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#![allow(unused_variables)] // Settings overlap use crate::prelude::*; use crate::{Actor, ActorBox, BorderImage, Event, Padding, Style}; use glib::signal::SignalHandlerId; use std::{cell::RefCell, fmt}; // used to promote actor to widget use crate::{ Action, ActorAlign, ActorFlags, AllocationFlags, AnimationMode, ButtonEvent, Constraint, Content, ContentGravity, ContentRepeat, CrossingEvent, Effect, KeyEvent, LayoutManager, Margin, Matrix, MotionEvent, OffscreenRedirect, Orientation, PaintVolume, RequestMode, RotateAxis, ScalingFilter, ScrollEvent, Stage, TextDirection, Transition, Vertex, }; use glib::{value::SetValueOptional, GString}; // should be located in concrete widget // tooltip: Option<Tooltip>, // should be located in concrete widget // menu: Option<Menu>, // should be located in concrete widget // tooltip_timeout: u32, // should be located in concrete widget // tooltip_delay: u32, #[derive(Clone, Debug)] pub struct WidgetProps { border: Padding, padding: Padding, style: Style, pseudo_class: String, style_class: String, ux_border_image: BorderImage, ux_background_image: BorderImage, border_image: Option<dx::Handle>, old_border_image: Option<dx::Handle>, background_image: Option<dx::Handle>, background_image_box: Option<ActorBox>, bg_color: Option<Color>, opacity: f64, is_disabled: bool, parent_disabled: bool, long_press_source: u32, in_dispose: bool, // sequences: GHashTable, // width/height set by css css_width: f64, css_height: f64, // previous size state before css width/height were applied old_min_width: f64, old_min_height: f64, old_nat_width: f64, old_nat_height: f64, old_min_width_set: bool, old_min_height_set: bool, old_nat_width_set: bool, old_nat_height_set: bool, // the previous opacity value if "visibility" style property was set to "hidden" old_opacity: i64, // previous visible state if the "display" style property was set to "none" old_visible: bool, } #[derive(Clone, Debug)] pub struct Widget { props: RefCell<WidgetProps>, inner: Actor, } impl Widget { pub fn new() -> Self { let props = WidgetProps { border: Default::default(), padding: Default::default(), style: Default::default(), pseudo_class: Default::default(), style_class: Default::default(), ux_border_image: Default::default(), ux_background_image: Default::default(), border_image: None, old_border_image: None, background_image: None, background_image_box: None, bg_color: None, opacity: 0.0, is_disabled: false, parent_disabled: false, long_press_source: 0, in_dispose: false, // sequences: GHashTable, // width/height set by css css_width: 0.0, css_height: 0.0, // previous size state before css width/height were applied old_min_width: 0.0, old_min_height: 0.0, old_nat_width: 0.0, old_nat_height: 0.0, old_min_width_set: false, old_min_height_set: false, old_nat_width_set: false, old_nat_height_set: false, old_opacity: 0, old_visible: false, }; let widget = Self { props: RefCell::new(props), inner: Actor::new(), }; widget } // fn remove_tooltip_timeout(&self) { // // self.tooltip_timeout = 0; // } } impl Default for Widget { fn default() -> Self { Self::new() } } impl Object for Widget {} impl Is<Widget> for Widget {} impl AsRef<Widget> for Widget { fn as_ref(&self) -> &Widget { self } } impl Is<Actor> for Widget {} impl AsRef<Actor> for Widget { fn as_ref(&self) -> &Actor { &self.inner } } pub trait WidgetExt: 'static { /// widget_apply_style: /// @widget: A #Widget /// @style: A #Style /// /// Used to implement how a new style instance should be applied in the widget. /// For instance, setting style instance on stylable internal children. /// fn apply_style<P: Is<Style>>(&self, style: &P); /// get_available_area: /// @widget: A #Widget /// @allocation: A #ActorBox /// @area: A #ActorBox /// /// Copies @allocation into @area and accounts for the padding values. This /// gives the area that is available in which to allocate children with respect /// to padding. /// fn get_available_area(&self, allocation: &ActorBox, area: &mut ActorBox); /// get_background_color: /// @actor: A #Widget /// /// Get the color used as the background. This is set using the /// "background-color" CSS property. This function should normally only /// be used by subclasses. /// /// Returns: (transfer none): a #Color fn get_background_color(&self) -> Option<Color>; fn get_background_texture(&self) -> Option<dx::Handle>; /// get_disabled: /// @widget: an #Widget /// /// Get the value of the "disabled" property. /// fn get_disabled(&self) -> bool; // should be located in concrete widget // /// get_menu: // /// @widget: A #Widget // /// // /// Get the object in the #Widget:menu property. // /// // /// Returns: (transfer none): The current object in the "menu" property. // /// // fn get_menu(&self) -> Option<Menu>; /// get_padding: /// @widget: A #Widget /// @padding: (out): A pointer to an #Padding to fill /// /// Gets the padding of the widget, set using the "padding" CSS property. This /// function should normally only be used by subclasses. /// fn get_padding(&self) -> Padding; // should be located in concrete widget // /// get_tooltip_delay: // /// @widget: an #Widget // /// // /// Get the value of the "tooltip-delay" property. // /// // /// Returns: the current delay value in milliseconds // /// // fn get_tooltip_delay(&self) -> u32; // should be located in concrete widget // /// get_tooltip_text: // /// @widget: A #Widget // /// // /// Get the current tooltip string // /// // /// Returns: The current tooltip string, owned by the #Widget // /// // fn get_tooltip_text(&self) -> Option<String>; // should be located in concrete widget // /// hide_tooltip: // /// @widget: A #Widget // /// // /// Hide the tooltip for @widget // /// // fn hide_tooltip(&self); /// long_press_cancel: /// @widget: An Widget /// /// Cancel a long-press timeout if one is running and emit the signal to notify /// that the long-press has been cancelled. /// fn long_press_cancel(&self); /// long_press_query: /// @widget: An Widget /// @event: the event used to determine whether to run a long-press /// /// Emit the long-press query signal and start a long-press timeout if required. /// fn long_press_query(&self, event: &mut Event); /// widget_set_disabled: /// @widget: an #Widget /// @disabled: value to set /// /// Set the disabled property. Disabled widgets have a "disabled" pseudo-class /// until disabled is set to #false. /// fn set_disabled(&self, disabled: bool); // should be located in concrete widget // /// widget_set_menu: // /// @widget: A #Widget // /// @menu: A #Menu // /// // /// Set the value of the #Widget:menu property. // /// // fn set_menu<P: Is<Menu>>(&self, menu: &P); // should be located in concrete widget // /// set_tooltip_delay: // /// @widget: an #Widget // /// // /// Set the value, in milliseconds, of the "tooltip-delay" property. // /// This is initially set to WIDGET_TOOLTIP_TIMEOUT. // /// // fn set_tooltip_delay(&self, delay: u32); // should be located in concrete widget // /// set_tooltip_text: // /// @widget: A #Widget // /// @text: text to set as the tooltip // /// // /// Set the tooltip text of the widget. Note that setting tooltip text will cause // /// the widget to be set reactive. If you no longer need tooltips and you do not // /// need the widget to be reactive, you must set ClutterActor::reactive to // /// %false. // /// // fn set_tooltip_text(&self, text: &str); // should be located in concrete widget // /// show_tooltip: // /// @widget: A #Widget // /// // /// Show the tooltip for @widget // /// // fn show_tooltip(&self); //fn connect_long_press<Unsupported or ignored types>(&self, f: F) -> SignalHandlerId; fn connect_property_disabled_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_menu_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_tooltip_delay_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_tooltip_text_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; // FIXME: We promote Actor implementation until the legacy Clutter code is not reimplemented /// Adds `action` to the list of actions applied to `self` /// /// A `Action` can only belong to one actor at a time /// /// The `Actor` will hold a reference on `action` until either /// `ActorExt::remove_action` or `ActorExt::clear_actions` /// is called /// ## `action` /// a `Action` fn add_action<P: IsA<Action>>(&self, action: &P); /// A convenience function for setting the name of a `Action` /// while adding it to the list of actions applied to `self` /// /// This function is the logical equivalent of: /// /// /// ```C /// actor_meta_set_name (ACTOR_META (action), name); /// actor_add_action (self, action); /// ``` /// ## `name` /// the name to set on the action /// ## `action` /// a `Action` fn add_action_with_name<P: IsA<Action>>(&self, name: &str, action: &P); /// Adds `child` to the children of `self`. /// /// This function will acquire a reference on `child` that will only /// be released when calling `ActorExt::remove_child`. /// /// This function will take into consideration the `Actor:depth` /// of `child`, and will keep the list of children sorted. /// /// This function will emit the `Container::actor-added` signal /// on `self`. /// ## `child` /// a `Actor` fn add_child<P: IsA<Actor>>(&self, child: &P); /// Adds `constraint` to the list of `Constraint`<!-- -->s applied /// to `self` /// /// The `Actor` will hold a reference on the `constraint` until /// either `ActorExt::remove_constraint` or /// `ActorExt::clear_constraints` is called. /// ## `constraint` /// a `Constraint` fn add_constraint<P: IsA<Constraint>>(&self, constraint: &P); /// A convenience function for setting the name of a `Constraint` /// while adding it to the list of constraints applied to `self` /// /// This function is the logical equivalent of: /// /// /// ```C /// actor_meta_set_name (ACTOR_META (constraint), name); /// actor_add_constraint (self, constraint); /// ``` /// ## `name` /// the name to set on the constraint /// ## `constraint` /// a `Constraint` fn add_constraint_with_name<P: IsA<Constraint>>(&self, name: &str, constraint: &P); /// Adds `effect` to the list of `Effect`<!-- -->s applied to `self` /// /// The `Actor` will hold a reference on the `effect` until either /// `ActorExt::remove_effect` or `ActorExt::clear_effects` is /// called. /// /// Note that as `Effect` is initially unowned, /// `ActorExt::add_effect` will sink any floating reference on `effect`. /// ## `effect` /// a `Effect` fn add_effect<P: IsA<Effect>>(&self, effect: &P); /// A convenience function for setting the name of a `Effect` /// while adding it to the list of effects applied to `self`. /// /// Note that as `Effect` is initially unowned, /// `ActorExt::add_effect_with_name` will sink any floating /// reference on `effect`. /// /// This function is the logical equivalent of: /// /// /// ```C /// actor_meta_set_name (ACTOR_META (effect), name); /// actor_add_effect (self, effect); /// ``` /// ## `name` /// the name to set on the effect /// ## `effect` /// a `Effect` fn add_effect_with_name<P: IsA<Effect>>(&self, name: &str, effect: &P); /// Adds a `transition` to the `Actor`'s list of animations. /// /// The `name` string is a per-actor unique identifier of the `transition`: only /// one `Transition` can be associated to the specified `name`. /// /// The `transition` will be started once added. /// /// This function will take a reference on the `transition`. /// /// This function is usually called implicitly when modifying an animatable /// property. /// ## `name` /// the name of the transition to add /// ## `transition` /// the `Transition` to add fn add_transition<P: IsA<Transition>>(&self, name: &str, transition: &P); /// Assigns the size of a `Actor` from the given `box_`. /// /// This function should only be called on the children of an actor when /// overriding the `ActorClass.allocate`() virtual function. /// /// This function will adjust the stored allocation to take into account /// the alignment flags set in the `Actor:x-align` and /// `Actor:y-align` properties, as well as the margin values set in /// the `Actor:margin-top`, `Actor:margin-right`, /// `Actor:margin-bottom`, and `Actor:margin-left` properties. /// /// This function will respect the easing state of the `Actor` and /// interpolate between the current allocation and the new one if the /// easing state duration is a positive value. /// /// Actors can know from their allocation box whether they have moved /// with respect to their parent actor. The `flags` parameter describes /// additional information about the allocation, for instance whether /// the parent has moved with respect to the stage, for example because /// a grandparent's origin has moved. /// ## `box_` /// new allocation of the actor, in parent-relative coordinates /// ## `flags` /// flags that control the allocation fn allocate(&self, box_: &ActorBox, flags: AllocationFlags); /// Allocates `self` by taking into consideration the available allocation /// area; an alignment factor on either axis; and whether the actor should /// fill the allocation on either axis. /// /// The `box_` should contain the available allocation width and height; /// if the x1 and y1 members of `ActorBox` are not set to 0, the /// allocation will be offset by their value. /// /// This function takes into consideration the geometry request specified by /// the `Actor:request-mode` property, and the text direction. /// /// This function is useful for fluid layout managers using legacy alignment /// flags. Newly written layout managers should use the `Actor:x-align` /// and `Actor:y-align` properties, instead, and just call /// `ActorExt::allocate` inside their `ActorClass.allocate`() /// implementation. /// ## `box_` /// a `ActorBox`, containing the available width and height /// ## `x_align` /// the horizontal alignment, between 0 and 1 /// ## `y_align` /// the vertical alignment, between 0 and 1 /// ## `x_fill` /// whether the actor should fill horizontally /// ## `y_fill` /// whether the actor should fill vertically /// ## `flags` /// allocation flags to be passed to `ActorExt::allocate` fn allocate_align_fill( &self, box_: &ActorBox, x_align: f64, y_align: f64, x_fill: bool, y_fill: bool, flags: AllocationFlags, ); /// Allocates `self` taking into account the `Actor`'s /// preferred size, but limiting it to the maximum available width /// and height provided. /// /// This function will do the right thing when dealing with the /// actor's request mode. /// /// The implementation of this function is equivalent to: /// /// /// ```C /// if (request_mode == REQUEST_HEIGHT_FOR_WIDTH) /// { /// actor_get_preferred_width (self, available_height, /// &min_width, /// &natural_width); /// width = CLAMP (natural_width, min_width, available_width); /// /// actor_get_preferred_height (self, width, /// &min_height, /// &natural_height); /// height = CLAMP (natural_height, min_height, available_height); /// } /// else if (request_mode == REQUEST_WIDTH_FOR_HEIGHT) /// { /// actor_get_preferred_height (self, available_width, /// &min_height, /// &natural_height); /// height = CLAMP (natural_height, min_height, available_height); /// /// actor_get_preferred_width (self, height, /// &min_width, /// &natural_width); /// width = CLAMP (natural_width, min_width, available_width); /// } /// else if (request_mode == REQUEST_CONTENT_SIZE) /// { /// content_get_preferred_size (content, &natural_width, &natural_height); /// /// width = CLAMP (natural_width, 0, available_width); /// height = CLAMP (natural_height, 0, available_height); /// } /// /// box.x1 = x; box.y1 = y; /// box.x2 = box.x1 + available_width; /// box.y2 = box.y1 + available_height; /// actor_allocate (self, &box, flags); /// ``` /// /// This function can be used by fluid layout managers to allocate /// an actor's preferred size without making it bigger than the area /// available for the container. /// ## `x` /// the actor's X coordinate /// ## `y` /// the actor's Y coordinate /// ## `available_width` /// the maximum available width, or -1 to use the /// actor's natural width /// ## `available_height` /// the maximum available height, or -1 to use the /// actor's natural height /// ## `flags` /// flags controlling the allocation fn allocate_available_size( &self, x: f32, y: f32, available_width: f32, available_height: f32, flags: AllocationFlags, ); /// Allocates the natural size of `self`. /// /// This function is a utility call for `Actor` implementations /// that allocates the actor's preferred natural size. It can be used /// by fixed layout managers (like `Group` or so called /// 'composite actors') inside the Actor::allocate /// implementation to give each child exactly how much space it /// requires, regardless of the size of the parent. /// /// This function is not meant to be used by applications. It is also /// not meant to be used outside the implementation of the /// `ActorClass.allocate` virtual function. /// ## `flags` /// flags controlling the allocation fn allocate_preferred_size(&self, flags: AllocationFlags); /// Transforms `point` in coordinates relative to the actor into /// ancestor-relative coordinates using the relevant transform /// stack (i.e. scale, rotation, etc). /// /// If `ancestor` is `None` the ancestor will be the `Stage`. In /// this case, the coordinates returned will be the coordinates on /// the stage before the projection is applied. This is different from /// the behaviour of `ActorExt::apply_transform_to_point`. /// ## `ancestor` /// A `Actor` ancestor, or `None` to use the /// default `Stage` /// ## `point` /// A point as `Vertex` /// ## `vertex` /// The translated `Vertex` fn apply_relative_transform_to_point<P: IsA<Actor>>( &self, ancestor: Option<&P>, 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) /// ## `point` /// A point as `Vertex` /// ## `vertex` /// The translated `Vertex` fn apply_transform_to_point(&self, point: &Vertex) -> Vertex; /// Binds a `gio::ListModel` to a `Actor`. /// /// If the `Actor` was already bound to a `gio::ListModel`, the previous /// binding is destroyed. /// /// The existing children of `Actor` are destroyed when setting a /// model, and new children are created and added, representing the contents /// of the `model`. The `Actor` is updated whenever the `model` changes. /// If `model` is `None`, the `Actor` is left empty. /// /// When a `Actor` is bound to a model, adding and removing children /// directly is undefined behaviour. /// ## `model` /// a `gio::ListModel` /// ## `create_child_func` /// a function that creates `Actor` instances /// from the contents of the `model` /// ## `user_data` /// user data passed to `create_child_func` /// ## `notify` /// function called when unsetting the `model` fn bind_model<P: IsA<gio::ListModel>, Q: Fn(&glib::Object) -> Actor + 'static>( &self, model: Option<&P>, create_child_func: Q, ); //fn bind_model_with_properties<P: IsA<gio::ListModel>>(&self, model: &P, child_type: glib::types::Type, first_model_property: &str, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs); /// Clears the list of actions applied to `self` fn clear_actions(&self); /// Clears the list of constraints applied to `self` fn clear_constraints(&self); /// Clears the list of effects applied to `self` fn clear_effects(&self); /// Determines if `descendant` is contained inside `self` (either as an /// immediate child, or as a deeper descendant). If `self` and /// `descendant` point to the same actor then it will also return `true`. /// ## `descendant` /// A `Actor`, possibly contained in `self` /// /// # Returns /// /// whether `descendent` is contained within `self` fn contains<P: IsA<Actor>>(&self, descendant: &P) -> bool; /// Run the next stage of the paint sequence. This function should only /// be called within the implementation of the ‘run’ virtual of a /// `Effect`. It will cause the run method of the next effect to /// be applied, or it will paint the actual actor if the current effect /// is the last effect in the chain. fn continue_paint(&self); /// Creates a `pango::Context` for the given actor. The `pango::Context` /// is already configured using the appropriate font map, resolution /// and font options. /// /// See also `ActorExt::get_pango_context`. /// /// # Returns /// /// the newly created `pango::Context`. /// Use `gobject::ObjectExt::unref` on the returned value to deallocate its /// resources fn create_pango_context(&self) -> Option<pango::Context>; /// Creates a new `pango::Layout` from the same `pango::Context` used /// by the `Actor`. The `pango::Layout` is already configured /// with the font map, resolution and font options, and the /// given `text`. /// /// If you want to keep around a `pango::Layout` created by this /// function you will have to connect to the `Backend::font-changed` /// and `Backend::resolution-changed` signals, and call /// `pango::Layout::context_changed` in response to them. /// ## `text` /// the text to set on the `pango::Layout`, or `None` /// /// # Returns /// /// the newly created `pango::Layout`. /// Use `gobject::ObjectExt::unref` when done fn create_pango_layout(&self, text: Option<&str>) -> Option<pango::Layout>; /// Destroys an actor. When an actor is destroyed, it will break any /// references it holds to other objects. If the actor is inside a /// container, the actor will be removed. /// /// When you destroy a container, its children will be destroyed as well. /// /// Note: you cannot destroy the `Stage` returned by /// `Stage::get_default`. fn destroy(&self); /// Destroys all children of `self`. /// /// This function releases the reference added by inserting a child /// actor in the list of children of `self`, and ensures that the /// `Actor::destroy` signal is emitted on each child of the /// actor. /// /// By default, `Actor` will emit the `Actor::destroy` signal /// when its reference count drops to 0; the default handler of the /// `Actor::destroy` signal will destroy all the children of an /// actor. This function ensures that all children are destroyed, instead /// of just removed from `self`, unlike `ActorExt::remove_all_children` /// which will merely release the reference and remove each child. /// /// Unless you acquired an additional reference on each child of `self` /// prior to calling `ActorExt::remove_all_children` and want to reuse /// the actors, you should use `ActorExt::destroy_all_children` in /// order to make sure that children are destroyed and signal handlers /// are disconnected even in cases where circular references prevent this /// from automatically happening through reference counting alone. fn destroy_all_children(&self); /// This function is used to emit an event on the main stage. /// You should rarely need to use this function, except for /// synthetising events. /// ## `event` /// a `Event` /// ## `capture` /// `true` if event in in capture phase, `false` otherwise. /// /// # Returns /// /// the return value from the signal emission: `true` /// if the actor handled the event, or `false` if the event was /// not handled fn event(&self, event: &Event, capture: bool) -> bool; //fn get_abs_allocation_vertices(&self, verts: /*Unimplemented*/FixedArray TypeId { ns_id: 1, id: 16 }; 4); /// Retrieves the `Action` with the given name in the list /// of actions applied to `self` /// ## `name` /// the name of the action to retrieve /// /// # Returns /// /// a `Action` for the given /// name, or `None`. The returned `Action` is owned by the /// actor and it should not be unreferenced directly fn get_action(&self, name: &str) -> Option<Action>; /// Retrieves the list of actions applied to `self` /// /// # Returns /// /// a copy /// of the list of `Action`<!-- -->s. The contents of the list are /// owned by the `Actor`. Use `glib::List::free` to free the resources /// allocated by the returned `glib::List` fn get_actions(&self) -> Vec<Action>; /// Gets the layout box an actor has been assigned. The allocation can /// only be assumed valid inside a `paint` method; anywhere else, it /// may be out-of-date. /// /// An allocation does not incorporate the actor's scale or anchor point; /// those transformations do not affect layout, only rendering. /// /// Do not call any of the actor_get_allocation_*() family /// of functions inside the implementation of the `get_preferred_width` /// or `get_preferred_height` virtual functions. /// ## `box_` /// the function fills this in with the actor's allocation fn get_allocation_box(&self) -> ActorBox; //fn get_allocation_vertices<P: IsA<Actor>>(&self, ancestor: Option<&P>, verts: /*Unimplemented*/FixedArray TypeId { ns_id: 1, id: 16 }; 4); // /// Retrieves the color set using `ActorExt::set_background_color`. // /// ## `color` // /// return location for a `Color` // fn get_background_color(&self) -> Color; /// Retrieves the actor at the given `index_` inside the list of /// children of `self`. /// ## `index_` /// the position in the list of children /// /// # Returns /// /// a pointer to a `Actor`, or `None` fn get_child_at_index(&self, index_: i32) -> Option<Actor>; /// Retrieves the child transformation matrix set using /// `ActorExt::set_child_transform`; if none is currently set, /// the `transform` matrix will be initialized to the identity matrix. /// ## `transform` /// a `Matrix` fn get_child_transform(&self) -> Matrix; /// Retrieves the list of children of `self`. /// /// # Returns /// /// A newly /// allocated `glib::List` of `Actor`<!-- -->s. Use `glib::List::free` when /// done. fn get_children(&self) -> Vec<Actor>; /// Gets the clip area for `self`, if any is set. /// ## `xoff` /// return location for the X offset of /// the clip rectangle, or `None` /// ## `yoff` /// return location for the Y offset of /// the clip rectangle, or `None` /// ## `width` /// return location for the width of /// the clip rectangle, or `None` /// ## `height` /// return location for the height of /// the clip rectangle, or `None` fn get_clip(&self) -> (f32, f32, f32, f32); /// Retrieves the value set using `ActorExt::set_clip_to_allocation` /// /// # Returns /// /// `true` if the `Actor` is clipped to its allocation fn get_clip_to_allocation(&self) -> bool; /// Retrieves the `Constraint` with the given name in the list /// of constraints applied to `self` /// ## `name` /// the name of the constraint to retrieve /// /// # Returns /// /// a `Constraint` for the given /// name, or `None`. The returned `Constraint` is owned by the /// actor and it should not be unreferenced directly fn get_constraint(&self, name: &str) -> Option<Constraint>; /// Retrieves the list of constraints applied to `self` /// /// # Returns /// /// a copy /// of the list of `Constraint`<!-- -->s. The contents of the list are /// owned by the `Actor`. Use `glib::List::free` to free the resources /// allocated by the returned `glib::List` fn get_constraints(&self) -> Vec<Constraint>; /// Retrieves the contents of `self`. /// /// # Returns /// /// a pointer to the `Content` instance, /// or `None` if none was set fn get_content(&self) -> Option<Content>; /// Retrieves the bounding box for the `Content` of `self`. /// /// The bounding box is relative to the actor's allocation. /// /// If no `Content` is set for `self`, or if `self` has not been /// allocated yet, then the result is undefined. /// /// The content box is guaranteed to be, at most, as big as the allocation /// of the `Actor`. /// /// If the `Content` used by the actor has a preferred size, then /// it is possible to modify the content box by using the /// `Actor:content-gravity` property. /// ## `box_` /// the return location for the bounding /// box for the `Content` fn get_content_box(&self) -> ActorBox; /// Retrieves the content gravity as set using /// `ActorExt::set_content_gravity`. /// /// # Returns /// /// the content gravity fn get_content_gravity(&self) -> ContentGravity; /// Retrieves the repeat policy for a `Actor` set by /// `ActorExt::set_content_repeat`. /// /// # Returns /// /// the content repeat policy fn get_content_repeat(&self) -> ContentRepeat; /// Retrieves the values set using `ActorExt::set_content_scaling_filters`. /// ## `min_filter` /// return location for the minification /// filter, or `None` /// ## `mag_filter` /// return location for the magnification /// filter, or `None` fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter); /// Retrieves the default paint volume for `self`. /// /// This function provides the same `PaintVolume` that would be /// computed by the default implementation inside `Actor` of the /// `ActorClass.get_paint_volume`() virtual function. /// /// This function should only be used by `Actor` subclasses that /// cannot chain up to the parent implementation when computing their /// paint volume. /// /// # Returns /// /// a pointer to the default /// `PaintVolume`, relative to the `Actor`, or `None` if /// the actor could not compute a valid paint volume. The returned value /// is not guaranteed to be stable across multiple frames, so if you /// want to retain it, you will need to copy it using /// `PaintVolume::copy`. fn get_default_paint_volume(&self) -> Option<PaintVolume>; /// Retrieves the delay that should be applied when tweening animatable /// properties. /// /// # Returns /// /// a delay, in milliseconds fn get_easing_delay(&self) -> u32; /// Retrieves the duration of the tweening for animatable /// properties of `self` for the current easing state. /// /// # Returns /// /// the duration of the tweening, in milliseconds fn get_easing_duration(&self) -> u32; /// Retrieves the easing mode for the tweening of animatable properties /// of `self` for the current easing state. /// /// # Returns /// /// an easing mode fn get_easing_mode(&self) -> AnimationMode; /// Retrieves the `Effect` with the given name in the list /// of effects applied to `self` /// ## `name` /// the name of the effect to retrieve /// /// # Returns /// /// a `Effect` for the given /// name, or `None`. The returned `Effect` is owned by the /// actor and it should not be unreferenced directly fn get_effect(&self, name: &str) -> Option<Effect>; /// Retrieves the `Effect`<!-- -->s applied on `self`, if any /// /// # Returns /// /// a list /// of `Effect`<!-- -->s, or `None`. The elements of the returned /// list are owned by internals and they should not be freed. You should /// free the returned list using `glib::List::free` when done fn get_effects(&self) -> Vec<Effect>; /// Retrieves the first child of `self`. /// /// The returned pointer is only valid until the scene graph changes; it /// is not safe to modify the list of children of `self` while iterating /// it. /// /// # Returns /// /// a pointer to a `Actor`, or `None` fn get_first_child(&self) -> Option<Actor>; /// Checks whether an actor has a fixed position set (and will thus be /// unaffected by any layout manager). /// /// # Returns /// /// `true` if the fixed position is set on the actor fn get_fixed_position_set(&self) -> bool; /// Retrieves the flags set on `self` /// /// # Returns /// /// a bitwise or of `ActorFlags` or 0 fn get_flags(&self) -> ActorFlags; /// Retrieves the height of a `Actor`. /// /// If the actor has a valid allocation, this function will return the /// height of the allocated area given to the actor. /// /// If the actor does not have a valid allocation, this function will /// return the actor's natural height, that is the preferred height of /// the actor. /// /// If you care whether you get the preferred height or the height that /// has been assigned to the actor, you should probably call a different /// function like `ActorExt::get_allocation_box` to retrieve the /// allocated size or `ActorExt::get_preferred_height` to retrieve the /// preferred height. /// /// If an actor has a fixed height, for instance a height that has been /// assigned using `ActorExt::set_height`, the height returned will /// be the same value. /// /// # Returns /// /// the height of the actor, in pixels fn get_height(&self) -> f32; /// Retrieves the last child of `self`. /// /// The returned pointer is only valid until the scene graph changes; it /// is not safe to modify the list of children of `self` while iterating /// it. /// /// # Returns /// /// a pointer to a `Actor`, or `None` fn get_last_child(&self) -> Option<Actor>; /// Retrieves the `LayoutManager` used by `self`. /// /// # Returns /// /// a pointer to the `LayoutManager`, /// or `None` fn get_layout_manager(&self) -> Option<LayoutManager>; /// Retrieves all the components of the margin of a `Actor`. /// ## `margin` /// return location for a `Margin` fn get_margin(&self) -> Margin; /// Retrieves the bottom margin of a `Actor`. /// /// # Returns /// /// the bottom margin fn get_margin_bottom(&self) -> f32; /// Retrieves the left margin of a `Actor`. /// /// # Returns /// /// the left margin fn get_margin_left(&self) -> f32; /// Retrieves the right margin of a `Actor`. /// /// # Returns /// /// the right margin fn get_margin_right(&self) -> f32; /// Retrieves the top margin of a `Actor`. /// /// # Returns /// /// the top margin fn get_margin_top(&self) -> f32; /// Retrieves the number of children of `self`. /// /// # Returns /// /// the number of children of an actor fn get_n_children(&self) -> i32; /// Retrieves the name of `self`. /// /// # Returns /// /// the name of the actor, or `None`. The returned string is /// owned by the actor and should not be modified or freed. fn get_name(&self) -> Option<GString>; /// Retrieves the sibling of `self` that comes after it in the list /// of children of `self`'s parent. /// /// The returned pointer is only valid until the scene graph changes; it /// is not safe to modify the list of children of `self` while iterating /// it. /// /// # Returns /// /// a pointer to a `Actor`, or `None` fn get_next_sibling(&self) -> Option<Actor>; /// Retrieves whether to redirect the actor to an offscreen buffer, as /// set by `ActorExt::set_offscreen_redirect`. /// /// # Returns /// /// the value of the offscreen-redirect property of the actor fn get_offscreen_redirect(&self) -> OffscreenRedirect; /// Retrieves the opacity value of an actor, as set by /// `ActorExt::set_opacity`. /// /// For retrieving the absolute opacity of the actor inside a paint /// virtual function, see `ActorExt::get_paint_opacity`. /// /// # Returns /// /// the opacity of the actor fn get_opacity(&self) -> u8; /// Retrieves the paint volume of the passed `Actor`, and /// transforms it into a 2D bounding box in stage coordinates. /// /// This function is useful to determine the on screen area occupied by /// the actor. The box is only an approximation and may often be /// considerably larger due to the optimizations used to calculate the /// box. The box is never smaller though, so it can reliably be used /// for culling. /// /// There are times when a 2D paint box can't be determined, e.g. /// because the actor isn't yet parented under a stage or because /// the actor is unable to determine a paint volume. /// ## `box_` /// return location for a `ActorBox` /// /// # Returns /// /// `true` if a 2D paint box could be determined, else /// `false`. fn get_paint_box(&self) -> Option<ActorBox>; /// Retrieves the absolute opacity of the actor, as it appears on the stage. /// /// This function traverses the hierarchy chain and composites the opacity of /// the actor with that of its parents. /// /// This function is intended for subclasses to use in the paint virtual /// function, to paint themselves with the correct opacity. /// /// # Returns /// /// The actor opacity value. fn get_paint_opacity(&self) -> u8; /// Retrieves the 'paint' visibility of an actor recursively checking for non /// visible parents. /// /// This is by definition the same as `ACTOR_IS_MAPPED`. /// /// # Returns /// /// `true` if the actor is visibile and will be painted. fn get_paint_visibility(&self) -> bool; /// Retrieves the paint volume of the passed `Actor`, or `None` /// when a paint volume can't be determined. /// /// The paint volume is defined as the 3D space occupied by an actor /// when being painted. /// /// This function will call the `ActorClass.get_paint_volume`() /// virtual function of the `Actor` class. Sub-classes of `Actor` /// should not usually care about overriding the default implementation, /// unless they are, for instance: painting outside their allocation, or /// actors with a depth factor (not in terms of `Actor:depth` but real /// 3D depth). /// /// Note: 2D actors overriding `ActorClass.get_paint_volume`() /// should ensure that their volume has a depth of 0. (This will be true /// as long as you don't call `PaintVolume::set_depth`.) /// /// # Returns /// /// a pointer to a `PaintVolume`, /// or `None` if no volume could be determined. The returned pointer /// is not guaranteed to be valid across multiple frames; if you want /// to keep it, you will need to copy it using `PaintVolume::copy`. fn get_paint_volume(&self) -> Option<PaintVolume>; /// Retrieves the `pango::Context` for `self`. The actor's `pango::Context` /// is already configured using the appropriate font map, resolution /// and font options. /// /// Unlike `ActorExt::create_pango_context`, this context is owend /// by the `Actor` and it will be updated each time the options /// stored by the `Backend` change. /// /// You can use the returned `pango::Context` to create a `pango::Layout` /// and render text using `pango_render_layout` to reuse the /// glyphs cache also used by internal. /// /// # Returns /// /// the `pango::Context` for a `Actor`. /// The returned `pango::Context` is owned by the actor and should not be /// unreferenced by the application code fn get_pango_context(&self) -> Option<pango::Context>; /// Retrieves the parent of `self`. /// /// # Returns /// /// The `Actor` parent, or `None` /// if no parent is set fn get_parent(&self) -> Option<Actor>; /// Retrieves the coordinates of the `Actor:pivot-point`. /// ## `pivot_x` /// return location for the normalized X /// coordinate of the pivot point, or `None` /// ## `pivot_y` /// return location for the normalized Y /// coordinate of the pivot point, or `None` fn get_pivot_point(&self) -> (f32, f32); /// Retrieves the Z component of the `Actor:pivot-point`. fn get_pivot_point_z(&self) -> 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. /// /// The returned position is in pixels. /// ## `x` /// return location for the X coordinate, or `None` /// ## `y` /// return location for the Y coordinate, or `None` fn get_position(&self) -> (f32, f32); /// Computes the requested minimum and natural heights for an actor, /// or if they are already computed, returns the cached values. /// /// An actor may not get its request - depending on the layout /// manager that's in effect. /// /// A request should not incorporate the actor's scale or anchor point; /// those transformations do not affect layout, only rendering. /// ## `for_width` /// available width to assume in computing desired height, /// or a negative value to indicate that no width is defined /// ## `min_height_p` /// return location for minimum height, /// or `None` /// ## `natural_height_p` /// return location for natural /// height, or `None` fn get_preferred_height(&self, for_width: 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). /// /// The width and height used to compute the preferred height and preferred /// width are the actor's natural ones. /// /// If you need to control the height for the preferred width, or the width for /// the preferred height, you should use `ActorExt::get_preferred_width` /// and `ActorExt::get_preferred_height`, and check the actor's preferred /// geometry management using the `Actor:request-mode` property. /// ## `min_width_p` /// return location for the minimum /// width, or `None` /// ## `min_height_p` /// return location for the minimum /// height, or `None` /// ## `natural_width_p` /// return location for the natural /// width, or `None` /// ## `natural_height_p` /// return location for the natural /// height, or `None` fn get_preferred_size(&self) -> (f32, 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. /// /// An actor may not get its request - depending on the layout /// manager that's in effect. /// /// A request should not incorporate the actor's scale or anchor point; /// those transformations do not affect layout, only rendering. /// ## `for_height` /// available height when computing the preferred width, /// or a negative value to indicate that no height is defined /// ## `min_width_p` /// return location for minimum width, /// or `None` /// ## `natural_width_p` /// return location for the natural /// width, or `None` fn get_preferred_width(&self, for_height: f32) -> (f32, f32); /// Retrieves the sibling of `self` that comes before it in the list /// of children of `self`'s parent. /// /// The returned pointer is only valid until the scene graph changes; it /// is not safe to modify the list of children of `self` while iterating /// it. /// /// # Returns /// /// a pointer to a `Actor`, or `None` fn get_previous_sibling(&self) -> Option<Actor>; /// Checks whether `self` is marked as reactive. /// /// # Returns /// /// `true` if the actor is reactive fn get_reactive(&self) -> bool; /// Retrieves the geometry request mode of `self` /// /// # Returns /// /// the request mode for the actor fn get_request_mode(&self) -> RequestMode; /// Retrieves the angle of rotation set by `ActorExt::set_rotation_angle`. /// ## `axis` /// the axis of the rotation /// /// # Returns /// /// the angle of rotation, in degrees fn get_rotation_angle(&self, axis: RotateAxis) -> f64; /// Retrieves an actors scale factors. /// ## `scale_x` /// Location to store horizonal /// scale factor, or `None`. /// ## `scale_y` /// Location to store vertical /// scale factor, or `None`. fn get_scale(&self) -> (f64, f64); /// Retrieves the scaling factor along the Z axis, as set using /// `ActorExt::set_scale_z`. /// /// # Returns /// /// the scaling factor along the Z axis fn get_scale_z(&self) -> f64; /// This function tries to "do what you mean" and return /// the size an actor will have. If the actor has a valid /// allocation, the allocation will be returned; otherwise, /// the actors natural size request will be returned. /// /// If you care whether you get the request vs. the allocation, you /// should probably call a different function like /// `ActorExt::get_allocation_box` or /// `ActorExt::get_preferred_width`. /// ## `width` /// return location for the width, or `None`. /// ## `height` /// return location for the height, or `None`. fn get_size(&self) -> (f32, f32); /// Retrieves the `Stage` where `self` is contained. /// /// # Returns /// /// the stage /// containing the actor, or `None` fn get_stage(&self) -> Option<Stage>; /// Retrieves the value set using `ActorExt::set_text_direction` /// /// If no text direction has been previously set, the default text /// direction, as returned by `get_default_text_direction`, will /// be returned instead /// /// # Returns /// /// the `TextDirection` for the actor fn get_text_direction(&self) -> TextDirection; /// Retrieves the current transformation matrix of a `Actor`. /// ## `transform` /// a `Matrix` fn get_transform(&self) -> Matrix; /// Retrieves the 3D paint volume of an actor like /// `ActorExt::get_paint_volume` does (Please refer to the /// documentation of `ActorExt::get_paint_volume` for more /// details.) and it additionally transforms the paint volume into the /// coordinate space of `relative_to_ancestor`. (Or the stage if `None` /// is passed for `relative_to_ancestor`) /// /// This can be used by containers that base their paint volume on /// the volume of their children. Such containers can query the /// transformed paint volume of all of its children and union them /// together using `PaintVolume::union`. /// ## `relative_to_ancestor` /// A `Actor` that is an ancestor of `self` /// (or `None` for the stage) /// /// # Returns /// /// a pointer to a `PaintVolume`, /// or `None` if no volume could be determined. The returned pointer is /// not guaranteed to be valid across multiple frames; if you wish to /// keep it, you will have to copy it using `PaintVolume::copy`. fn get_transformed_paint_volume<P: IsA<Actor>>( &self, relative_to_ancestor: &P, ) -> Option<PaintVolume>; /// Gets the absolute position of an actor, in pixels relative to the stage. /// ## `x` /// return location for the X coordinate, or `None` /// ## `y` /// return location for the Y coordinate, or `None` fn get_transformed_position(&self) -> (f32, f32); /// Gets the absolute size of an actor in pixels, taking into account the /// scaling factors. /// /// If the actor has a valid allocation, the allocated size will be used. /// If the actor has not a valid allocation then the preferred size will /// be transformed and returned. /// /// If you want the transformed allocation, see /// `ActorExt::get_abs_allocation_vertices` instead. /// /// When the actor (or one of its ancestors) is rotated around the /// X or Y axis, it no longer appears as on the stage as a rectangle, but /// as a generic quadrangle; in that case this function returns the size /// of the smallest rectangle that encapsulates the entire quad. Please /// note that in this case no assumptions can be made about the relative /// position of this envelope to the absolute position of the actor, as /// returned by `ActorExt::get_transformed_position`; if you need this /// information, you need to use `ActorExt::get_abs_allocation_vertices` /// to get the coords of the actual quadrangle. /// ## `width` /// return location for the width, or `None` /// ## `height` /// return location for the height, or `None` fn get_transformed_size(&self) -> (f32, f32); /// Retrieves the `Transition` of a `Actor` by using the /// transition `name`. /// /// Transitions created for animatable properties use the name of the /// property itself, for instance the code below: /// /// /// ```C /// actor_set_easing_duration (actor, 1000); /// actor_set_rotation (actor, Y_AXIS, 360.0, x, y, z); /// /// transition = actor_get_transition (actor, "rotation-angle-y"); /// g_signal_connect (transition, "stopped", /// G_CALLBACK (on_transition_stopped), /// actor); /// ``` /// /// will call the `on_transition_stopped` callback when the transition /// is finished. /// /// If you just want to get notifications of the completion of a transition, /// you should use the `Actor::transition-stopped` signal, using the /// transition name as the signal detail. /// ## `name` /// the name of the transition /// /// # Returns /// /// a `Transition`, or `None` is none /// was found to match the passed name; the returned instance is owned /// by internal and it should not be freed fn get_transition(&self, name: &str) -> Option<Transition>; /// Retrieves the translation set using `ActorExt::set_translation`. /// ## `translate_x` /// return location for the X component /// of the translation, or `None` /// ## `translate_y` /// return location for the Y component /// of the translation, or `None` /// ## `translate_z` /// return location for the Z component /// of the translation, or `None` fn get_translation(&self) -> (f32, f32, f32); /// Retrieves the width of a `Actor`. /// /// If the actor has a valid allocation, this function will return the /// width of the allocated area given to the actor. /// /// If the actor does not have a valid allocation, this function will /// return the actor's natural width, that is the preferred width of /// the actor. /// /// If you care whether you get the preferred width or the width that /// has been assigned to the actor, you should probably call a different /// function like `ActorExt::get_allocation_box` to retrieve the /// allocated size or `ActorExt::get_preferred_width` to retrieve the /// preferred width. /// /// If an actor has a fixed width, for instance a width that has been /// assigned using `ActorExt::set_width`, the width returned will /// be the same value. /// /// # Returns /// /// the width of the actor, in pixels fn get_width(&self) -> f32; /// Retrieves the X coordinate of a `Actor`. /// /// This function tries to "do what you mean", by returning the /// correct value depending on the actor's state. /// /// If the actor has a valid allocation, this function will return /// the X coordinate of the origin of the allocation box. /// /// If the actor has any fixed coordinate set using `ActorExt::set_x`, /// `ActorExt::set_position` or `Actor::set_geometry`, this /// function will return that coordinate. /// /// If both the allocation and a fixed position are missing, this function /// will return 0. /// /// # Returns /// /// the X coordinate, in pixels, ignoring any /// transformation (i.e. scaling, rotation) fn get_x(&self) -> f32; /// Retrieves the horizontal alignment policy set using /// `ActorExt::set_x_align`. /// /// # Returns /// /// the horizontal alignment policy. fn get_x_align(&self) -> ActorAlign; /// Retrieves the value set with `ActorExt::set_x_expand`. /// /// See also: `ActorExt::needs_expand` /// /// # Returns /// /// `true` if the actor has been set to expand fn get_x_expand(&self) -> bool; /// Retrieves the Y coordinate of a `Actor`. /// /// This function tries to "do what you mean", by returning the /// correct value depending on the actor's state. /// /// If the actor has a valid allocation, this function will return /// the Y coordinate of the origin of the allocation box. /// /// If the actor has any fixed coordinate set using `ActorExt::set_y`, /// `ActorExt::set_position` or `Actor::set_geometry`, this /// function will return that coordinate. /// /// If both the allocation and a fixed position are missing, this function /// will return 0. /// /// # Returns /// /// the Y coordinate, in pixels, ignoring any /// transformation (i.e. scaling, rotation) fn get_y(&self) -> f32; /// Retrieves the vertical alignment policy set using /// `ActorExt::set_y_align`. /// /// # Returns /// /// the vertical alignment policy. fn get_y_align(&self) -> ActorAlign; /// Retrieves the value set with `ActorExt::set_y_expand`. /// /// See also: `ActorExt::needs_expand` /// /// # Returns /// /// `true` if the actor has been set to expand fn get_y_expand(&self) -> bool; /// Retrieves the actor's position on the Z axis. /// /// # Returns /// /// the position on the Z axis. fn get_z_position(&self) -> f32; /// Sets the key focus of the `Stage` including `self` /// to this `Actor`. fn grab_key_focus(&self); /// Returns whether the actor has any actions applied. /// /// # Returns /// /// `true` if the actor has any actions, /// `false` otherwise fn has_actions(&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). /// /// If this function returns `false`, then the actor will normally /// be allocated before it is next drawn on the screen. /// /// # Returns /// /// `true` if the actor has an up-to-date allocation fn has_allocation(&self) -> bool; /// Determines whether the actor has a clip area set or not. /// /// # Returns /// /// `true` if the actor has a clip area set. fn has_clip(&self) -> bool; /// Returns whether the actor has any constraints applied. /// /// # Returns /// /// `true` if the actor has any constraints, /// `false` otherwise fn has_constraints(&self) -> bool; /// Returns whether the actor has any effects applied. /// /// # Returns /// /// `true` if the actor has any effects, /// `false` otherwise fn has_effects(&self) -> bool; /// Checks whether `self` is the `Actor` that has key focus /// /// # Returns /// /// `true` if the actor has key focus, and `false` otherwise fn has_key_focus(&self) -> bool; /// Asks the actor's implementation whether it may contain overlapping /// primitives. /// /// For example; it may use this to determine whether the painting /// should be redirected to an offscreen buffer to correctly implement /// the opacity property. /// /// Custom actors can override the default response by implementing the /// `ActorClass.has_overlaps`() virtual function. See /// `ActorExt::set_offscreen_redirect` for more information. /// /// # Returns /// /// `true` if the actor may have overlapping primitives, and /// `false` otherwise fn has_overlaps(&self) -> bool; /// Checks whether an actor contains the pointer of a /// `InputDevice` /// /// # Returns /// /// `true` if the actor contains the pointer, and /// `false` otherwise fn has_pointer(&self) -> bool; /// Flags an actor to be hidden. A hidden actor will not be /// rendered on the stage. /// /// Actors are visible by default. /// /// If this function is called on an actor without a parent, the /// `Actor:show-on-set-parent` property will be set to `false` /// as a side-effect. fn hide(&self); /// Inserts `child` into the list of children of `self`, above another /// child of `self` or, if `sibling` is `None`, above all the children /// of `self`. /// /// This function will acquire a reference on `child` that will only /// be released when calling `ActorExt::remove_child`. /// /// This function will not take into consideration the `Actor:depth` /// of `child`. /// /// This function will emit the `Container::actor-added` signal /// on `self`. /// ## `child` /// a `Actor` /// ## `sibling` /// a child of `self`, or `None` fn insert_child_above<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>); /// Inserts `child` into the list of children of `self`, using the /// given `index_`. If `index_` is greater than the number of children /// in `self`, or is less than 0, then the new child is added at the end. /// /// This function will acquire a reference on `child` that will only /// be released when calling `ActorExt::remove_child`. /// /// This function will not take into consideration the `Actor:depth` /// of `child`. /// /// This function will emit the `Container::actor-added` signal /// on `self`. /// ## `child` /// a `Actor` /// ## `index_` /// the index fn insert_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32); /// Inserts `child` into the list of children of `self`, below another /// child of `self` or, if `sibling` is `None`, below all the children /// of `self`. /// /// This function will acquire a reference on `child` that will only /// be released when calling `ActorExt::remove_child`. /// /// This function will not take into consideration the `Actor:depth` /// of `child`. /// /// This function will emit the `Container::actor-added` signal /// on `self`. /// ## `child` /// a `Actor` /// ## `sibling` /// a child of `self`, or `None` fn insert_child_below<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>); /// Checks whether `self` is being currently painted by a `Clone` /// /// This function is useful only inside the ::paint virtual function /// implementations or within handlers for the `Actor::paint` /// signal /// /// This function should not be used by applications /// /// # Returns /// /// `true` if the `Actor` is currently being painted /// by a `Clone`, and `false` otherwise fn is_in_clone_paint(&self) -> bool; /// Checks whether a `Actor` has been set as mapped. /// /// See also `ACTOR_IS_MAPPED` and `Actor:mapped` /// /// # Returns /// /// `true` if the actor is mapped fn is_mapped(&self) -> bool; /// Checks whether a `Actor` is realized. /// /// See also `ACTOR_IS_REALIZED` and `Actor:realized`. /// /// # Returns /// /// `true` if the actor is realized fn is_realized(&self) -> bool; /// Checks whether any rotation is applied to the actor. /// /// # Returns /// /// `true` if the actor is rotated. fn is_rotated(&self) -> bool; /// Checks whether the actor is scaled in either dimension. /// /// # Returns /// /// `true` if the actor is scaled. fn is_scaled(&self) -> bool; /// Checks whether an actor is marked as visible. /// /// See also `ACTOR_IS_VISIBLE` and `Actor:visible`. /// /// # Returns /// /// `true` if the actor visible fn is_visible(&self) -> bool; /// Sets the `ActorFlags::Mapped` flag on the actor and possibly maps /// and realizes its children if they are visible. Does nothing if the /// actor is not visible. /// /// Calling this function is strongly disencouraged: the default /// implementation of `ActorClass.map`() will map all the children /// of an actor when mapping its parent. /// /// When overriding map, it is mandatory to chain up to the parent /// implementation. fn map(&self); /// Moves an actor by the specified distance relative to its current /// position in pixels. /// /// This function modifies the fixed position of an actor and thus removes /// it from any layout management. Another way to move an actor is with an /// anchor point, see `Actor::set_anchor_point`, or with an additional /// translation, using `ActorExt::set_translation`. /// ## `dx` /// Distance to move Actor on X axis. /// ## `dy` /// Distance to move Actor on Y axis. fn move_by(&self, dx: f32, dy: f32); /// Checks whether an actor, or any of its children, is set to expand /// horizontally or vertically. /// /// This function should only be called by layout managers that can /// assign extra space to their children. /// /// If you want to know whether the actor was explicitly set to expand, /// use `ActorExt::get_x_expand` or `ActorExt::get_y_expand`. /// ## `orientation` /// the direction of expansion /// /// # Returns /// /// `true` if the actor should expand fn needs_expand(&self, orientation: Orientation) -> bool; /// Renders the actor to display. /// /// This function should not be called directly by applications. /// Call `ActorExt::queue_redraw` to queue paints, instead. /// /// This function is context-aware, and will either cause a /// regular paint or a pick paint. /// /// This function will emit the `Actor::paint` signal or /// the `Actor::pick` signal, depending on the context. /// /// This function does not paint the actor if the actor is set to 0, /// unless it is performing a pick paint. fn paint(&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). /// /// Applications rarely need to call this, as redraws are handled /// automatically by modification functions. /// /// This function will not do anything if `self` is not visible, or /// if the actor is inside an invisible part of the scenegraph. /// /// Also be aware that painting is a NOP for actors with an opacity of /// 0 /// /// When you are implementing a custom actor you must queue a redraw /// whenever some private state changes that will affect painting or /// picking of your actor. fn queue_redraw(&self); /// Queues a redraw on `self` limited to a specific, actor-relative /// rectangular area. /// /// If `clip` is `None` this function is equivalent to /// `ActorExt::queue_redraw`. /// ## `clip` /// a rectangular clip region, or `None` fn queue_redraw_with_clip(&self, clip: Option<&cairo::RectangleInt>); /// Indicates that the actor's size request or other layout-affecting /// properties may have changed. This function is used inside `Actor` /// subclass implementations, not by applications directly. /// /// Queueing a new layout automatically queues a redraw as well. fn queue_relayout(&self); /// Removes `action` from the list of actions applied to `self` /// /// The reference held by `self` on the `Action` will be released /// ## `action` /// a `Action` fn remove_action<P: IsA<Action>>(&self, action: &P); /// Removes the `Action` with the given name from the list /// of actions applied to `self` /// ## `name` /// the name of the action to remove fn remove_action_by_name(&self, name: &str); /// Removes all children of `self`. /// /// This function releases the reference added by inserting a child actor /// in the list of children of `self`. /// /// If the reference count of a child drops to zero, the child will be /// destroyed. If you want to ensure the destruction of all the children /// of `self`, use `ActorExt::destroy_all_children`. fn remove_all_children(&self); /// Removes all transitions associated to `self`. fn remove_all_transitions(&self); /// Removes `child` from the children of `self`. /// /// This function will release the reference added by /// `ActorExt::add_child`, so if you want to keep using `child` /// you will have to acquire a referenced on it before calling this /// function. /// /// This function will emit the `Container::actor-removed` /// signal on `self`. /// ## `child` /// a `Actor` fn remove_child<P: IsA<Actor>>(&self, child: &P); /// Removes clip area from `self`. fn remove_clip(&self); /// Removes `constraint` from the list of constraints applied to `self` /// /// The reference held by `self` on the `Constraint` will be released /// ## `constraint` /// a `Constraint` fn remove_constraint<P: IsA<Constraint>>(&self, constraint: &P); /// Removes the `Constraint` with the given name from the list /// of constraints applied to `self` /// ## `name` /// the name of the constraint to remove fn remove_constraint_by_name(&self, name: &str); /// Removes `effect` from the list of effects applied to `self` /// /// The reference held by `self` on the `Effect` will be released /// ## `effect` /// a `Effect` fn remove_effect<P: IsA<Effect>>(&self, effect: &P); /// Removes the `Effect` with the given name from the list /// of effects applied to `self` /// ## `name` /// the name of the effect to remove fn remove_effect_by_name(&self, name: &str); /// Removes the transition stored inside a `Actor` using `name` /// identifier. /// /// If the transition is currently in progress, it will be stopped. /// /// This function releases the reference acquired when the transition /// was added to