSource§fn insert_child_below<P, Q>(&self, child: &P, sibling: Option<&Q>)
fn insert_child_below<P, Q>(&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
. Read moreSource§fn is_in_clone_paint(&self) -> bool
fn is_in_clone_paint(&self) -> bool
Source§fn is_realized(&self) -> bool
fn is_realized(&self) -> bool
Checks whether a
Actor
is realized. Read moreSource§fn is_rotated(&self) -> bool
fn is_rotated(&self) -> bool
Checks whether any rotation is applied to the actor. Read more
Source§fn is_visible(&self) -> bool
fn is_visible(&self) -> bool
Checks whether an actor is marked as visible. Read more
Source§fn map(&self)
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 moreSource§fn move_by(&self, dx: f32, dy: f32)
fn move_by(&self, dx: f32, dy: f32)
Moves an actor by the specified distance relative to its current
position in pixels. Read more
Source§fn needs_expand(&self, orientation: Orientation) -> bool
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
Source§fn queue_redraw(&self)
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
Source§fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)
fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)
Queues a redraw on
self
limited to a specific, actor-relative
rectangular area. Read moreSource§fn queue_relayout(&self)
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 moreSource§fn remove_action<P>(&self, action: &P)
fn remove_action<P>(&self, action: &P)
Source§fn remove_action_by_name(&self, name: &str)
fn remove_action_by_name(&self, name: &str)
Source§fn remove_all_children(&self)
fn remove_all_children(&self)
Removes all children of
self
. Read moreSource§fn remove_all_transitions(&self)
fn remove_all_transitions(&self)
Removes all transitions associated to
self
.Source§fn remove_child<P>(&self, child: &P)
fn remove_child<P>(&self, child: &P)
Source§fn remove_clip(&self)
fn remove_clip(&self)
Removes clip area from
self
.Source§fn remove_constraint<P>(&self, constraint: &P)where
P: IsA<Constraint>,
fn remove_constraint<P>(&self, constraint: &P)where
P: IsA<Constraint>,
Source§fn remove_constraint_by_name(&self, name: &str)
fn remove_constraint_by_name(&self, name: &str)
Source§fn remove_effect<P>(&self, effect: &P)
fn remove_effect<P>(&self, effect: &P)
Source§fn remove_effect_by_name(&self, name: &str)
fn remove_effect_by_name(&self, name: &str)
Source§fn remove_transition(&self, name: &str)
fn remove_transition(&self, name: &str)
Source§fn replace_child<P, Q>(&self, old_child: &P, new_child: &Q)
fn replace_child<P, Q>(&self, old_child: &P, new_child: &Q)
Source§fn restore_easing_state(&self)
fn restore_easing_state(&self)
Restores the easing state as it was prior to a call to
ActorExt::save_easing_state
.Source§fn save_easing_state(&self)
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
Source§fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)
fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)
Source§fn set_background_color(&self, color: Option<&Color>)
fn set_background_color(&self, color: Option<&Color>)
Sets the background color of a
Actor
. Read moreSource§fn set_child_at_index<P>(&self, child: &P, index_: i32)
fn set_child_at_index<P>(&self, child: &P, index_: i32)
Source§fn set_child_transform(&self, transform: Option<&Matrix>)
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 moreSource§fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32)
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 moreSource§fn set_clip_to_allocation(&self, clip_set: bool)
fn set_clip_to_allocation(&self, clip_set: bool)
Sets whether
self
should be clipped to the same size as its
allocation Read moreSource§fn set_content_gravity(&self, gravity: ContentGravity)
fn set_content_gravity(&self, gravity: ContentGravity)
Source§fn set_content_repeat(&self, repeat: ContentRepeat)
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 moreSource§fn set_content_scaling_filters(
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter,
)
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 moreSource§fn set_easing_delay(&self, msecs: u32)
fn set_easing_delay(&self, msecs: u32)
Sets the delay that should be applied before tweening animatable
properties. Read more
Source§fn set_easing_duration(&self, msecs: u32)