the `Actor`. /// ## `name` /// the name of the transition to remove fn remove_transition(&self, name: &str); /// Replaces `old_child` with `new_child` in the list of children of `self`. /// ## `old_child` /// the child of `self` to replace /// ## `new_child` /// the `Actor` to replace `old_child` fn replace_child<P: IsA<Actor>, Q: IsA<Actor>>(&self, old_child: &P, new_child: &Q); /// Restores the easing state as it was prior to a call to /// `ActorExt::save_easing_state`. fn restore_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. /// /// New transitions created after calling this function will inherit the /// duration, easing mode, and delay of the new easing state; this also /// applies to transitions modified in flight. fn save_easing_state(&self); /// Stores the allocation of `self` as defined by `box_`. /// /// This function can only be called from within the implementation of /// the `ActorClass.allocate`() virtual function. /// /// The allocation should have been adjusted to take into account constraints, /// alignment, and margin properties. If you are implementing a `Actor` /// subclass that provides its own layout management policy for its children /// instead of using a `LayoutManager` delegate, you should not call /// this function on the children of `self`; instead, you should call /// `ActorExt::allocate`, which will adjust the allocation box for /// you. /// /// This function should only be used by subclasses of `Actor` /// that wish to store their allocation but cannot chain up to the /// parent's implementation; the default implementation of the /// `ActorClass.allocate`() virtual function will call this /// function. /// /// It is important to note that, while chaining up was the recommended /// behaviour for `Actor` subclasses prior to the introduction of /// this function, it is recommended to call `ActorExt::set_allocation` /// instead. /// /// If the `Actor` is using a `LayoutManager` delegate object /// to handle the allocation of its children, this function will call /// the `LayoutManagerExt::allocate` function only if the /// `AllocationFlags::DelegateLayout` flag is set on `flags`, otherwise it is /// expected that the subclass will call `LayoutManagerExt::allocate` /// by itself. For instance, the following code: /// /// /// ```C /// static void /// my_actor_allocate (Actor *actor, /// const ActorBox *allocation, /// AllocationFlags flags) /// { /// ActorBox new_alloc; /// AllocationFlags new_flags; /// /// adjust_allocation (allocation, &new_alloc); /// /// new_flags = flags | DELEGATE_LAYOUT; /// /// // this will use the layout manager set on the actor /// actor_set_allocation (actor, &new_alloc, new_flags); /// } /// ``` /// /// is equivalent to this: /// /// /// ```C /// static void /// my_actor_allocate (Actor *actor, /// const ActorBox *allocation, /// AllocationFlags flags) /// { /// LayoutManager *layout; /// ActorBox new_alloc; /// /// adjust_allocation (allocation, &new_alloc); /// /// actor_set_allocation (actor, &new_alloc, flags); /// /// layout = actor_get_layout_manager (actor); /// layout_manager_allocate (layout, /// CONTAINER (actor), /// &new_alloc, /// flags); /// } /// ``` /// ## `box_` /// a `ActorBox` /// ## `flags` /// allocation flags fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags); /// Sets the background color of a `Actor`. /// /// The background color will be used to cover the whole allocation of the /// actor. The default background color of an actor is transparent. /// /// To check whether an actor has a background color, you can use the /// `Actor:background-color-set` actor property. /// /// The `Actor:background-color` property is animatable. /// ## `color` /// a `Color`, or `None` to unset a previously /// set color fn set_background_color(&self, color: Option<Color>); /// Sets `child` to be above `sibling` in the list of children of `self`. /// /// If `sibling` is `None`, `child` will be the new last child of `self`. /// /// This function is logically equivalent to removing `child` and using /// `ActorExt::insert_child_above`, but it will not emit signals /// or change state on `child`. /// ## `child` /// a `Actor` child of `self` /// ## `sibling` /// a `Actor` child of `self`, or `None` fn set_child_above_sibling<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>); /// Changes the index of `child` in the list of children of `self`. /// /// This function is logically equivalent to removing `child` and /// calling `ActorExt::insert_child_at_index`, but it will not /// emit signals or change state on `child`. /// ## `child` /// a `Actor` child of `self` /// ## `index_` /// the new index for `child` fn set_child_at_index<P: IsA<Actor>>(&self, child: &P, index_: i32); /// Sets `child` to be below `sibling` in the list of children of `self`. /// /// If `sibling` is `None`, `child` will be the new first child of `self`. /// /// This function is logically equivalent to removing `self` and using /// `ActorExt::insert_child_below`, but it will not emit signals /// or change state on `child`. /// ## `child` /// a `Actor` child of `self` /// ## `sibling` /// a `Actor` child of `self`, or `None` fn set_child_below_sibling<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>); /// Sets the transformation matrix to be applied to all the children /// of `self` prior to their own transformations. The default child /// transformation is the identity matrix. /// /// If `transform` is `None`, the child transform will be unset. /// /// The `Actor:child-transform` property is animatable. /// ## `transform` /// a `Matrix`, or `None` fn set_child_transform(&self, transform: Option<&Matrix>); /// Sets clip area for `self`. The clip area is always computed from the /// upper left corner of the actor, even if the anchor point is set /// otherwise. /// ## `xoff` /// X offset of the clip rectangle /// ## `yoff` /// Y offset of the clip rectangle /// ## `width` /// Width of the clip rectangle /// ## `height` /// Height of the clip rectangle fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32); /// Sets whether `self` should be clipped to the same size as its /// allocation /// ## `clip_set` /// `true` to apply a clip tracking the allocation fn set_clip_to_allocation(&self, clip_set: bool); /// Sets the contents of a `Actor`. /// ## `content` /// a `Content`, or `None` fn set_content<P: IsA<Content>>(&self, content: Option<&P>); /// Sets the gravity of the `Content` used by `self`. /// /// See the description of the `Actor:content-gravity` property for /// more information. /// /// The `Actor:content-gravity` property is animatable. /// ## `gravity` /// the `ContentGravity` fn set_content_gravity(&self, gravity: ContentGravity); /// Sets the policy for repeating the `Actor:content` of a /// `Actor`. The behaviour is deferred to the `Content` /// implementation. /// ## `repeat` /// the repeat policy fn set_content_repeat(&self, repeat: ContentRepeat); /// Sets the minification and magnification filter to be applied when /// scaling the `Actor:content` of a `Actor`. /// /// The `Actor:minification-filter` will be used when reducing /// the size of the content; the `Actor:magnification-filter` /// will be used when increasing the size of the content. /// ## `min_filter` /// the minification filter for the content /// ## `mag_filter` /// the magnification filter for the content fn set_content_scaling_filters(&self, min_filter: ScalingFilter, mag_filter: ScalingFilter); /// Sets the delay that should be applied before tweening animatable /// properties. /// ## `msecs` /// the delay before the start of the tweening, in milliseconds fn set_easing_delay(&self, msecs: u32); /// Sets the duration of the tweening for animatable properties /// of `self` for the current easing state. /// ## `msecs` /// the duration of the easing, or `None` fn set_easing_duration(&self, msecs: u32); /// Sets the easing mode for the tweening of animatable properties /// of `self`. /// ## `mode` /// an easing mode, excluding `AnimationMode::CustomMode` fn set_easing_mode(&self, mode: AnimationMode); /// Sets whether an actor has a fixed position set (and will thus be /// unaffected by any layout manager). /// ## `is_set` /// whether to use fixed position fn set_fixed_position_set(&self, is_set: bool); /// Sets `flags` on `self` /// /// This function will emit notifications for the changed properties /// ## `flags` /// the flags to set fn set_flags(&self, flags: ActorFlags); /// Forces a height on an actor, causing the actor's preferred width /// and height (if any) to be ignored. /// /// If `height` is -1 the actor will use its preferred height instead of /// overriding it, i.e. you can "unset" the height with -1. /// /// This function sets both the minimum and natural size of the actor. /// ## `height` /// Requested new height for the actor, in pixels, or -1 fn set_height(&self, height: f32); /// Sets the `LayoutManager` delegate object that will be used to /// lay out the children of `self`. /// /// The `Actor` will take a reference on the passed `manager` which /// will be released either when the layout manager is removed, or when /// the actor is destroyed. /// ## `manager` /// a `LayoutManager`, or `None` to unset it fn set_layout_manager<P: IsA<LayoutManager>>(&self, manager: Option<&P>); /// Sets all the components of the margin of a `Actor`. /// ## `margin` /// a `Margin` fn set_margin(&self, margin: &Margin); /// Sets the margin from the bottom of a `Actor`. /// /// The `Actor:margin-bottom` property is animatable. /// ## `margin` /// the bottom margin fn set_margin_bottom(&self, margin: f32); /// Sets the margin from the left of a `Actor`. /// /// The `Actor:margin-left` property is animatable. /// ## `margin` /// the left margin fn set_margin_left(&self, margin: f32); /// Sets the margin from the right of a `Actor`. /// /// The `Actor:margin-right` property is animatable. /// ## `margin` /// the right margin fn set_margin_right(&self, margin: f32); /// Sets the margin from the top of a `Actor`. /// /// The `Actor:margin-top` property is animatable. /// ## `margin` /// the top margin fn set_margin_top(&self, margin: f32); /// Sets the given name to `self`. The name can be used to identify /// a `Actor`. /// ## `name` /// Textual tag to apply to actor fn set_name(&self, name: &str); /// Defines the circumstances where the actor should be redirected into /// an offscreen image. The offscreen image is used to flatten the /// actor into a single image while painting for two main reasons. /// Firstly, when the actor is painted a second time without any of its /// contents changing it can simply repaint the cached image without /// descending further down the actor hierarchy. Secondly, it will make /// the opacity look correct even if there are overlapping primitives /// in the actor. /// /// Caching the actor could in some cases be a performance win and in /// some cases be a performance lose so it is important to determine /// which value is right for an actor before modifying this value. For /// example, there is never any reason to flatten an actor that is just /// a single texture (such as a `Texture`) because it is /// effectively already cached in an image so the offscreen would be /// redundant. Also if the actor contains primitives that are far apart /// with a large transparent area in the middle (such as a large /// CluterGroup with a small actor in the top left and a small actor in /// the bottom right) then the cached image will contain the entire /// image of the large area and the paint will waste time blending all /// of the transparent pixels in the middle. /// /// The default method of implementing opacity on a container simply /// forwards on the opacity to all of the children. If the children are /// overlapping then it will appear as if they are two separate glassy /// objects and there will be a break in the color where they /// overlap. By redirecting to an offscreen buffer it will be as if the /// two opaque objects are combined into one and then made transparent /// which is usually what is expected. /// /// The image below demonstrates the difference between redirecting and /// not. The image shows two groups, each containing a red and /// a green rectangle which overlap. The opacity on the group is set to /// 128 (which is 50%). When the offscreen redirect is not used, the /// red rectangle can be seen through the blue rectangle as if the two /// rectangles were separately transparent. When the redirect is used /// the group as a whole is transparent instead so the red rectangle is /// not visible where they overlap. /// /// <figure id="offscreen-redirect"> /// `<title>`Sample of using an offscreen redirect for transparency`</title>` /// <graphic fileref="offscreen-redirect.png" format="PNG"/> /// `</figure>` /// /// The default value for this property is 0, so we effectively will /// never redirect an actor offscreen by default. This means that there /// are times that transparent actors may look glassy as described /// above. The reason this is the default is because there is a /// performance trade off between quality and performance here. In many /// cases the default form of glassy opacity looks good enough, but if /// it's not you will need to set the /// `OffscreenRedirect::AutomaticForOpacity` flag to enable /// redirection for opacity. /// /// Custom actors that don't contain any overlapping primitives are /// recommended to override the `has_overlaps` virtual to return `false` /// for maximum efficiency. /// ## `redirect` /// New offscreen redirect flags for the actor. fn set_offscreen_redirect(&self, redirect: OffscreenRedirect); /// Sets the actor's opacity, with zero being completely transparent and /// 255 (0xff) being fully opaque. /// /// The `Actor:opacity` property is animatable. /// ## `opacity` /// New opacity value for the actor. fn set_opacity(&self, opacity: u8); /// Sets the position of the `Actor:pivot-point` around which the /// scaling and rotation transformations occur. /// /// The pivot point's coordinates are in normalized space, with the (0, 0) /// point being the top left corner of the actor, and the (1, 1) point being /// the bottom right corner. /// ## `pivot_x` /// the normalized X coordinate of the pivot point /// ## `pivot_y` /// the normalized Y coordinate of the pivot point fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32); /// Sets the component on the Z axis of the `Actor:pivot-point` around /// which the scaling and rotation transformations occur. /// /// The `pivot_z` value is expressed as a distance along the Z axis. /// ## `pivot_z` /// the Z coordinate of the actor's pivot point fn set_pivot_point_z(&self, pivot_z: f32); /// Sets the actor's fixed position in pixels relative to any parent /// actor. /// /// If a layout manager is in use, this position will override the /// layout manager and force a fixed position. /// ## `x` /// New left position of actor in pixels. /// ## `y` /// New top position of actor in pixels. fn set_position(&self, x: f32, y: f32); /// Sets `self` as reactive. Reactive actors will receive events. /// ## `reactive` /// whether the actor should be reactive to events fn set_reactive(&self, reactive: bool); /// Sets the geometry request mode of `self`. /// /// The `mode` determines the order for invoking /// `ActorExt::get_preferred_width` and /// `ActorExt::get_preferred_height` /// ## `mode` /// the request mode fn set_request_mode(&self, mode: RequestMode); /// Sets the `angle` of rotation of a `Actor` on the given `axis`. /// /// This function is a convenience for setting the rotation properties /// `Actor:rotation-angle-x`, `Actor:rotation-angle-y`, /// and `Actor:rotation-angle-z`. /// /// The center of rotation is established by the `Actor:pivot-point` /// property. /// ## `axis` /// the axis to set the angle one /// ## `angle` /// the angle of rotation, in degrees fn set_rotation_angle(&self, axis: RotateAxis, angle: f64); /// Scales an actor with the given factors. /// /// The scale transformation is relative the the `Actor:pivot-point`. /// /// The `Actor:scale-x` and `Actor:scale-y` properties are /// animatable. /// ## `scale_x` /// double factor to scale actor by horizontally. /// ## `scale_y` /// double factor to scale actor by vertically. fn set_scale(&self, scale_x: f64, scale_y: f64); /// Scales an actor on the Z axis by the given `scale_z` factor. /// /// The scale transformation is relative the the `Actor:pivot-point`. /// /// The `Actor:scale-z` property is animatable. /// ## `scale_z` /// the scaling factor along the Z axis fn set_scale_z(&self, scale_z: f64); /// Sets the actor's size request in pixels. This overrides any /// "normal" size request the actor would have. For example /// a text actor might normally request the size of the text; /// this function would force a specific size instead. /// /// If `width` and/or `height` are -1 the actor will use its /// "normal" size request instead of overriding it, i.e. /// you can "unset" the size with -1. /// /// This function sets or unsets both the minimum and natural size. /// ## `width` /// New width of actor in pixels, or -1 /// ## `height` /// New height of actor in pixels, or -1 fn set_size(&self, width: f32, height: f32); /// Sets the `TextDirection` for an actor /// /// The passed text direction must not be `TextDirection::Default` /// /// If `self` implements `Container` then this function will recurse /// inside all the children of `self` (including the internal ones). /// /// Composite actors not implementing `Container`, or actors requiring /// special handling when the text direction changes, should connect to /// the `gobject::Object::notify` signal for the `Actor:text-direction` property /// ## `text_dir` /// the text direction for `self` fn set_text_direction(&self, text_dir: TextDirection); /// Overrides the transformations of a `Actor` with a custom /// matrix, which will be applied relative to the origin of the /// actor's allocation and to the actor's pivot point. /// /// The `Actor:transform` property is animatable. /// ## `transform` /// a `Matrix`, or `None` to /// unset a custom transformation fn set_transform(&self, transform: Option<&Matrix>); /// Sets an additional translation transformation on a `Actor`, /// relative to the `Actor:pivot-point`. /// ## `translate_x` /// the translation along the X axis /// ## `translate_y` /// the translation along the Y axis /// ## `translate_z` /// the translation along the Z axis fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32); /// Forces a width on an actor, causing the actor's preferred width /// and height (if any) to be ignored. /// /// If `width` is -1 the actor will use its preferred width request /// instead of overriding it, i.e. you can "unset" the width with -1. /// /// This function sets both the minimum and natural size of the actor. /// ## `width` /// Requested new width for the actor, in pixels, or -1 fn set_width(&self, width: f32); /// Sets the actor's X coordinate, relative to its parent, in pixels. /// /// Overrides any layout manager and forces a fixed position for /// the actor. /// /// The `Actor:x` property is animatable. /// ## `x` /// the actor's position on the X axis fn set_x(&self, x: f32); /// Sets the horizontal alignment policy of a `Actor`, in case the /// actor received extra horizontal space. /// /// See also the `Actor:x-align` property. /// ## `x_align` /// the horizontal alignment policy fn set_x_align(&self, x_align: ActorAlign); /// Sets whether a `Actor` should expand horizontally; this means /// that layout manager should allocate extra space for the actor, if /// possible. /// /// Setting an actor to expand will also make all its parent expand, so /// that it's possible to build an actor tree and only set this flag on /// its leaves and not on every single actor. /// ## `expand` /// whether the actor should expand horizontally fn set_x_expand(&self, expand: bool); /// Sets the actor's Y coordinate, relative to its parent, in pixels.