fn set_easing_duration(&self, msecs: u32)
Sets the duration of the tweening for animatable properties
of
self
for the current easing state. Read moreSource§fn set_easing_mode(&self, mode: AnimationMode)
fn set_easing_mode(&self, mode: AnimationMode)
Sets the easing mode for the tweening of animatable properties
of
self
. Read moreSource§fn set_fixed_position_set(&self, is_set: bool)
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
Source§fn set_flags(&self, flags: ActorFlags)
fn set_flags(&self, flags: ActorFlags)
Source§fn set_height(&self, height: f32)
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
Source§fn set_layout_manager<P>(&self, manager: Option<&P>)where
P: IsA<LayoutManager>,
fn set_layout_manager<P>(&self, manager: Option<&P>)where
P: IsA<LayoutManager>,
Source§fn set_margin(&self, margin: &Margin)
fn set_margin(&self, margin: &Margin)
Sets all the components of the margin of a
Actor
. Read moreSource§fn set_margin_bottom(&self, margin: f32)
fn set_margin_bottom(&self, margin: f32)
Sets the margin from the bottom of a
Actor
. Read moreSource§fn set_margin_left(&self, margin: f32)
fn set_margin_left(&self, margin: f32)
Sets the margin from the left of a
Actor
. Read moreSource§fn set_margin_right(&self, margin: f32)
fn set_margin_right(&self, margin: f32)
Sets the margin from the right of a
Actor
. Read moreSource§fn set_margin_top(&self, margin: f32)
fn set_margin_top(&self, margin: f32)
Sets the margin from the top of a
Actor
. Read moreSource§fn set_offscreen_redirect(&self, redirect: OffscreenRedirect)
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
Source§fn set_opacity(&self, opacity: u8)
fn set_opacity(&self, opacity: u8)
Sets the actor’s opacity, with zero being completely transparent and
255 (0xff) being fully opaque. Read more
Source§fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32)
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 moreSource§fn set_pivot_point_z(&self, pivot_z: f32)
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 moreSource§fn set_position(&self, x: f32, y: f32)
fn set_position(&self, x: f32, y: f32)
Sets the actor’s fixed position in pixels relative to any parent
actor. Read more
Source§fn set_reactive(&self, reactive: bool)
fn set_reactive(&self, reactive: bool)
Sets
self
as reactive. Reactive actors will receive events. Read moreSource§fn set_request_mode(&self, mode: RequestMode)
fn set_request_mode(&self, mode: RequestMode)
Sets the geometry request mode of
self
. Read moreSource§fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)
fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)
Source§fn set_scale(&self, scale_x: f64, scale_y: f64)
fn set_scale(&self, scale_x: f64, scale_y: f64)
Scales an actor with the given factors. Read more
Source§fn set_scale_z(&self, scale_z: f64)
fn set_scale_z(&self, scale_z: f64)
Scales an actor on the Z axis by the given
scale_z
factor. Read moreSource§fn set_size(&self, width: f32, height: f32)
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
Source§fn set_text_direction(&self, text_dir: TextDirection)
fn set_text_direction(&self, text_dir: TextDirection)
Sets the
TextDirection
for an actor Read moreSource§fn set_transform(&self, transform: Option<&Matrix>)
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 moreSource§fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32)
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 moreSource§fn set_width(&self, width: f32)
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
Source§fn set_x(&self, x: f32)
fn set_x(&self, x: f32)
Sets the actor’s X coordinate, relative to its parent, in pixels. Read more
Source§fn set_x_align(&self, x_align: ActorAlign)
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 moreSource§fn set_x_expand(&self, expand: bool)
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 moreSource§fn set_y(&self, y: f32)
fn set_y(&self, y: f32)
Sets the actor’s Y coordinate, relative to its parent, in pixels.# Read more
Source§fn set_y_align(&self, y_align: ActorAlign)
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 moreSource§fn set_y_expand(&self, expand: bool)
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 moreSource§fn set_z_position(&self, z_position: f32)
fn set_z_position(&self, z_position: f32)