# /// /// Overrides any layout manager and forces a fixed position for /// the actor. /// /// The `Actor:y` property is animatable. /// ## `y` /// the actor's position on the Y axis fn set_y(&self, y: f32); /// Sets the vertical alignment policy of a `Actor`, in case the /// actor received extra vertical space. /// /// See also the `Actor:y-align` property. /// ## `y_align` /// the vertical alignment policy fn set_y_align(&self, y_align: ActorAlign); /// Sets whether a `Actor` should expand horizontally; this means /// that layout manager should allocate extra space for the actor, if /// possible. /// /// Setting an actor to expand will also make all its parent expand, so /// that it's possible to build an actor tree and only set this flag on /// its leaves and not on every single actor. /// ## `expand` /// whether the actor should expand vertically fn set_y_expand(&self, expand: bool); /// Sets the actor's position on the Z axis. /// /// See `Actor:z-position`. /// ## `z_position` /// the position on the Z axis fn set_z_position(&self, z_position: f32); /// Should be called inside the implementation of the /// `Actor::pick` virtual function in order to check whether /// the actor should paint itself in pick mode or not. /// /// This function should never be called directly by applications. /// /// # Returns /// /// `true` if the actor should paint its silhouette, /// `false` otherwise fn should_pick_paint(&self) -> bool; /// Flags an actor to be displayed. An actor that isn't shown will not /// be rendered on the stage. /// /// Actors are visible by default. /// /// If this function is called on an actor without a parent, the /// `Actor:show-on-set-parent` will be set to `true` as a side /// effect. fn show(&self); /// This function translates screen coordinates (`x`, `y`) to /// coordinates relative to the actor. For example, it can be used to translate /// screen events from global screen coordinates into actor-local coordinates. /// /// The conversion can fail, notably if the transform stack results in the /// actor being projected on the screen as a mere line. /// /// The conversion should not be expected to be pixel-perfect due to the /// nature of the operation. In general the error grows when the skewing /// of the actor rectangle on screen increases. /// /// This function can be computationally intensive. /// /// This function only works when the allocation is up-to-date, i.e. inside of /// the `ActorClass.paint`() implementation /// ## `x` /// x screen coordinate of the point to unproject /// ## `y` /// y screen coordinate of the point to unproject /// ## `x_out` /// return location for the unprojected x coordinance /// ## `y_out` /// return location for the unprojected y coordinance /// /// # Returns /// /// `true` if conversion was successful. fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>; /// Unsets the `ActorFlags::Mapped` flag on the actor and possibly /// unmaps its children if they were mapped. /// /// Calling this function is not encouraged: the default `Actor` /// implementation of `ActorClass.unmap`() will also unmap any /// eventual children by default when their parent is unmapped. /// /// When overriding `ActorClass.unmap`(), it is mandatory to /// chain up to the parent implementation. /// /// It is important to note that the implementation of the /// `ActorClass.unmap`() virtual function may be called after /// the `ActorClass.destroy`() or the `gobject::ObjectClass.dispose`() /// implementation, but it is guaranteed to be called before the /// `gobject::ObjectClass.finalize`() implementation. fn unmap(&self); /// Unsets `flags` on `self` /// /// This function will emit notifications for the changed properties /// ## `flags` /// the flags to unset fn unset_flags(&self, flags: ActorFlags); /// Adds a `Action` to the actor fn set_property_actions<P: IsA<Action> + SetValueOptional>(&self, actions: Option<&P>); /// The allocation for the actor, in pixels /// /// This is property is read-only, but you might monitor it to know when an /// actor moves or resizes fn get_property_allocation(&self) -> Option<ActorBox>; /// Whether the `Actor:background-color` property has been set. fn get_property_background_color_set(&self) -> bool; /// Whether the `Actor:child-transform` property is set. fn get_property_child_transform_set(&self) -> bool; // /// The visible region of the actor, in actor-relative coordinates, // /// expressed as a `Rect`. // /// // /// Setting this property to `None` will unset the existing clip. // /// // /// Setting this property will change the `Actor:has-clip` // /// property as a side effect. // fn get_property_clip_rect(&self) -> Option<InternalRect>; // /// The visible region of the actor, in actor-relative coordinates, // /// expressed as a `Rect`. // /// // /// Setting this property to `None` will unset the existing clip. // /// // /// Setting this property will change the `Actor:has-clip` // /// property as a side effect. // fn set_property_clip_rect(&self, clip_rect: Option<&InternalRect>); /// Adds a `Constraint` to the actor fn set_property_constraints<P: IsA<Constraint> + SetValueOptional>( &self, constraints: Option<&P>, ); /// Adds `Effect` to the list of effects be applied on a `Actor` fn set_property_effect<P: IsA<Effect> + SetValueOptional>(&self, effect: Option<&P>); /// The fixed X position of the actor in pixels. /// /// Writing this property sets `Actor:fixed-position-set` /// property as well, as a side effect fn get_property_fixed_x(&self) -> f32; /// The fixed X position of the actor in pixels. /// /// Writing this property sets `Actor:fixed-position-set` /// property as well, as a side effect fn set_property_fixed_x(&self, fixed_x: f32); /// The fixed Y position of the actor in pixels. /// /// Writing this property sets the `Actor:fixed-position-set` /// property as well, as a side effect fn get_property_fixed_y(&self) -> f32; /// The fixed Y position of the actor in pixels. /// /// Writing this property sets the `Actor:fixed-position-set` /// property as well, as a side effect fn set_property_fixed_y(&self, fixed_y: f32); /// Whether the actor has the `Actor:clip` property set or not fn get_property_has_clip(&self) -> bool; /// Whether the actor contains the pointer of a `InputDevice` /// or not. fn get_property_has_pointer(&self) -> bool; fn get_property_magnification_filter(&self) -> ScalingFilter; fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter); /// Whether the actor is mapped (will be painted when the stage /// to which it belongs is mapped) fn get_property_mapped(&self) -> bool; /// A forced minimum height request for the actor, in pixels /// /// Writing this property sets the `Actor:min-height-set` property /// as well, as a side effect. This property overrides the usual height /// request of the actor. fn get_property_min_height(&self) -> f32; /// A forced minimum height request for the actor, in pixels /// /// Writing this property sets the `Actor:min-height-set` property /// as well, as a side effect. This property overrides the usual height /// request of the actor. fn set_property_min_height(&self, min_height: f32); /// This flag controls whether the `Actor:min-height` property /// is used fn get_property_min_height_set(&self) -> bool; /// This flag controls whether the `Actor:min-height` property /// is used fn set_property_min_height_set(&self, min_height_set: bool); /// A forced minimum width request for the actor, in pixels /// /// Writing this property sets the `Actor:min-width-set` property /// as well, as a side effect. /// /// This property overrides the usual width request of the actor. fn get_property_min_width(&self) -> f32; /// A forced minimum width request for the actor, in pixels /// /// Writing this property sets the `Actor:min-width-set` property /// as well, as a side effect. /// /// This property overrides the usual width request of the actor. fn set_property_min_width(&self, min_width: f32); /// This flag controls whether the `Actor:min-width` property /// is used fn get_property_min_width_set(&self) -> bool; /// This flag controls whether the `Actor:min-width` property /// is used fn set_property_min_width_set(&self, min_width_set: bool); fn get_property_minification_filter(&self) -> ScalingFilter; fn set_property_minification_filter(&self, minification_filter: ScalingFilter); /// A forced natural height request for the actor, in pixels /// /// Writing this property sets the `Actor:natural-height-set` /// property as well, as a side effect. This property overrides the /// usual height request of the actor fn get_property_natural_height(&self) -> f32; /// A forced natural height request for the actor, in pixels /// /// Writing this property sets the `Actor:natural-height-set` /// property as well, as a side effect. This property overrides the /// usual height request of the actor fn set_property_natural_height(&self, natural_height: f32); /// This flag controls whether the `Actor:natural-height` property /// is used fn get_property_natural_height_set(&self) -> bool; /// This flag controls whether the `Actor:natural-height` property /// is used fn set_property_natural_height_set(&self, natural_height_set: bool); /// A forced natural width request for the actor, in pixels /// /// Writing this property sets the `Actor:natural-width-set` /// property as well, as a side effect. This property overrides the /// usual width request of the actor fn get_property_natural_width(&self) -> f32; /// A forced natural width request for the actor, in pixels /// /// Writing this property sets the `Actor:natural-width-set` /// property as well, as a side effect. This property overrides the /// usual width request of the actor fn set_property_natural_width(&self, natural_width: f32); /// This flag controls whether the `Actor:natural-width` property /// is used fn get_property_natural_width_set(&self) -> bool; /// This flag controls whether the `Actor:natural-width` property /// is used fn set_property_natural_width_set(&self, natural_width_set: bool); /// Whether the actor has been realized fn get_property_realized(&self) -> bool; /// The rotation angle on the X axis. /// /// The `Actor:rotation-angle-x` property is animatable. fn get_property_rotation_angle_x(&self) -> f64; /// The rotation angle on the X axis. /// /// The `Actor:rotation-angle-x` property is animatable. fn set_property_rotation_angle_x(&self, rotation_angle_x: f64); /// The rotation angle on the Y axis /// /// The `Actor:rotation-angle-y` property is animatable. fn get_property_rotation_angle_y(&self) -> f64; /// The rotation angle on the Y axis /// /// The `Actor:rotation-angle-y` property is animatable. fn set_property_rotation_angle_y(&self, rotation_angle_y: f64); /// The rotation angle on the Z axis /// /// The `Actor:rotation-angle-z` property is animatable. fn get_property_rotation_angle_z(&self) -> f64; /// The rotation angle on the Z axis /// /// The `Actor:rotation-angle-z` property is animatable. fn set_property_rotation_angle_z(&self, rotation_angle_z: f64); /// The horizontal scale of the actor. /// /// The `Actor:scale-x` property is animatable. fn get_property_scale_x(&self) -> f64; /// The horizontal scale of the actor. /// /// The `Actor:scale-x` property is animatable. fn set_property_scale_x(&self, scale_x: f64); /// The vertical scale of the actor. /// /// The `Actor:scale-y` property is animatable. fn get_property_scale_y(&self) -> f64; /// The vertical scale of the actor. /// /// The `Actor:scale-y` property is animatable. fn set_property_scale_y(&self, scale_y: f64); /// If `true`, the actor is automatically shown when parented. /// /// Calling `ActorExt::hide` on an actor which has not been /// parented will set this property to `false` as a side effect. fn get_property_show_on_set_parent(&self) -> bool; /// If `true`, the actor is automatically shown when parented. /// /// Calling `ActorExt::hide` on an actor which has not been /// parented will set this property to `false` as a side effect. fn set_property_show_on_set_parent(&self, show_on_set_parent: bool); /// Whether the `Actor:transform` property is set. fn get_property_transform_set(&self) -> bool; /// An additional translation applied along the X axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-x` property is animatable. fn get_property_translation_x(&self) -> f32; /// An additional translation applied along the X axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-x` property is animatable. fn set_property_translation_x(&self, translation_x: f32); /// An additional translation applied along the Y axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-y` property is animatable. fn get_property_translation_y(&self) -> f32; /// An additional translation applied along the Y axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-y` property is animatable. fn set_property_translation_y(&self, translation_y: f32); /// An additional translation applied along the Z axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-z` property is animatable. fn get_property_translation_z(&self) -> f32; /// An additional translation applied along the Z axis, relative /// to the actor's `Actor:pivot-point`. /// /// The `Actor:translation-z` property is animatable. fn set_property_translation_z(&self, translation_z: f32); /// Whether the actor is set to be visible or not /// /// See also `Actor:mapped` fn get_property_visible(&self) -> bool; /// Whether the actor is set to be visible or not /// /// See also `Actor:mapped` fn set_property_visible(&self, visible: bool); /// The ::allocation-changed signal is emitted when the /// `Actor:allocation` property changes. Usually, application /// code should just use the notifications for the :allocation property /// but if you want to track the allocation flags as well, for instance /// to know whether the absolute origin of `actor` changed, then you might /// want use this signal instead. /// ## `box_` /// a `ActorBox` with the new allocation /// ## `flags` /// `AllocationFlags` for the allocation fn connect_allocation_changed<F: Fn(&Self, &ActorBox, AllocationFlags) + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::button-press-event signal is emitted each time a mouse button /// is pressed on `actor`. /// ## `event` /// a `ButtonEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_button_press_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::button-release-event signal is emitted each time a mouse button /// is released on `actor`. /// ## `event` /// a `ButtonEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_button_release_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::captured-event signal is emitted when an event is captured. /// 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 /// Actor::button-press-event or ::key-released-event) are /// emitted. /// ## `event` /// a `Event` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_captured_event<F: Fn(&Self, &Event) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::destroy signal notifies that all references held on the /// actor which emitted it should be released. /// /// The ::destroy signal should be used by all holders of a reference /// on `actor`. /// /// This signal might result in the finalization of the `Actor` /// if all references are released. /// /// Composite actors and actors implementing the `Container` /// interface should override the default implementation of the /// class handler of this signal and call `ActorExt::destroy` on /// their children. When overriding the default class handler, it is /// required to chain up to the parent's implementation. fn connect_destroy<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::enter-event signal is emitted when the pointer enters the `actor` /// ## `event` /// a `CrossingEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_enter_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::event signal is emitted each time an event is received /// by the `actor`. This signal will be emitted on every actor, /// following the hierarchy chain, until it reaches the top-level /// container (the `Stage`). /// ## `event` /// a `Event` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_event<F: Fn(&Self, &Event) -> bool + 'static>(&self, f: F) -> SignalHandlerId; /// The ::hide signal is emitted when an actor is no longer rendered /// on the stage. fn connect_hide<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::key-focus-in signal is emitted when `actor` receives key focus. fn connect_key_focus_in<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::key-focus-out signal is emitted when `actor` loses key focus. fn connect_key_focus_out<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::key-press-event signal is emitted each time a keyboard button /// is pressed while `actor` has key focus (see `StageExt::set_key_focus`). /// ## `event` /// a `KeyEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_key_press_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::key-release-event signal is emitted each time a keyboard button /// is released while `actor` has key focus (see /// `StageExt::set_key_focus`). /// ## `event` /// a `KeyEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_key_release_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::leave-event signal is emitted when the pointer leaves the `actor`. /// ## `event` /// a `CrossingEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_leave_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::motion-event signal is emitted each time the mouse pointer is /// moved over `actor`. /// ## `event` /// a `MotionEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_motion_event<F: Fn(&Self, &MotionEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// This signal is emitted when the parent of the actor changes. /// ## `old_parent` /// the previous parent of the actor, or `None` fn connect_parent_set<F: Fn(&Self, Option<&Actor>) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::queue_redraw signal is emitted when `ActorExt::queue_redraw` /// is called on `origin`. /// /// The default implementation for `Actor` chains up to the /// parent actor and queues a redraw on the parent, thus "bubbling" /// the redraw queue up through the actor graph. The default /// implementation for `Stage` queues a `StageExt::ensure_redraw` /// in a main loop idle handler. /// /// Note that the `origin` actor may be the stage, or a container; it /// does not have to be a leaf node in the actor graph. /// /// Toolkits embedding a `Stage` which require a redraw and /// relayout cycle can stop the emission of this signal using the /// GSignal API, redraw the UI and then call `StageExt::ensure_redraw` /// themselves, like: /// /// /// ```C /// static void /// on_redraw_complete (gpointer data) /// { /// Stage *stage = data; /// /// // execute the drawing pipeline /// stage_ensure_redraw (stage); /// } /// /// static void /// on_stage_queue_redraw (Stage *stage) /// { /// // this prevents the default handler to run /// g_signal_stop_emission_by_name (stage, "queue-redraw"); /// /// // queue a redraw with the host toolkit and call /// // a function when the redraw has been completed /// queue_a_redraw (G_CALLBACK (on_redraw_complete), stage); /// } /// ``` /// /// Note: This signal is emitted before the paint /// pipeline is executed. If you want to know when the pipeline has /// been completed you should use `threads_add_repaint_func` /// or `threads_add_repaint_func_full`. /// ## `origin` /// the actor which initiated the redraw request fn connect_queue_redraw<F: Fn(&Self, &Actor) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::queue_layout signal is emitted when `ActorExt::queue_relayout` /// is called on an actor. /// /// The default implementation for `Actor` chains up to the /// parent actor and queues a relayout on the parent, thus "bubbling" /// the relayout queue up through the actor graph. /// /// The main purpose of this signal is to allow relayout to be propagated /// properly in the presence of `Clone` actors. Applications will /// not normally need to connect to this signal. fn connect_queue_relayout<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::scroll-event signal is emitted each time the mouse is /// scrolled on `actor` /// ## `event` /// a `ScrollEvent` /// /// # Returns /// /// `true` if the event has been handled by the actor, /// or `false` to continue the emission. fn connect_scroll_event<F: Fn(&Self, &ScrollEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::show signal is emitted when an actor is visible and /// rendered on the stage. fn connect_show<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; /// The ::touch-event signal is emitted each time a touch /// begin/end/update/cancel event. /// ## `event` /// a `Event` /// /// # Returns /// /// `EVENT_STOP` if the event has been handled by /// the actor, or `EVENT_PROPAGATE` to continue the emission. fn connect_touch_event<F: Fn(&Self, &Event) -> bool + 'static>(&self, f: F) -> SignalHandlerId; /// The ::transition-stopped signal is emitted once a transition /// is stopped; a transition is stopped once it reached its total /// duration (including eventual repeats), it has been stopped /// using `TimelineExt::stop`, or it has been removed from the /// transitions applied on `actor`, using `ActorExt::remove_transition`. /// ## `name` /// the name of the transition /// ## `is_finished` /// whether the transition was finished, or stopped fn connect_transition_stopped<F: Fn(&Self, &str, bool) + 'static>( &self, f: F, ) -> SignalHandlerId; /// The ::transitions-completed signal is emitted once all transitions /// involving `actor` are complete. fn connect_transitions_completed<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_actions_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_allocation_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_background_color_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_background_color_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_child_transform_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_child_transform_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_clip_rect_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_clip_to_allocation_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_constraints_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_content_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_content_box_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_content_gravity_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_content_repeat_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_effect_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_first_child_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_fixed_position_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_fixed_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_fixed_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_has_clip_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_has_pointer_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_height_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_last_child_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_layout_manager_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_magnification_filter_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_mapped_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_margin_bottom_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_margin_left_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_margin_right_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_margin_top_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_min_height_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_min_height_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_min_width_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_min_width_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_minification_filter_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_name_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_natural_height_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_natural_height_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_natural_width_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_natural_width_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_offscreen_redirect_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_opacity_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_pivot_point_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_pivot_point_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_position_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_reactive_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_realized_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_request_mode_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_rotation_angle_x_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_rotation_angle_y_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_rotation_angle_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_scale_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_scale_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_scale_z_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_show_on_set_parent_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_size_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_text_direction_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_transform_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_transform_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_translation_x_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_translation_y_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_translation_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId; fn connect_property_visible_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_width_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_x_align_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_x_expand_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_y_align_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_y_expand_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; fn connect_property_z_position_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId; } impl<O: Is<Widget>> WidgetExt for O { /// widget_apply_style: /// @widget: A #Widget /// @style: A #Style /// /// Used to implement how a new style instance should be applied in the widget. /// For instance, setting style instance on stylable internal children. /// fn apply_style<P: Is<Style>>(&self, style: &P) { // stylable_set_style (STYLABLE (widget), style); } /// get_available_area: /// @widget: A #Widget /// @allocation: A #ActorBox /// @area: A #ActorBox /// /// Copies @allocation into @area and accounts for the padding values. This /// gives the area that is available in which to allocate children with respect /// to padding. /// fn get_available_area(&self, allocation: &ActorBox, area: &mut ActorBox) { let widget = self.as_ref(); let props = widget.props.borrow(); let x1 = props.padding.left; let y1 = props.padding.top; let (width, height) = allocation.get_size(); let x2 = f64::max(x1, width as f64 - props.padding.right); let y2 = f64::max(y1, height as f64 - props.padding.bottom); // TODO: put x1,y2,x2,y2 into area } /// get_background_color: /// @actor: A #Widget /// /// Get the color used as the background. This is set using the /// "background-color" CSS property. This function should normally only /// be used by subclasses. /// /// Returns: (transfer none): a #Color fn get_background_color(&self) -> Option<Color> { let widget = self.as_ref(); let props = widget.props.borrow(); props.bg_color } fn get_background_texture(&self) -> Option<dx::Handle> { // unsafe { TODO: call ffi:widget_get_background_texture() } unimplemented!() } /// get_disabled: /// @widget: an #Widget /// /// Get the value of the "disabled" property. /// fn get_disabled(&self) -> bool { let widget = self.as_ref(); let props = widget.props.borrow(); props.is_disabled || props.parent_disabled } // should be located in concrete widget // /// get_menu: // /// @widget: A #Widget // /// // /// Get the object in the #Widget:menu property. // /// // /// Returns: (transfer none): The current object in the "menu" property. // /// // fn get_menu(&self) -> Option<Menu> { // let widget = self.as_ref(); // widget.menu.clone() // } /// get_padding: /// @widget: A #Widget /// @padding: (out): A pointer to an #Padding to fill /// /// Gets the padding of the widget, set using the "padding" CSS property. This /// function should normally only be used by subclasses. /// fn get_padding(&self) -> Padding { let widget = self.as_ref(); let props = widget.props.borrow(); props.padding } // should be located in concrete widget // /// get_tooltip_delay: // /// @widget: an #Widget // /// // /// Get the value of the "tooltip-delay" property. // /// // /// Returns: the current delay value in milliseconds // /// // fn get_tooltip_delay(&self) -> u32 { // let widget = self.as_ref(); // widget.tooltip_delay // } // should be located in concrete widget // /// get_tooltip_text: // /// @widget: A #Widget // /// // /// Get the current tooltip string // /// // /// Returns: The current tooltip string, owned by the #Widget // /// // fn get_tooltip_text(&self) -> Option<String> { // let widget = self.as_ref(); // match &widget.tooltip { // Some(tooltip) => tooltip.get_text(), // None => None, // } // } // should be located in concrete widget // /// hide_tooltip: // /// @widget: A #Widget // /// // /// Hide the tooltip for @widget // /// // fn hide_tooltip(&self) { // let widget = self.as_ref(); // widget.remove_tooltip_timeout(); // if let Some(tooltip) = &widget.tooltip { // tooltip.hide(); // } // } /// long_press_cancel: /// @widget: An Widget /// /// Cancel a long-press timeout if one is running and emit the signal to notify /// that the long-press has been cancelled. /// fn long_press_cancel(&self) { let widget = self.as_ref(); let mut props = widget.props.borrow_mut(); if props.long_press_source != 0 { props.long_press_source = 0; // g_source_remove (widget.long_press_source); // TODO: emit signal LONG_PRESS_CANCEL } } /// long_press_query: /// @widget: An Widget /// @event: the event used to determine whether to run a long-press /// /// Emit the long-press query signal and start a long-press timeout if required. /// fn long_press_query(&self, event: &mut Event) { let widget = self.as_ref(); // let query_result = false; // let settings = Settings::get_default(); // let timeout: usize = 0; // // g_object_get (settings, "long-press-timeout", &timeout, None); // let event_type = event.get_event_type(); // match event_type { // ButtonPress => { // // g_signal_emit (widget, widget_signals[LONG_PRESS], 0, // // event->button.x, event->button.y, // // LONG_PRESS_QUERY, &query_result); // } // TouchBegin => { // // g_signal_emit (widget, widget_signals[LONG_PRESS], 0, // // event->touch.x, event->touch.y, // // LONG_PRESS_QUERY, &query_result); // } // _ => { // g_assert_not_reached (); // } // } // if query_result { // // widget.long_press_source = g_timeout_add (timeout, (GSourceFunc) widget_emit_long_press, widget); // } } /// widget_set_disabled: /// @widget: an #Widget /// @disabled: value to set /// /// Set the disabled property. Disabled widgets have a "disabled" pseudo-class /// until disabled is set to #false. /// fn set_disabled(&self, disabled: bool) { let widget = self.as_ref(); let mut props = widget.props.borrow_mut(); if props.is_disabled != disabled { props.is_disabled = disabled; if disabled { // stylable_style_pseudo_class_add (STYLABLE (widget), "disabled"); } else { // stylable_style_pseudo_class_remove (STYLABLE (widget), "disabled"); } // Propagate the disabled state to our children, if necessary if !props.parent_disabled { // propogate_disabled((ClutterActor*)widget, disabled) } // when a widget is disabled, get_style_pseudo_class will always return "disabled" // clutter_actor_queue_relayout (CLUTTER_ACTOR (widget)); // stylable_style_changed (STYLABLE (widget), 0); // g_object_notify_by_pspec (G_OBJECT (widget), // widget_properties[PROP_DISABLED]); } } // should be located in concrete widget // /// widget_set_menu: // /// @widget: A #Widget // /// @menu: A #Menu // /// // /// Set the value of the #Widget:menu property. // /// // fn set_menu<P: Is<Menu>>(&self, menu: &P) { // let widget = self.as_ref(); // if let Some(menu) = &widget.menu { // // clutter_actor_destroy (CLUTTER_ACTOR (menu)); // // widget.menu = None; // } // let menu = menu.as_ref(); // // TODO: menu should be option to remove menu // { // // widget.menu = menu; // // clutter_actor_add_child (CLUTTER_ACTOR (widget), CLUTTER_ACTOR (menu)); // } // // clutter_actor_queue_relayout (CLUTTER_ACTOR (widget)); // } // should be located in concrete widget // /// set_tooltip_delay: // /// @widget: an #Widget // /// // /// Set the value, in milliseconds, of the "tooltip-delay" property. // /// This is initially set to WIDGET_TOOLTIP_TIMEOUT. // /// // fn set_tooltip_delay(&self, delay: u32) { // let widget = self.as_ref(); // if widget.tooltip_delay != delay { // // widget.tooltip_delay = delay; // // g_object_notify_by_pspec (G_OBJECT (widget), // // widget_properties[PROP_TOOLTIP_DELAY]); // } // } // should be located in concrete widget // /// set_tooltip_text: // /// @widget: A #Widget // /// @text: text to set as the tooltip // /// // /// Set the tooltip text of the widget. Note that setting tooltip text will cause // /// the widget to be set reactive. If you no longer need tooltips and you do not // /// need the widget to be reactive, you must set Actor::reactive to // /// %false. // /// // fn set_tooltip_text(&self, text: &str) { // let widget = self.as_ref(); // // let mut old_text: Option<String> = None; // // if let Some(tooltip) = &widget.tooltip { // // old_text = tooltip.get_text(); // // } // // Don't do anything if the text hasn't changed // // if (text == old_text) || // // (text && old_text && g_str_equal (text, old_text)) { // // return; // // } // // if text == None { // // widget.set_has_tooltip(false); // // } else { // // widget.set_has_tooltip(true); // // } // if let Some(tooltip) = &widget.tooltip { // tooltip.set_text(text); // } // // g_object_notify_by_pspec (G_OBJECT (widget), // // widget_properties[PROP_TOOLTIP_TEXT]); // } // should be located in concrete widget // /// show_tooltip: // /// @widget: A #Widget // /// // /// Show the tooltip for @widget // /// // fn show_tooltip(&self) { // let widget = self.as_ref(); // // Geometry area; // // Vertex verts[4]; // /* Remove any timeout so we don't show the tooltip again */ // // widget.remove_tooltip_timeout(); // /* XXX not necceary, but first allocate transform is wrong */ // /* Work out the bounding box */ // // clutter_actor_get_abs_allocation_vertices ((ClutterActor*) widget, // // verts); // // let mut x: f64; // // let mut y: f64; // // let mut x2: f64; // // let mut y2: f64; // // x = y = G_MAXFLOAT; // // x2 = y2 = -G_MAXFLOAT; // // for idx in 0..verts.len() { // // if verts[idx].x < x { // // x = verts[idx].x; // // } // // if verts[idx].x > x2 { // // x2 = verts[i].x; // // } // // if verts[idx].y < y { // // y = verts[idx].y; // // } // // if verts[idx].y > y2 { // // y2 = verts[idx].y; // // } // // } // // area.x = x; // // area.y = y; // // area.width = x2 - x; // // area.height = y2 - y; // // if let Some(tooltip) = &widget.tooltip { // // tooltip.set_tip_area(&area); // // tooltip.show(); // // } // } //fn connect_long_press<Unsupported or ignored types>(&self, f: F) -> SignalHandlerId { // Ignored p1: LongPressAction //} fn connect_property_disabled_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { // unsafe extern "C" fn notify_disabled_trampoline<P, F: Fn(&P) + 'static>( // this: *mut ffi::Widget, // _param_spec: glib_sys::gpointer, // f: glib_sys::gpointer, // ) where // P: Is<Widget>, // { // let f: &F = &*(f as *const F); // f(&Widget::from_glib_borrow(this).unsafe_cast_ref()) // } // unsafe { // let f: Box_<F> = Box_::new(f); // connect_raw( // self.as_ptr() as *mut _, // b"notify::disabled\0".as_ptr() as *const _, // Some(transmute::<_, unsafe extern "C" fn()>( // notify_disabled_trampoline::<Self, F> as *const (), // )), // Box_::into_raw(f), // ) // } unimplemented!() } fn connect_property_menu_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { // unsafe extern "C" fn notify_menu_trampoline<P, F: Fn(&P) + 'static>( // this: *mut ffi::Widget, // _param_spec: glib_sys::gpointer, // f: glib_sys::gpointer, // ) where // P: Is<Widget>, // { // let f: &F = &*(f as *const F); // f(&Widget::from_glib_borrow(this).unsafe_cast_ref()) // } // unsafe { // let f: Box_<F> = Box_::new(f); // connect_raw( // self.as_ptr() as *mut _, // b"notify::menu\0".as_ptr() as *const _, // Some(transmute::<_, unsafe extern "C" fn()>( // notify_menu_trampoline::<Self, F> as *const (), // )), // Box_::into_raw(f), // ) // } unimplemented!() } fn connect_property_tooltip_delay_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { // unsafe extern "C" fn notify_tooltip_delay_trampoline<P, F: Fn(&P) + 'static>( // this: *mut ffi::Widget, // _param_spec: glib_sys::gpointer, // f: glib_sys::gpointer, // ) where // P: Is<Widget>, // { // let f: &F = &*(f as *const F); // f(&Widget::from_glib_borrow(this).unsafe_cast_ref()) // } // unsafe { // let f: Box_<F> = Box_::new(f); // connect_raw( // self.as_ptr() as *mut _, // b"notify::tooltip-delay\0".as_ptr() as *const _, // Some(transmute::<_, unsafe extern "C" fn()>( // notify_tooltip_delay_trampoline::<Self, F> as *const (), // )), // Box_::into_raw(f), // ) // } unimplemented!() } fn connect_property_tooltip_text_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { // unsafe extern "C" fn notify_tooltip_text_trampoline<P, F: Fn(&P) + 'static>( // this: *mut ffi::Widget, // _param_spec: glib_sys::gpointer, // f: glib_sys::gpointer, // ) where // P: Is<Widget>, // { // let f: &F = &*(f as *const F); // f(&Widget::from_glib_borrow(this).unsafe_cast_ref()) // } // unsafe { // let f: Box_<F> = Box_::new(f); // connect_raw( // self.as_ptr() as *mut _, // b"notify::tooltip-text\0".as_ptr() as *const _, // Some(transmute::<_, unsafe extern "C" fn()>( // notify_tooltip_text_trampoline::<Self, F> as *const (), // )), // Box_::into_raw(f), // ) // } unimplemented!() } // FIXME: We promote Actor implementation until the legacy Clutter code is not reimplemented // pub trait ActorExt: 'static { fn add_action<P: IsA<Action>>(&self, action: &P) { let widget = self.as_ref(); Actor::add_action(widget.as_ref(), action) } fn add_action_with_name<P: IsA<Action>>(&self, name: &str, action: &P) { let widget = self.as_ref(); Actor::add_action_with_name(widget.as_ref(), name, action) } fn add_child<P: IsA<Actor>>(&self, child: &P) { let widget = self.as_ref(); Actor::add_child(widget.as_ref(), child) } fn add_constraint<P: IsA<Constraint>>(&self, constraint: &P) { let widget = self.as_ref(); Actor::add_constraint(widget.as_ref(), constraint) } fn add_constraint_with_name<P: IsA<Constraint>>(&self, name: &str, constraint: &P) { let widget = self.as_ref(); Actor::add_constraint_with_name(widget.as_ref(), name, constraint) } fn add_effect<P: IsA<Effect>>(&self, effect: &P) { let widget = self.as_ref(); Actor::add_effect(widget.as_ref(), effect) } fn add_effect_with_name<P: IsA<Effect>>(&self, name: &str, effect: &P) { let widget = self.as_ref(); Actor::add_effect_with_name(widget.as_ref(), name, effect) } fn add_transition<P: IsA<Transition>>(&self, name: &str, transition: &P) { let widget = self.as_ref(); Actor::add_transition(widget.as_ref(), name, transition) } fn allocate(&self, box_: &ActorBox, flags: AllocationFlags) { let widget = self.as_ref(); Actor::allocate(widget.as_ref(), box_, flags) } fn allocate_align_fill( &self, box_: &ActorBox, x_align: f64, y_align: f64, x_fill: bool, y_fill: bool, flags: AllocationFlags, ) { let widget = self.as_ref(); Actor::allocate_align_fill( widget.as_ref(), box_, x_align, y_align, x_fill, y_fill, flags, ) } fn allocate_available_size( &self, x: f32, y: f32, available_width: f32, available_height: f32, flags: AllocationFlags, ) { let widget = self.as_ref(); Actor::allocate_available_size( widget.as_ref(), x, y, available_width, available_height, flags, ) } fn allocate_preferred_size(&self, flags: AllocationFlags) { let widget = self.as_ref(); Actor::allocate_preferred_size(widget.as_ref(), flags) } fn apply_relative_transform_to_point<P: IsA<Actor>>( &self, ancestor: Option<&P>, point: &Vertex, ) -> Vertex { let widget = self.as_ref(); Actor::apply_relative_transform_to_point(widget.as_ref(), ancestor, point) } fn apply_transform_to_point(&self, point: &Vertex) -> Vertex { let widget = self.as_ref(); Actor::apply_transform_to_point(widget.as_ref(), point) } fn bind_model<P: IsA<gio::ListModel>, Q: Fn(&glib::Object) -> Actor + 'static>( &self, model: Option<&P>, create_child_func: Q, ) { let widget = self.as_ref(); Actor::bind_model(widget.as_ref(), model, create_child_func) } //fn bind_model_with_properties<P: IsA<gio::ListModel>>(&self, model: &P, child_type: glib::types::Type, first_model_property: &str, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs); fn clear_actions(&self) { let widget = self.as_ref(); Actor::clear_actions(widget.as_ref()) } fn clear_constraints(&self) { let widget = self.as_ref(); Actor::clear_constraints(widget.as_ref()) } fn clear_effects(&self) { let widget = self.as_ref(); Actor::clear_effects(widget.as_ref()) } fn contains<P: IsA<Actor>>(&self, descendant: &P) -> bool { let widget = self.as_ref(); Actor::contains(widget.as_ref(), descendant) } fn continue_paint(&self) { let widget = self.as_ref(); Actor::continue_paint(widget.as_ref()) } fn create_pango_context(&self) -> Option<pango::Context> { let widget = self.as_ref(); Actor::create_pango_context(widget.as_ref()) } fn create_pango_layout(&self, text: Option<&str>) -> Option<pango::Layout> { let widget = self.as_ref(); Actor::create_pango_layout(widget.as_ref(), text) } fn destroy(&self) { let widget = self.as_ref(); Actor::destroy(widget.as_ref()) } fn destroy_all_children(&self) { let widget = self.as_ref(); Actor::destroy_all_children(widget.as_ref()) } fn event(&self, event: &Event, capture: bool) -> bool { let widget = self.as_ref(); Actor::event(widget.as_ref(), event, capture) } fn get_action(&self, name: &str) -> Option<Action> { let widget = self.as_ref(); Actor::get_action(widget.as_ref(), name) } fn get_actions(&self) -> Vec<Action> { let widget = self.as_ref(); Actor::get_actions(widget.as_ref()) } fn get_allocation_box(&self) -> ActorBox { let widget = self.as_ref(); Actor::get_allocation_box(widget.as_ref()) } // fn get_background_color(&self) -> Color { // unimplemented!