Sets the actor’s position on the Z axis. Read more
Source§fn should_pick_paint(&self) -> bool
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 moreSource§fn show(&self)
fn show(&self)
Flags an actor to be displayed. An actor that isn’t shown will not
be rendered on the stage. Read more
Source§fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>
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 moreSource§fn unmap(&self)
fn unmap(&self)
Unsets the
ActorFlags::Mapped
flag on the actor and possibly
unmaps its children if they were mapped. Read moreSource§fn unset_flags(&self, flags: ActorFlags)
fn unset_flags(&self, flags: ActorFlags)
Source§fn set_property_actions<P>(&self, actions: Option<&P>)
fn set_property_actions<P>(&self, actions: Option<&P>)
Adds a
Action
to the actorSource§fn get_property_allocation(&self) -> Option<ActorBox>
fn get_property_allocation(&self) -> Option<ActorBox>
The allocation for the actor, in pixels Read more
Source§fn get_property_background_color_set(&self) -> bool
fn get_property_background_color_set(&self) -> bool
Whether the
Actor:background-color
property has been set.Source§fn get_property_child_transform_set(&self) -> bool
fn get_property_child_transform_set(&self) -> bool
Whether the
Actor:child-transform
property is set.Source§fn get_property_clip_rect(&self) -> Option<Rect>
fn get_property_clip_rect(&self) -> Option<Rect>
The visible region of the actor, in actor-relative coordinates,
expressed as a
Rect
. Read moreSource§fn set_property_clip_rect(&self, clip_rect: Option<&Rect>)
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 moreSource§fn set_property_constraints<P>(&self, constraints: Option<&P>)
fn set_property_constraints<P>(&self, constraints: Option<&P>)
Adds a
Constraint
to the actorSource§fn set_property_effect<P>(&self, effect: Option<&P>)
fn set_property_effect<P>(&self, effect: Option<&P>)
Adds
Effect
to the list of effects be applied on a Actor
Source§fn get_property_fixed_x(&self) -> f32
fn get_property_fixed_x(&self) -> f32
The fixed X position of the actor in pixels. Read more
Source§fn set_property_fixed_x(&self, fixed_x: f32)
fn set_property_fixed_x(&self, fixed_x: f32)
The fixed X position of the actor in pixels. Read more
Source§fn get_property_fixed_y(&self) -> f32
fn get_property_fixed_y(&self) -> f32
The fixed Y position of the actor in pixels. Read more
Source§fn set_property_fixed_y(&self, fixed_y: f32)
fn set_property_fixed_y(&self, fixed_y: f32)
The fixed Y position of the actor in pixels. Read more
Source§fn get_property_has_clip(&self) -> bool
fn get_property_has_clip(&self) -> bool
Whether the actor has the
Actor:clip
property set or notSource§fn get_property_has_pointer(&self) -> bool
fn get_property_has_pointer(&self) -> bool
Whether the actor contains the pointer of a
InputDevice
or not.fn get_property_magnification_filter(&self) -> ScalingFilter
fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter)
Source§fn get_property_mapped(&self) -> bool
fn get_property_mapped(&self) -> bool
Whether the actor is mapped (will be painted when the stage
to which it belongs is mapped)
Source§fn get_property_min_height(&self) -> f32
fn get_property_min_height(&self) -> f32
A forced minimum height request for the actor, in pixels Read more
Source§fn set_property_min_height(&self, min_height: f32)
fn set_property_min_height(&self, min_height: f32)
A forced minimum height request for the actor, in pixels Read more
Source§fn get_property_min_height_set(&self) -> bool
fn get_property_min_height_set(&self) -> bool
This flag controls whether the
Actor:min-height
property
is usedSource§fn set_property_min_height_set(&self, min_height_set: bool)
fn set_property_min_height_set(&self, min_height_set: bool)
This flag controls whether the
Actor:min-height
property
is usedSource§fn get_property_min_width(&self) -> f32
fn get_property_min_width(&self) -> f32
A forced minimum width request for the actor, in pixels Read more
Source§fn set_property_min_width(&self, min_width: f32)
fn set_property_min_width(&self, min_width: f32)
A forced minimum width request for the actor, in pixels Read more
Source§fn get_property_min_width_set(&self) -> bool
fn get_property_min_width_set(&self) -> bool
This flag controls whether the
Actor:min-width
property
is usedSource§fn set_property_min_width_set(&self, min_width_set: bool)
fn set_property_min_width_set(&self, min_width_set: bool)
This flag controls whether the
Actor:min-width
property
is usedfn get_property_minification_filter(&self) -> ScalingFilter
fn set_property_minification_filter(&self, minification_filter: ScalingFilter)
Source§fn get_property_natural_height(&self) -> f32
fn get_property_natural_height(&self) -> f32
A forced natural height request for the actor, in pixels Read more
Source§fn set_property_natural_height(&self, natural_height: f32)
fn set_property_natural_height(&self, natural_height: f32)
A forced natural height request for the actor, in pixels Read more
Source§fn get_property_natural_height_set(&self) -> bool
fn get_property_natural_height_set(&self) -> bool
This flag controls whether the
Actor:natural-height
property
is usedSource§fn set_property_natural_height_set(&self, natural_height_set: bool)
fn set_property_natural_height_set(&self, natural_height_set: bool)
This flag controls whether the
Actor:natural-height
property
is usedSource§fn get_property_natural_width(&self) -> f32
fn get_property_natural_width(&self) -> f32
A forced natural width request for the actor, in pixels Read more
Source§fn set_property_natural_width(&self, natural_width: f32)
fn set_property_natural_width(&self, natural_width: f32)
A forced natural width request for the actor, in pixels Read more
Source§fn get_property_natural_width_set(&self) -> bool
fn get_property_natural_width_set(&self) -> bool
This flag controls whether the
Actor:natural-width
property
is usedSource§fn set_property_natural_width_set(&self, natural_width_set: bool)
fn set_property_natural_width_set(&self, natural_width_set: bool)
This flag controls whether the
Actor:natural-width
property
is usedSource§fn get_property_realized(&self) -> bool
fn get_property_realized(&self) -> bool
Whether the actor has been realized
Source§fn get_property_rotation_angle_x(&self) -> f64
fn get_property_rotation_angle_x(&self) -> f64
The rotation angle on the X axis. Read more
Source§fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)
fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)
The rotation angle on the X axis. Read more
Source§fn get_property_rotation_angle_y(&self) -> f64
fn get_property_rotation_angle_y(&self) -> f64
The rotation angle on the Y axis Read more
Source§fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)
fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)
The rotation angle on the Y axis Read more
Source§fn get_property_rotation_angle_z(&self) -> f64
fn get_property_rotation_angle_z(&self) -> f64
The rotation angle on the Z axis Read more
Source§fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)
fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)
The rotation angle on the Z axis Read more
Source§fn get_property_scale_x(&self) -> f64
fn get_property_scale_x(&self) -> f64
The horizontal scale of the actor. Read more
Source§fn set_property_scale_x(&self, scale_x: f64)
fn set_property_scale_x(&self, scale_x: f64)
The horizontal scale of the actor. Read more
Source§fn get_property_scale_y(&self) -> f64
fn get_property_scale_y(&self) -> f64
The vertical scale of the actor. Read more
Source§fn set_property_scale_y(&self, scale_y: f64)
fn set_property_scale_y(&self, scale_y: f64)
The vertical scale of the actor. Read more
Source§fn get_property_show_on_set_parent(&self) -> bool
fn get_property_show_on_set_parent(&self) -> bool
If
true
, the actor is automatically shown when parented. Read moreSource§fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)
fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)
If
true
, the actor is automatically shown when parented. Read moreSource§fn get_property_transform_set(&self) -> bool
fn get_property_transform_set(&self) -> bool
Whether the
Actor:transform
property is set.Source§fn get_property_translation_x(&self) -> f32
fn get_property_translation_x(&self) -> f32
An additional translation applied along the X axis, relative
to the actor’s
Actor:pivot-point
. Read moreSource§fn set_property_translation_x(&self, translation_x: f32)
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 moreSource§fn get_property_translation_y(&self) -> f32