() // TODO // } fn get_child_at_index(&self, index: i32) -> Option<Actor> { let widget = self.as_ref(); Actor::get_child_at_index(widget.as_ref(), index) } fn get_child_transform(&self) -> Matrix { let widget = self.as_ref(); Actor::get_child_transform(widget.as_ref()) } fn get_children(&self) -> Vec<Actor> { let widget = self.as_ref(); Actor::get_children(widget.as_ref()) } fn get_clip(&self) -> (f32, f32, f32, f32) { let widget = self.as_ref(); Actor::get_clip(widget.as_ref()) } fn get_clip_to_allocation(&self) -> bool { let widget = self.as_ref(); Actor::get_clip_to_allocation(widget.as_ref()) } fn get_constraint(&self, name: &str) -> Option<Constraint> { let widget = self.as_ref(); Actor::get_constraint(widget.as_ref(), name) } fn get_constraints(&self) -> Vec<Constraint> { let widget = self.as_ref(); Actor::get_constraints(widget.as_ref()) } fn get_content(&self) -> Option<Content> { let widget = self.as_ref(); Actor::get_content(widget.as_ref()) } fn get_content_box(&self) -> ActorBox { let widget = self.as_ref(); Actor::get_content_box(widget.as_ref()) } fn get_content_gravity(&self) -> ContentGravity { let widget = self.as_ref(); Actor::get_content_gravity(widget.as_ref()) } fn get_content_repeat(&self) -> ContentRepeat { let widget = self.as_ref(); Actor::get_content_repeat(widget.as_ref()) } fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter) { let widget = self.as_ref(); Actor::get_content_scaling_filters(widget.as_ref()) } fn get_default_paint_volume(&self) -> Option<PaintVolume> { let widget = self.as_ref(); Actor::get_default_paint_volume(widget.as_ref()) } fn get_easing_delay(&self) -> u32 { let widget = self.as_ref(); Actor::get_easing_delay(widget.as_ref()) } fn get_easing_duration(&self) -> u32 { let widget = self.as_ref(); Actor::get_easing_duration(widget.as_ref()) } fn get_easing_mode(&self) -> AnimationMode { let widget = self.as_ref(); Actor::get_easing_mode(widget.as_ref()) } fn get_effect(&self, name: &str) -> Option<Effect> { let widget = self.as_ref(); Actor::get_effect(widget.as_ref(), name) } fn get_effects(&self) -> Vec<Effect> { let widget = self.as_ref(); Actor::get_effects(widget.as_ref()) } fn get_first_child(&self) -> Option<Actor> { let widget = self.as_ref(); Actor::get_first_child(widget.as_ref()) } fn get_fixed_position_set(&self) -> bool { let widget = self.as_ref(); Actor::get_fixed_position_set(widget.as_ref()) } fn get_flags(&self) -> ActorFlags { let widget = self.as_ref(); Actor::get_flags(widget.as_ref()) } fn get_height(&self) -> f32 { let widget = self.as_ref(); Actor::get_height(widget.as_ref()) } fn get_last_child(&self) -> Option<Actor> { let widget = self.as_ref(); Actor::get_last_child(widget.as_ref()) } fn get_layout_manager(&self) -> Option<LayoutManager> { let widget = self.as_ref(); Actor::get_layout_manager(widget.as_ref()) } fn get_margin(&self) -> Margin { let widget = self.as_ref(); Actor::get_margin(widget.as_ref()) } fn get_margin_bottom(&self) -> f32 { let widget = self.as_ref(); Actor::get_margin_bottom(widget.as_ref()) } fn get_margin_left(&self) -> f32 { let widget = self.as_ref(); Actor::get_margin_left(widget.as_ref()) } fn get_margin_right(&self) -> f32 { let widget = self.as_ref(); Actor::get_margin_right(widget.as_ref()) } fn get_margin_top(&self) -> f32 { let widget = self.as_ref(); Actor::get_margin_top(widget.as_ref()) } fn get_n_children(&self) -> i32 { let widget = self.as_ref(); Actor::get_n_children(widget.as_ref()) } fn get_name(&self) -> Option<GString> { let widget = self.as_ref(); Actor::get_name(widget.as_ref()) } fn get_next_sibling(&self) -> Option<Actor> { let widget = self.as_ref(); Actor::get_next_sibling(widget.as_ref()) } fn get_offscreen_redirect(&self) -> OffscreenRedirect { let widget = self.as_ref(); Actor::get_offscreen_redirect(widget.as_ref()) } fn get_opacity(&self) -> u8 { let widget = self.as_ref(); Actor::get_opacity(widget.as_ref()) } fn get_paint_box(&self) -> Option<ActorBox> { let widget = self.as_ref(); Actor::get_paint_box(widget.as_ref()) } fn get_paint_opacity(&self) -> u8 { let widget = self.as_ref(); Actor::get_paint_opacity(widget.as_ref()) } fn get_paint_visibility(&self) -> bool { let widget = self.as_ref(); Actor::get_paint_visibility(widget.as_ref()) } fn get_paint_volume(&self) -> Option<PaintVolume> { let widget = self.as_ref(); Actor::get_paint_volume(widget.as_ref()) } fn get_pango_context(&self) -> Option<pango::Context> { let widget = self.as_ref(); Actor::get_pango_context(widget.as_ref()) } fn get_parent(&self) -> Option<Actor> { let widget = self.as_ref(); Actor::get_parent(widget.as_ref()) } fn get_pivot_point(&self) -> (f32, f32) { let widget = self.as_ref(); Actor::get_pivot_point(widget.as_ref()) } fn get_pivot_point_z(&self) -> f32 { let widget = self.as_ref(); Actor::get_pivot_point_z(widget.as_ref()) } fn get_position(&self) -> (f32, f32) { let widget = self.as_ref(); Actor::get_position(widget.as_ref()) } fn get_preferred_height(&self, for_width: f32) -> (f32, f32) { let widget = self.as_ref(); Actor::get_preferred_height(widget.as_ref(), for_width) } fn get_preferred_size(&self) -> (f32, f32, f32, f32) { let widget = self.as_ref(); Actor::get_preferred_size(widget.as_ref()) } fn get_preferred_width(&self, for_height: f32) -> (f32, f32) { let widget = self.as_ref(); Actor::get_preferred_width(widget.as_ref(), for_height) } fn get_previous_sibling(&self) -> Option<Actor> { let widget = self.as_ref(); Actor::get_previous_sibling(widget.as_ref()) } fn get_reactive(&self) -> bool { let widget = self.as_ref(); Actor::get_reactive(widget.as_ref()) } fn get_request_mode(&self) -> RequestMode { let widget = self.as_ref(); Actor::get_request_mode(widget.as_ref()) } fn get_rotation_angle(&self, axis: RotateAxis) -> f64 { let widget = self.as_ref(); Actor::get_rotation_angle(widget.as_ref(), axis) } fn get_scale(&self) -> (f64, f64) { let widget = self.as_ref(); Actor::get_scale(widget.as_ref()) } fn get_scale_z(&self) -> f64 { let widget = self.as_ref(); Actor::get_scale_z(widget.as_ref()) } fn get_size(&self) -> (f32, f32) { let widget = self.as_ref(); Actor::get_size(widget.as_ref()) } fn get_stage(&self) -> Option<Stage> { let widget = self.as_ref(); Actor::get_stage(widget.as_ref()) } fn get_text_direction(&self) -> TextDirection { let widget = self.as_ref(); Actor::get_text_direction(widget.as_ref()) } fn get_transform(&self) -> Matrix { let widget = self.as_ref(); Actor::get_transform(widget.as_ref()) } fn get_transformed_paint_volume<P: IsA<Actor>>( &self, relative_to_ancestor: &P, ) -> Option<PaintVolume> { let widget = self.as_ref(); Actor::get_transformed_paint_volume(widget.as_ref(), relative_to_ancestor) } fn get_transformed_position(&self) -> (f32, f32) { let widget = self.as_ref(); Actor::get_transformed_position(widget.as_ref()) } fn get_transformed_size(&self) -> (f32, f32) { let widget = self.as_ref(); Actor::get_transformed_size(widget.as_ref()) } fn get_transition(&self, name: &str) -> Option<Transition> { let widget = self.as_ref(); Actor::get_transition(widget.as_ref(), name) } fn get_translation(&self) -> (f32, f32, f32) { let widget = self.as_ref(); Actor::get_translation(widget.as_ref()) } fn get_width(&self) -> f32 { let widget = self.as_ref(); Actor::get_width(widget.as_ref()) } fn get_x(&self) -> f32 { let widget = self.as_ref(); Actor::get_x(widget.as_ref()) } fn get_x_align(&self) -> ActorAlign { let widget = self.as_ref(); Actor::get_x_align(widget.as_ref()) } fn get_x_expand(&self) -> bool { let widget = self.as_ref(); Actor::get_x_expand(widget.as_ref()) } fn get_y(&self) -> f32 { let widget = self.as_ref(); Actor::get_y(widget.as_ref()) } fn get_y_align(&self) -> ActorAlign { let widget = self.as_ref(); Actor::get_y_align(widget.as_ref()) } fn get_y_expand(&self) -> bool { let widget = self.as_ref(); Actor::get_y_expand(widget.as_ref()) } fn get_z_position(&self) -> f32 { let widget = self.as_ref(); Actor::get_z_position(widget.as_ref()) } fn grab_key_focus(&self) { let widget = self.as_ref(); Actor::grab_key_focus(widget.as_ref()) } fn has_actions(&self) -> bool { let widget = self.as_ref(); Actor::has_actions(widget.as_ref()) } fn has_allocation(&self) -> bool { let widget = self.as_ref(); Actor::has_allocation(widget.as_ref()) } fn has_clip(&self) -> bool { let widget = self.as_ref(); Actor::has_clip(widget.as_ref()) } fn has_constraints(&self) -> bool { let widget = self.as_ref(); Actor::has_constraints(widget.as_ref()) } fn has_effects(&self) -> bool { let widget = self.as_ref(); Actor::has_effects(widget.as_ref()) } fn has_key_focus(&self) -> bool { let widget = self.as_ref(); Actor::has_key_focus(widget.as_ref()) } fn has_overlaps(&self) -> bool { let widget = self.as_ref(); Actor::has_overlaps(widget.as_ref()) } fn has_pointer(&self) -> bool { let widget = self.as_ref(); Actor::has_pointer(widget.as_ref()) } fn hide(&self) { let widget = self.as_ref(); Actor::hide(widget.as_ref()) } fn insert_child_above<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>) { let widget = self.as_ref(); Actor::insert_child_above(widget.as_ref(), child, sibling) } fn insert_child_at_index<P: IsA<Actor>>(&self, child: &P, index: i32) { let widget = self.as_ref(); Actor::insert_child_at_index(widget.as_ref(), child, index) } fn insert_child_below<P: IsA<Actor>, Q: IsA<Actor>>(&self, child: &P, sibling: Option<&Q>) { let widget = self.as_ref(); Actor::insert_child_below(widget.as_ref(), child, sibling) } fn is_in_clone_paint(&self) -> bool { let widget = self.as_ref(); Actor::is_in_clone_paint(widget.as_ref()) } fn is_mapped(&self) -> bool { let widget = self.as_ref(); Actor::is_mapped(widget.as_ref()) } fn is_realized(&self) -> bool { let widget = self.as_ref(); Actor::is_realized(widget.as_ref()) } fn is_rotated(&self) -> bool { let widget = self.as_ref(); Actor::is_rotated(widget.as_ref()) } fn is_scaled(&self) -> bool { let widget = self.as_ref(); Actor::is_scaled(widget.as_ref()) } fn is_visible(&self) -> bool { let widget = self.as_ref(); Actor::is_visible(widget.as_ref()) } fn map(&self) { let widget = self.as_ref(); Actor::map(widget.as_ref()) } fn move_by(&self, dx: f32, dy: f32) { let widget = self.as_ref(); Actor::move_by(widget.as_ref(), dx, dy) } fn needs_expand(&self, orientation: Orientation) -> bool { let widget = self.as_ref(); Actor::needs_expand(widget.as_ref(), orientation) } fn paint(&self) { let widget = self.as_ref(); Actor::paint(widget.as_ref()) } fn queue_redraw(&self) { let widget = self.as_ref(); Actor::queue_redraw(widget.as_ref()) } fn queue_redraw_with_clip(&self, clip: Option<&cairo::RectangleInt>) { let widget = self.as_ref(); Actor::queue_redraw_with_clip(widget.as_ref(), clip) } fn queue_relayout(&self) { let widget = self.as_ref(); Actor::queue_relayout(widget.as_ref()) } fn remove_action<P: IsA<Action>>(&self, action: &P) { let widget = self.as_ref(); Actor::remove_action(widget.as_ref(), action) } fn remove_action_by_name(&self, name: &str) { let widget = self.as_ref(); Actor::remove_action_by_name(widget.as_ref(), name) } fn remove_all_children(&self) { let widget = self.as_ref(); Actor::remove_all_children(widget.as_ref()) } fn remove_all_transitions(&self) { let widget = self.as_ref(); Actor::remove_all_transitions(widget.as_ref()) } fn remove_child<P: IsA<Actor>>(&self, child: &P) { let widget = self.as_ref(); Actor::remove_child(widget.as_ref(), child) } fn remove_clip(&self) { let widget = self.as_ref(); Actor::remove_clip(widget.as_ref()) } fn remove_constraint<P: IsA<Constraint>>(&self, constraint: &P) { let widget = self.as_ref(); Actor::remove_constraint(widget.as_ref(), constraint) } fn remove_constraint_by_name(&self, name: &str) { let widget = self.as_ref(); Actor::remove_constraint_by_name(widget.as_ref(), name) } fn remove_effect<P: IsA<Effect>>(&self, effect: &P) { let widget = self.as_ref(); Actor::remove_effect(widget.as_ref(), effect) } fn remove_effect_by_name(&self, name: &str) { let widget = self.as_ref(); Actor::remove_effect_by_name(widget.as_ref(), name) } fn remove_transition(&self, name: &str) { let widget = self.as_ref(); Actor::remove_transition(widget.as_ref(), name) } fn replace_child<P: IsA<Actor>, Q: IsA<Actor>>(&self, old_child: &P, new_child: &Q) { let widget = self.as_ref(); Actor::replace_child(widget.as_ref(), old_child, new_child) } fn restore_easing_state(&self) { let widget = self.as_ref(); Actor::restore_easing_state(widget.as_ref()) } fn save_easing_state(&self) { let widget = self.as_ref(); Actor::save_easing_state(widget.as_ref()) } fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags) { let widget = self.as_ref(); Actor::set_allocation(widget.as_ref(), box_, flags) } fn set_background_color(&self, color: Option<Color>) { let widget = self.as_ref(); Actor::set_background_color(widget.as_ref(), color) } fn set_child_above_sibling<P: IsA<Actor>, Q: IsA<Actor>>( &self, child: &P, sibling: Option<&Q>, ) { let widget = self.as_ref(); Actor::set_child_above_sibling(widget.as_ref(), child, sibling) } fn set_child_at_index<P: IsA<Actor>>(&self, child: &P, index: i32) { let widget = self.as_ref(); Actor::set_child_at_index(widget.as_ref(), child, index) } fn set_child_below_sibling<P: IsA<Actor>, Q: IsA<Actor>>( &self, child: &P, sibling: Option<&Q>, ) { let widget = self.as_ref(); Actor::set_child_below_sibling(widget.as_ref(), child, sibling) } fn set_child_transform(&self, transform: Option<&Matrix>) { let widget = self.as_ref(); Actor::set_child_transform(widget.as_ref(), transform) } fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32) { let widget = self.as_ref(); Actor::set_clip(widget.as_ref(), xoff, yoff, width, height) } fn set_clip_to_allocation(&self, clip_set: bool) { let widget = self.as_ref(); Actor::set_clip_to_allocation(widget.as_ref(), clip_set) } fn set_content<P: IsA<Content>>(&self, content: Option<&P>) { let widget = self.as_ref(); Actor::set_content(widget.as_ref(), content) } fn set_content_gravity(&self, gravity: ContentGravity) { let widget = self.as_ref(); Actor::set_content_gravity(widget.as_ref(), gravity) } fn set_content_repeat(&self, repeat: ContentRepeat) { let widget = self.as_ref(); Actor::set_content_repeat(widget.as_ref(), repeat) } fn set_content_scaling_filters(&self, min_filter: ScalingFilter, mag_filter: ScalingFilter) { let widget = self.as_ref(); Actor::set_content_scaling_filters(widget.as_ref(), min_filter, mag_filter) } fn set_easing_delay(&self, msecs: u32) { let widget = self.as_ref(); Actor::set_easing_delay(widget.as_ref(), msecs) } fn set_easing_duration(&self, msecs: u32) { let widget = self.as_ref(); Actor::set_easing_duration(widget.as_ref(), msecs) } fn set_easing_mode(&self, mode: AnimationMode) { let widget = self.as_ref(); Actor::set_easing_mode(widget.as_ref(), mode) } fn set_fixed_position_set(&self, is_set: bool) { let widget = self.as_ref(); Actor::set_fixed_position_set(widget.as_ref(), is_set) } fn set_flags(&self, flags: ActorFlags) { let widget = self.as_ref(); Actor::set_flags(widget.as_ref(), flags) } fn set_height(&self, height: f32) { let widget = self.as_ref(); Actor::set_height(widget.as_ref(), height) } fn set_layout_manager<P: IsA<LayoutManager>>(&self, manager: Option<&P>) { let widget = self.as_ref(); Actor::set_layout_manager(widget.as_ref(), manager) } fn set_margin(&self, margin: &Margin) { let widget = self.as_ref(); Actor::set_margin(widget.as_ref(), margin) } fn set_margin_bottom(&self, margin: f32) { let widget = self.as_ref(); Actor::set_margin_bottom(widget.as_ref(), margin) } fn set_margin_left(&self, margin: f32) { let widget = self.as_ref(); Actor::set_margin_left(widget.as_ref(), margin) } fn set_margin_right(&self, margin: f32) { let widget = self.as_ref(); Actor::set_margin_right(widget.as_ref(), margin) } fn set_margin_top(&self, margin: f32) { let widget = self.as_ref(); Actor::set_margin_top(widget.as_ref(), margin) } fn set_name(&self, name: &str) { let widget = self.as_ref(); Actor::set_name(widget.as_ref(), name) } fn set_offscreen_redirect(&self, redirect: OffscreenRedirect) { let widget = self.as_ref(); Actor::set_offscreen_redirect(widget.as_ref(), redirect) } fn set_opacity(&self, opacity: u8) { let widget = self.as_ref(); Actor::set_opacity(widget.as_ref(), opacity) } fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32) { let widget = self.as_ref(); Actor::set_pivot_point(widget.as_ref(), pivot_x, pivot_y) } fn set_pivot_point_z(&self, pivot_z: f32) { let widget = self.as_ref(); Actor::set_pivot_point_z(widget.as_ref(), pivot_z) } fn set_position(&self, x: f32, y: f32) { let widget = self.as_ref(); Actor::set_position(widget.as_ref(), x, y) } fn set_reactive(&self, reactive: bool) { let widget = self.as_ref(); Actor::set_reactive(widget.as_ref(), reactive) } fn set_request_mode(&self, mode: RequestMode) { let widget = self.as_ref(); Actor::set_request_mode(widget.as_ref(), mode) } fn set_rotation_angle(&self, axis: RotateAxis, angle: f64) { let widget = self.as_ref(); Actor::set_rotation_angle(widget.as_ref(), axis, angle) } fn set_scale(&self, scale_x: f64, scale_y: f64) { let widget = self.as_ref(); Actor::set_scale(widget.as_ref(), scale_x, scale_y) } fn set_scale_z(&self, scale_z: f64) { let widget = self.as_ref(); Actor::set_scale_z(widget.as_ref(), scale_z) } fn set_size(&self, width: f32, height: f32) { let widget = self.as_ref(); Actor::set_size(widget.as_ref(), width, height) } fn set_text_direction(&self, text_dir: TextDirection) { let widget = self.as_ref(); Actor::set_text_direction(widget.as_ref(), text_dir) } fn set_transform(&self, transform: Option<&Matrix>) { let widget = self.as_ref(); Actor::set_transform(widget.as_ref(), transform) } fn set_translation(&self, translate_x: f32, translate_y: f32, translate_z: f32) { let widget = self.as_ref(); Actor::set_translation(widget.as_ref(), translate_x, translate_y, translate_z) } fn set_width(&self, width: f32) { let widget = self.as_ref(); Actor::set_width(widget.as_ref(), width) } fn set_x(&self, x: f32) { let widget = self.as_ref(); Actor::set_x(widget.as_ref(), x) } fn set_x_align(&self, x_align: ActorAlign) { let widget = self.as_ref(); Actor::set_x_align(widget.as_ref(), x_align) } fn set_x_expand(&self, expand: bool) { let widget = self.as_ref(); Actor::set_x_expand(widget.as_ref(), expand) } fn set_y(&self, y: f32) { let widget = self.as_ref(); Actor::set_y(widget.as_ref(), y) } fn set_y_align(&self, y_align: ActorAlign) { let widget = self.as_ref(); Actor::set_y_align(widget.as_ref(), y_align) } fn set_y_expand(&self, expand: bool) { let widget = self.as_ref(); Actor::set_y_expand(widget.as_ref(), expand) } fn set_z_position(&self, z_position: f32) { let widget = self.as_ref(); Actor::set_z_position(widget.as_ref(), z_position) } fn should_pick_paint(&self) -> bool { let widget = self.as_ref(); Actor::should_pick_paint(widget.as_ref()) } fn show(&self) { let widget = self.as_ref(); Actor::show(widget.as_ref()) } fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)> { let widget = self.as_ref(); Actor::transform_stage_point(widget.as_ref(), x, y) } fn unmap(&self) { let widget = self.as_ref(); Actor::unmap(widget.as_ref()) } fn unset_flags(&self, flags: ActorFlags) { let widget = self.as_ref(); Actor::unset_flags(widget.as_ref(), flags) } fn set_property_actions<P: IsA<Action> + SetValueOptional>(&self, actions: Option<&P>) { let widget = self.as_ref(); Actor::set_property_actions(widget.as_ref(), actions) } fn get_property_allocation(&self) -> Option<ActorBox> { let widget = self.as_ref(); Actor::get_property_allocation(widget.as_ref()) } fn get_property_background_color_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_background_color_set(widget.as_ref()) } fn get_property_child_transform_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_child_transform_set(widget.as_ref()) } // fn get_property_clip_rect(&self) -> Option<InternalRect> { // unimplemented!