fn get_property_translation_y(&self) -> f32
An additional translation applied along the Y axis, relative
to the actor’s
Actor:pivot-point
. Read moreSource§fn set_property_translation_y(&self, translation_y: f32)
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 moreSource§fn get_property_translation_z(&self) -> f32
fn get_property_translation_z(&self) -> f32
An additional translation applied along the Z axis, relative
to the actor’s
Actor:pivot-point
. Read moreSource§fn set_property_translation_z(&self, translation_z: f32)
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 moreSource§fn get_property_visible(&self) -> bool
fn get_property_visible(&self) -> bool
Whether the actor is set to be visible or not Read more
Source§fn set_property_visible(&self, visible: bool)
fn set_property_visible(&self, visible: bool)
Whether the actor is set to be visible or not Read more
Source§fn connect_allocation_changed<F>(&self, f: F) -> SignalHandlerId
fn connect_allocation_changed<F>(&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. Read moreThe ::button-press-event signal is emitted each time a mouse button
is pressed on
actor
. Read moreThe ::button-release-event signal is emitted each time a mouse button
is released on
actor
. Read moreSource§fn connect_captured_event<F>(&self, f: F) -> SignalHandlerId
fn connect_captured_event<F>(&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. Read moreSource§fn connect_destroy<F>(&self, f: F) -> SignalHandlerId
fn connect_destroy<F>(&self, f: F) -> SignalHandlerId
The ::destroy signal notifies that all references held on the
actor which emitted it should be released. Read more
Source§fn connect_enter_event<F>(&self, f: F) -> SignalHandlerId
fn connect_enter_event<F>(&self, f: F) -> SignalHandlerId
The ::enter-event signal is emitted when the pointer enters the
actor
Read moreSource§fn connect_event<F>(&self, f: F) -> SignalHandlerId
fn connect_event<F>(&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
). Read moreSource§fn connect_hide<F>(&self, f: F) -> SignalHandlerId
fn connect_hide<F>(&self, f: F) -> SignalHandlerId
The ::hide signal is emitted when an actor is no longer rendered
on the stage.
Source§fn connect_key_focus_in<F>(&self, f: F) -> SignalHandlerId
fn connect_key_focus_in<F>(&self, f: F) -> SignalHandlerId
The ::key-focus-in signal is emitted when
actor
receives key focus.Source§fn connect_key_focus_out<F>(&self, f: F) -> SignalHandlerId
fn connect_key_focus_out<F>(&self, f: F) -> SignalHandlerId
The ::key-focus-out signal is emitted when
actor
loses key focus.Source§fn connect_key_press_event<F>(&self, f: F) -> SignalHandlerId
fn connect_key_press_event<F>(&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
). Read moreSource§fn connect_key_release_event<F>(&self, f: F) -> SignalHandlerId
fn connect_key_release_event<F>(&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
). Read moreSource§fn connect_leave_event<F>(&self, f: F) -> SignalHandlerId
fn connect_leave_event<F>(&self, f: F) -> SignalHandlerId
The ::leave-event signal is emitted when the pointer leaves the
actor
. Read moreSource§fn connect_motion_event<F>(&self, f: F) -> SignalHandlerId
fn connect_motion_event<F>(&self, f: F) -> SignalHandlerId
The ::motion-event signal is emitted each time the mouse pointer is
moved over
actor
. Read moreSource§fn connect_parent_set<F>(&self, f: F) -> SignalHandlerId
fn connect_parent_set<F>(&self, f: F) -> SignalHandlerId
This signal is emitted when the parent of the actor changes. Read more
Source§fn connect_queue_redraw<F>(&self, f: F) -> SignalHandlerId
fn connect_queue_redraw<F>(&self, f: F) -> SignalHandlerId
Source§fn connect_queue_relayout<F>(&self, f: F) -> SignalHandlerId
fn connect_queue_relayout<F>(&self, f: F) -> SignalHandlerId
The ::queue_layout signal is emitted when
ActorExt::queue_relayout
is called on an actor. Read moreSource§fn connect_scroll_event<F>(&self, f: F) -> SignalHandlerId
fn connect_scroll_event<F>(&self, f: F) -> SignalHandlerId
The ::scroll-event signal is emitted each time the mouse is
scrolled on
actor
Read moreSource§fn connect_show<F>(&self, f: F) -> SignalHandlerId
fn connect_show<F>(&self, f: F) -> SignalHandlerId
The ::show signal is emitted when an actor is visible and
rendered on the stage.
Source§fn connect_touch_event<F>(&self, f: F) -> SignalHandlerId
fn connect_touch_event<F>(&self, f: F) -> SignalHandlerId
The ::touch-event signal is emitted each time a touch
begin/end/update/cancel event. Read more
Source§fn connect_transition_stopped<F>(&self, f: F) -> SignalHandlerId
fn connect_transition_stopped<F>(&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
. Read moreSource§fn connect_transitions_completed<F>(&self, f: F) -> SignalHandlerId
fn connect_transitions_completed<F>(&self, f: F) -> SignalHandlerId
The ::transitions-completed signal is emitted once all transitions
involving
actor
are complete.fn connect_property_actions_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_allocation_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_background_color_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_background_color_set_notify<F>( &self, f: F, ) -> SignalHandlerId
fn connect_property_child_transform_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_child_transform_set_notify<F>( &self, f: F, ) -> SignalHandlerId
fn connect_property_clip_rect_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_clip_to_allocation_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_constraints_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_content_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_content_box_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_content_gravity_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_content_repeat_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_effect_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_first_child_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_fixed_position_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_fixed_x_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_fixed_y_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_has_clip_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_has_pointer_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_height_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_last_child_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_layout_manager_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_magnification_filter_notify<F>( &self, f: F, ) -> SignalHandlerId
fn connect_property_mapped_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_margin_bottom_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_margin_left_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_margin_right_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_margin_top_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_min_height_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_min_height_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_min_width_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_min_width_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_minification_filter_notify<F>( &self, f: F, ) -> SignalHandlerId
fn connect_property_name_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_natural_height_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_natural_height_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_natural_width_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_natural_width_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_offscreen_redirect_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_opacity_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_pivot_point_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_pivot_point_z_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_position_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_reactive_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_realized_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_request_mode_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_rotation_angle_x_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_rotation_angle_y_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_rotation_angle_z_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_scale_x_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_scale_y_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_scale_z_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_show_on_set_parent_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_size_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_text_direction_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_transform_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_transform_set_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_translation_x_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_translation_y_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_translation_z_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_visible_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_width_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_x_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_x_align_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_x_expand_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_y_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_y_align_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_y_expand_notify<F>(&self, f: F) -> SignalHandlerId
fn connect_property_z_position_notify<F>(&self, f: F) -> SignalHandlerId
Source§impl<O> AnimatableExt for Owhere
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.fn get_type(&self) -> Type
fn get_object_class(&self) -> &ObjectClass
fn set_properties( &self, property_values: &[(&str, &dyn ToValue)], ) -> Result<(), BoolError>