() // TODO // } // fn set_property_clip_rect(&self, clip_rect: Option<&InternalRect>) { // unimplemented!() // TODO // } fn set_property_constraints<P: IsA<Constraint> + SetValueOptional>( &self, constraints: Option<&P>, ) { let widget = self.as_ref(); Actor::set_property_constraints(widget.as_ref(), constraints) } fn set_property_effect<P: IsA<Effect> + SetValueOptional>(&self, effect: Option<&P>) { let widget = self.as_ref(); Actor::set_property_effect(widget.as_ref(), effect) } fn get_property_fixed_x(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_fixed_x(widget.as_ref()) } fn set_property_fixed_x(&self, fixed_x: f32) { let widget = self.as_ref(); Actor::set_property_fixed_x(widget.as_ref(), fixed_x) } fn get_property_fixed_y(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_fixed_y(widget.as_ref()) } fn set_property_fixed_y(&self, fixed_y: f32) { let widget = self.as_ref(); Actor::set_property_fixed_y(widget.as_ref(), fixed_y) } fn get_property_has_clip(&self) -> bool { let widget = self.as_ref(); Actor::get_property_has_clip(widget.as_ref()) } fn get_property_has_pointer(&self) -> bool { let widget = self.as_ref(); Actor::get_property_has_pointer(widget.as_ref()) } fn get_property_magnification_filter(&self) -> ScalingFilter { let widget = self.as_ref(); Actor::get_property_magnification_filter(widget.as_ref()) } fn set_property_magnification_filter(&self, magnification_filter: ScalingFilter) { let widget = self.as_ref(); Actor::set_property_magnification_filter(widget.as_ref(), magnification_filter) } fn get_property_mapped(&self) -> bool { let widget = self.as_ref(); Actor::get_property_mapped(widget.as_ref()) } fn get_property_min_height(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_min_height(widget.as_ref()) } fn set_property_min_height(&self, min_height: f32) { let widget = self.as_ref(); Actor::set_property_min_height(widget.as_ref(), min_height) } fn get_property_min_height_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_min_height_set(widget.as_ref()) } fn set_property_min_height_set(&self, min_height_set: bool) { let widget = self.as_ref(); Actor::set_property_min_height_set(widget.as_ref(), min_height_set) } fn get_property_min_width(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_min_width(widget.as_ref()) } fn set_property_min_width(&self, min_width: f32) { let widget = self.as_ref(); Actor::set_property_min_width(widget.as_ref(), min_width) } fn get_property_min_width_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_min_width_set(widget.as_ref()) } fn set_property_min_width_set(&self, min_width_set: bool) { let widget = self.as_ref(); Actor::set_property_min_width_set(widget.as_ref(), min_width_set) } fn get_property_minification_filter(&self) -> ScalingFilter { let widget = self.as_ref(); Actor::get_property_minification_filter(widget.as_ref()) } fn set_property_minification_filter(&self, minification_filter: ScalingFilter) { let widget = self.as_ref(); Actor::set_property_minification_filter(widget.as_ref(), minification_filter) } fn get_property_natural_height(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_natural_height(widget.as_ref()) } fn set_property_natural_height(&self, natural_height: f32) { let widget = self.as_ref(); Actor::set_property_natural_height(widget.as_ref(), natural_height) } fn get_property_natural_height_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_natural_height_set(widget.as_ref()) } fn set_property_natural_height_set(&self, natural_height_set: bool) { let widget = self.as_ref(); Actor::set_property_natural_height_set(widget.as_ref(), natural_height_set) } fn get_property_natural_width(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_natural_width(widget.as_ref()) } fn set_property_natural_width(&self, natural_width: f32) { let widget = self.as_ref(); Actor::set_property_natural_width(widget.as_ref(), natural_width) } fn get_property_natural_width_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_natural_width_set(widget.as_ref()) } fn set_property_natural_width_set(&self, natural_width_set: bool) { let widget = self.as_ref(); Actor::set_property_natural_width_set(widget.as_ref(), natural_width_set) } fn get_property_realized(&self) -> bool { let widget = self.as_ref(); Actor::get_property_realized(widget.as_ref()) } fn get_property_rotation_angle_x(&self) -> f64 { let widget = self.as_ref(); Actor::get_property_rotation_angle_x(widget.as_ref()) } fn set_property_rotation_angle_x(&self, rotation_angle_x: f64) { let widget = self.as_ref(); Actor::set_property_rotation_angle_x(widget.as_ref(), rotation_angle_x) } fn get_property_rotation_angle_y(&self) -> f64 { let widget = self.as_ref(); Actor::get_property_rotation_angle_y(widget.as_ref()) } fn set_property_rotation_angle_y(&self, rotation_angle_y: f64) { let widget = self.as_ref(); Actor::set_property_rotation_angle_y(widget.as_ref(), rotation_angle_y) } fn get_property_rotation_angle_z(&self) -> f64 { let widget = self.as_ref(); Actor::get_property_rotation_angle_z(widget.as_ref()) } fn set_property_rotation_angle_z(&self, rotation_angle_z: f64) { let widget = self.as_ref(); Actor::set_property_rotation_angle_z(widget.as_ref(), rotation_angle_z) } fn get_property_scale_x(&self) -> f64 { let widget = self.as_ref(); Actor::get_property_scale_x(widget.as_ref()) } fn set_property_scale_x(&self, scale_x: f64) { let widget = self.as_ref(); Actor::set_property_scale_x(widget.as_ref(), scale_x) } fn get_property_scale_y(&self) -> f64 { let widget = self.as_ref(); Actor::get_property_scale_y(widget.as_ref()) } fn set_property_scale_y(&self, scale_y: f64) { let widget = self.as_ref(); Actor::set_property_scale_y(widget.as_ref(), scale_y) } fn get_property_show_on_set_parent(&self) -> bool { let widget = self.as_ref(); Actor::get_property_show_on_set_parent(widget.as_ref()) } fn set_property_show_on_set_parent(&self, show_on_set_parent: bool) { let widget = self.as_ref(); Actor::set_property_show_on_set_parent(widget.as_ref(), show_on_set_parent) } fn get_property_transform_set(&self) -> bool { let widget = self.as_ref(); Actor::get_property_transform_set(widget.as_ref()) } fn get_property_translation_x(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_translation_x(widget.as_ref()) } fn set_property_translation_x(&self, translation_x: f32) { let widget = self.as_ref(); Actor::set_property_translation_x(widget.as_ref(), translation_x) } fn get_property_translation_y(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_translation_y(widget.as_ref()) } fn set_property_translation_y(&self, translation_y: f32) { let widget = self.as_ref(); Actor::set_property_translation_y(widget.as_ref(), translation_y) } fn get_property_translation_z(&self) -> f32 { let widget = self.as_ref(); Actor::get_property_translation_z(widget.as_ref()) } fn set_property_translation_z(&self, translation_z: f32) { let widget = self.as_ref(); Actor::set_property_translation_z(widget.as_ref(), translation_z) } fn get_property_visible(&self) -> bool { let widget = self.as_ref(); Actor::get_property_visible(widget.as_ref()) } fn set_property_visible(&self, visible: bool) { let widget = self.as_ref(); Actor::set_property_visible(widget.as_ref(), visible) } fn connect_allocation_changed<F: Fn(&Self, &ActorBox, AllocationFlags) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_allocation_changed(move |actor, box_, flags| { f(this, box_, flags); }) } fn connect_button_press_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_button_press_event(move |actor, event| f(this, event)) } fn connect_button_release_event<F: Fn(&Self, &ButtonEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_button_release_event(move |actor, event| f(this, event)) } fn connect_captured_event<F: Fn(&Self, &Event) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_captured_event(move |actor, event| f(this, event)) } fn connect_destroy<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_destroy(move |actor| f(this)) } fn connect_enter_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_enter_event(move |actor, event| f(this, event)) } fn connect_event<F: Fn(&Self, &Event) -> bool + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_event(move |actor, event| f(this, event)) } fn connect_hide<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_hide(move |actor| f(this)) } fn connect_key_focus_in<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_key_focus_in(move |actor| f(this)) } fn connect_key_focus_out<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_key_focus_out(move |actor| f(this)) } fn connect_key_press_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_key_press_event(move |actor, event| f(this, event)) } fn connect_key_release_event<F: Fn(&Self, &KeyEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_key_release_event(move |actor, event| f(this, event)) } fn connect_leave_event<F: Fn(&Self, &CrossingEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_leave_event(move |actor, event| f(this, event)) } fn connect_motion_event<F: Fn(&Self, &MotionEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_motion_event(move |actor, event| f(this, event)) } fn connect_parent_set<F: Fn(&Self, Option<&Actor>) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_parent_set(move |actor, parent| f(this, parent)) } fn connect_queue_redraw<F: Fn(&Self, &Actor) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_queue_redraw(move |actor, other| f(this, other)) } fn connect_queue_relayout<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_queue_relayout(move |actor| f(this)) } fn connect_scroll_event<F: Fn(&Self, &ScrollEvent) -> bool + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_scroll_event(move |actor, event| f(this, event)) } fn connect_show<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_show(move |actor| f(this)) } fn connect_touch_event<F: Fn(&Self, &Event) -> bool + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_touch_event(move |actor, event| f(this, event)) } fn connect_transition_stopped<F: Fn(&Self, &str, bool) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_transition_stopped(move |actor, name, stopped| f(this, name, stopped)) } fn connect_transitions_completed<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_transitions_completed(move |actor| f(this)) } fn connect_property_actions_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_actions_notify(move |actor| f(this)) } fn connect_property_allocation_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_allocation_notify(move |actor| f(this)) } fn connect_property_background_color_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_background_color_notify(move |actor| f(this)) } fn connect_property_background_color_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_background_color_set_notify(move |actor| f(this)) } fn connect_property_child_transform_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_child_transform_notify(move |actor| f(this)) } fn connect_property_child_transform_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_child_transform_set_notify(move |actor| f(this)) } fn connect_property_clip_rect_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_clip_rect_notify(move |actor| f(this)) } fn connect_property_clip_to_allocation_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_clip_to_allocation_notify(move |actor| f(this)) } fn connect_property_constraints_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_constraints_notify(move |actor| f(this)) } fn connect_property_content_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_content_notify(move |actor| f(this)) } fn connect_property_content_box_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_content_box_notify(move |actor| f(this)) } fn connect_property_content_gravity_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_content_gravity_notify(move |actor| f(this)) } fn connect_property_content_repeat_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_content_repeat_notify(move |actor| f(this)) } fn connect_property_effect_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_effect_notify(move |actor| f(this)) } fn connect_property_first_child_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_first_child_notify(move |actor| f(this)) } fn connect_property_fixed_position_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_fixed_position_set_notify(move |actor| f(this)) } fn connect_property_fixed_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_fixed_x_notify(move |actor| f(this)) } fn connect_property_fixed_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_fixed_y_notify(move |actor| f(this)) } fn connect_property_has_clip_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_has_clip_notify(move |actor| f(this)) } fn connect_property_has_pointer_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_has_pointer_notify(move |actor| f(this)) } fn connect_property_height_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_height_notify(move |actor| f(this)) } fn connect_property_last_child_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_last_child_notify(move |actor| f(this)) } fn connect_property_layout_manager_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_layout_manager_notify(move |actor| f(this)) } fn connect_property_magnification_filter_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_magnification_filter_notify(move |actor| f(this)) } fn connect_property_mapped_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_mapped_notify(move |actor| f(this)) } fn connect_property_margin_bottom_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_margin_bottom_notify(move |actor| f(this)) } fn connect_property_margin_left_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_margin_left_notify(move |actor| f(this)) } fn connect_property_margin_right_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_margin_right_notify(move |actor| f(this)) } fn connect_property_margin_top_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_margin_top_notify(move |actor| f(this)) } fn connect_property_min_height_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_min_height_notify(move |actor| f(this)) } fn connect_property_min_height_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_min_height_set_notify(move |actor| f(this)) } fn connect_property_min_width_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_min_width_notify(move |actor| f(this)) } fn connect_property_min_width_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_min_width_set_notify(move |actor| f(this)) } fn connect_property_minification_filter_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_minification_filter_notify(move |actor| f(this)) } fn connect_property_name_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_name_notify(move |actor| f(this)) } fn connect_property_natural_height_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_natural_height_notify(move |actor| f(this)) } fn connect_property_natural_height_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_natural_height_set_notify(move |actor| f(this)) } fn connect_property_natural_width_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_natural_width_notify(move |actor| f(this)) } fn connect_property_natural_width_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_natural_width_set_notify(move |actor| f(this)) } fn connect_property_offscreen_redirect_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_offscreen_redirect_notify(move |actor| f(this)) } fn connect_property_opacity_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_opacity_notify(move |actor| f(this)) } fn connect_property_pivot_point_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_pivot_point_notify(move |actor| f(this)) } fn connect_property_pivot_point_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_pivot_point_z_notify(move |actor| f(this)) } fn connect_property_position_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_position_notify(move |actor| f(this)) } fn connect_property_reactive_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_reactive_notify(move |actor| f(this)) } fn connect_property_realized_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_realized_notify(move |actor| f(this)) } fn connect_property_request_mode_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_request_mode_notify(move |actor| f(this)) } fn connect_property_rotation_angle_x_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_rotation_angle_x_notify(move |actor| f(this)) } fn connect_property_rotation_angle_y_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_rotation_angle_y_notify(move |actor| f(this)) } fn connect_property_rotation_angle_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_rotation_angle_z_notify(move |actor| f(this)) } fn connect_property_scale_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_scale_x_notify(move |actor| f(this)) } fn connect_property_scale_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_scale_y_notify(move |actor| f(this)) } fn connect_property_scale_z_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_scale_z_notify(move |actor| f(this)) } fn connect_property_show_on_set_parent_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_show_on_set_parent_notify(move |actor| f(this)) } fn connect_property_size_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_size_notify(move |actor| f(this)) } fn connect_property_text_direction_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_text_direction_notify(move |actor| f(this)) } fn connect_property_transform_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_transform_notify(move |actor| f(this)) } fn connect_property_transform_set_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_transform_set_notify(move |actor| f(this)) } fn connect_property_translation_x_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_translation_x_notify(move |actor| f(this)) } fn connect_property_translation_y_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_translation_y_notify(move |actor| f(this)) } fn connect_property_translation_z_notify<F: Fn(&Self) + 'static>( &self, f: F, ) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_translation_z_notify(move |actor| f(this)) } fn connect_property_visible_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_visible_notify(move |actor| f(this)) } fn connect_property_width_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_width_notify(move |actor| f(this)) } fn connect_property_x_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_property_x_notify(move |actor| f(this)) } fn connect_property_x_align_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_x_align_notify(move |actor| f(this)) } fn connect_property_x_expand_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_x_expand_notify(move |actor| f(this)) } fn connect_property_y_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget.inner.connect_property_y_notify(move |actor| f(this)) } fn connect_property_y_align_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_y_align_notify(move |actor| f(this)) } fn connect_property_y_expand_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_y_expand_notify(move |actor| f(this)) } fn connect_property_z_position_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId { let widget = self.as_ref(); let this = unsafe { &*(widget as *const Widget as *const Self) }; widget .inner .connect_property_z_position_notify(move |actor| f(this)) } } impl fmt::Display for Widget { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "Widget") } }