fn set_property<'a, N>( &self, property_name: N, value: &dyn ToValue, ) -> Result<(), BoolError>
fn get_property<'a, N>(&self, property_name: N) -> Result<Value, BoolError>
fn block_signal(&self, handler_id: &SignalHandlerId)
fn unblock_signal(&self, handler_id: &SignalHandlerId)
fn stop_signal_emission(&self, signal_name: &str)
fn disconnect(&self, handler_id: SignalHandlerId)
fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F, ) -> SignalHandlerId
fn notify<'a, N>(&self, property_name: N)
fn notify_by_pspec(&self, pspec: &ParamSpec)
fn has_property<'a, N>(&self, property_name: N, type_: Option<Type>) -> bool
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fn list_properties(&self) -> Vec<ParamSpec>
fn connect<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
fn connect_local<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
unsafe fn connect_unsafe<'a, N, F>( &self, signal_name: N, after: bool, callback: F, ) -> Result<SignalHandlerId, BoolError>
fn emit<'a, N>( &self, signal_name: N, args: &[&dyn ToValue], ) -> Result<Option<Value>, BoolError>
fn downgrade(&self) -> WeakRef<T>
fn bind_property<'a, O, N, M>( &'a self, source_property: N, target: &'a O, target_property: M, ) -> BindingBuilder<'a>
fn ref_count(&self) -> u32
Source§impl<O> TextExt for O
impl<O> TextExt for O
Source§fn activate(&self) -> bool
fn activate(&self) -> bool
Emits the
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fn coords_to_position(&self, x: f32, y: f32) -> i32
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Source§fn delete_selection(&self) -> bool
fn delete_selection(&self) -> bool
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Source§fn get_activatable(&self) -> bool
fn get_activatable(&self) -> bool
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fn get_buffer(&self) -> Option<TextBuffer>
Get the
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Retrieves the cursor position. Read more
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fn get_cursor_size(&self) -> u32
Retrieves the size of the cursor of a
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fn get_cursor_visible(&self) -> bool
Retrieves whether the cursor of a
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fn get_editable(&self) -> bool
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Source§fn get_font_description(&self) -> Option<FontDescription>
fn get_font_description(&self) -> Option<FontDescription>
Source§fn get_font_name(&self) -> Option<GString>
fn get_font_name(&self) -> Option<GString>
Retrieves the font name as set by
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fn get_justify(&self) -> bool
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fn get_layout(&self) -> Option<Layout>
Source§fn get_layout_offsets(&self) -> (i32, i32)
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fn get_line_alignment(&self) -> Alignment
Source§fn get_line_wrap(&self) -> bool
fn get_line_wrap(&self) -> bool
Retrieves the value set using
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fn get_line_wrap_mode(&self) -> WrapMode
Retrieves the line wrap mode used by the
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fn get_max_length(&self) -> i32
Gets the maximum length of text that can be set into a text actor. Read more
Source§fn get_password_char(&self) -> char
fn get_password_char(&self) -> char
Retrieves the character to use in place of the actual text
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fn get_selectable(&self) -> bool
Retrieves whether a
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fn get_selected_text_color(&self) -> Color
Retrieves the color of selected text of a
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fn get_selection_bound(&self) -> i32
Retrieves the other end of the selection of a
Text
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fn get_selection_color(&self) -> Color
Retrieves the color of the selection of a
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fn get_single_line_mode(&self) -> bool
Retrieves whether the
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fn get_text(&self) -> Option<GString>
Retrieves a pointer to the current contents of a
Text
actor. Read moreSource§fn get_use_markup(&self) -> bool
fn get_use_markup(&self) -> bool
Retrieves whether the contents of the
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fn insert_text(&self, text: &str, position: isize)
Source§fn insert_unichar(&self, wc: char)
fn insert_unichar(&self, wc: char)
Source§fn position_to_coords(&self, position: i32) -> Option<(f32, f32, f32)>
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Retrieves the coordinates of the given
position
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fn set_activatable(&self, activatable: bool)
Sets whether a
Text
actor should be activatable. Read moreSource§fn set_attributes(&self, attrs: Option<&AttrList>)
fn set_attributes(&self, attrs: Option<&AttrList>)
Sets the attributes list that are going to be applied to the
Text
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P: IsA<TextBuffer>,
Set the
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fn set_cursor_color(&self, color: Option<&Color>)
Sets the color of the cursor of a
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fn set_cursor_position(&self, position: i32)
Source§fn set_cursor_size(&self, size: i32)
fn set_cursor_size(&self, size: i32)
Sets the size of the cursor of a
Text
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property
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fn set_cursor_visible(&self, cursor_visible: bool)
Sets whether the cursor of a
Text
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fn set_editable(&self, editable: bool)
Sets whether the
Text
actor should be editable. Read moreSource§fn set_ellipsize(&self, mode: EllipsizeMode)
fn set_ellipsize(&self, mode: EllipsizeMode)
Sets the mode used to ellipsize (add an ellipsis: “…”) to the
text if there is not enough space to render the entire contents
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fn set_font_description(&self, font_desc: &mut FontDescription)
Source§fn set_font_name(&self, font_name: Option<&str>)
fn set_font_name(&self, font_name: Option<&str>)
Sets the font used by a
Text
. The font_name
string
must either be None
, which means that the font name from the
default Backend
will be used; or be something that can
be parsed by the pango::FontDescription::from_string
function,
like: Read moreSource§fn set_justify(&self, justify: bool)
fn set_justify(&self, justify: bool)
Sets whether the text of the
Text
actor should be justified
on both margins. This setting is ignored if Clutter is compiled
against Pango < 1.18. Read moreSource§fn set_line_alignment(&self, alignment: Alignment)
fn set_line_alignment(&self, alignment: Alignment)
Sets the way that the lines of a wrapped label are aligned with
respect to each other. This does not affect the overall alignment
of the label within its allocated or specified width. Read more
Source§fn set_line_wrap(&self, line_wrap: bool)
fn set_line_wrap(&self, line_wrap: bool)
Sets whether the contents of a
Text
actor should wrap,
if they don’t fit the size assigned to the actor. Read moreSource§fn set_line_wrap_mode(&self, wrap_mode: WrapMode)
fn set_line_wrap_mode(&self, wrap_mode: WrapMode)
If line wrapping is enabled (see
TextExt::set_line_wrap
) this
function controls how the line wrapping is performed. The default is
pango::WrapMode::Word
which means wrap on word boundaries. Read moreSource§fn set_max_length(&self, max: i32)
fn set_max_length(&self, max: i32)
Sets the maximum allowed length of the contents of the actor. If the
current contents are longer than the given length, then they will be
truncated to fit. Read more
Source§fn set_password_char(&self, wc: char)
fn set_password_char(&self, wc: char)
Sets the character to use in place of the actual text in a
password text actor. Read more
Source§fn set_preedit_string(
&self,
preedit_str: Option<&str>,
preedit_attrs: Option<&AttrList>,
cursor_pos: u32,
)
fn set_preedit_string( &self, preedit_str: Option<&str>, preedit_attrs: Option<&AttrList>, cursor_pos: u32, )
Sets, or unsets, the pre-edit string. This function is useful
for input methods to display a string (with eventual specific
Pango attributes) before it is entered inside the
Text
buffer. Read moreSource§fn set_selectable(&self, selectable: bool)
fn set_selectable(&self, selectable: bool)
Sets whether a
Text
actor should be selectable. Read moreSource§fn set_selected_text_color(&self, color: Option<&Color>)
fn set_selected_text_color(&self, color: Option<&Color>)
Sets the selected text color of a
Text
actor. Read moreSource§fn set_selection(&self, start_pos: isize, end_pos: isize)
fn set_selection(&self, start_pos: isize, end_pos: isize)
Source§fn set_selection_bound(&self, selection_bound: i32)
fn set_selection_bound(&self, selection_bound: i32)
Sets the other end of the selection, starting from the current
cursor position. Read more
Source§fn set_selection_color(&self, color: Option<&Color>)
fn set_selection_color(&self, color: Option<&Color>)
Sets the color of the selection of a
Text
actor. Read moreSource§fn set_single_line_mode(&self, single_line: bool)
fn set_single_line_mode(&self, single_line: bool)
Sets whether a
Text
actor should be in single line mode
or not. Only editable Text
s can be in single line
mode. Read moreSource§fn set_use_markup(&self, setting: bool)
fn set_use_markup(&self, setting: bool)
Sets whether the contents of the
Text
actor contains markup
in Pango’s text markup language</link>
. Read moreSource§fn get_property_cursor_color_set(&self) -> bool
fn get_property_cursor_color_set(&self) -> bool
Will be set to
true
if Text:cursor-color
has been set.Source§fn get_property_selected_text_color_set(&self) -> bool
fn get_property_selected_text_color_set(&self) -> bool
Will be set to
true
if Text:selected-text-color
has been set.Source§fn get_property_selection_color_set(&self) -> bool
fn get_property_selection_color_set(&self) -> bool
Will be set to
true
if Text:selection-color
has been set.Source§fn connect_activate<F>(&self, f: F) -> SignalHandlerId
fn connect_activate<F>(&self, f: F) -> SignalHandlerId
The ::activate signal is emitted each time the actor is ‘activated’
by the user, normally by pressing the ‘Enter’ key. The signal is
emitted only if
Text:activatable
is set to true
.Source§fn connect_cursor_changed<F>(&self, f: F) -> SignalHandlerId
fn connect_cursor_changed<F>(&self, f: F) -> SignalHandlerId
The ::cursor-changed signal is emitted whenever the cursor
position or size changes.
Source§fn connect_delete_text<F>(&self, f: F) -> SignalHandlerId
fn connect_delete_text<F>(&self, f: F) -> SignalHandlerId
This signal is emitted when text is deleted from the actor by
the user. It is emitted before
self_
text changes. Read morefn emit_delete_text(&self, start_pos: i32, end_pos: i32)
Source§fn connect_text_changed<F>(&self, f: F) -> SignalHandlerId
fn connect_text_changed<F>(&self, f: F) -> SignalHandlerId
The ::text-changed signal is emitted after
actor
’s text changes