Trait animate::ClickActionExt [−][src]
pub trait ClickActionExt: 'static {
Show methods
fn get_button(&self) -> u32;
fn get_coords(&self) -> (f32, f32);
fn get_state(&self) -> ModifierType;
fn release(&self);
fn get_property_held(&self) -> bool;
fn get_property_long_press_duration(&self) -> i32;
fn set_property_long_press_duration(&self, long_press_duration: i32);
fn get_property_long_press_threshold(&self) -> i32;
fn set_property_long_press_threshold(&self, long_press_threshold: i32);
fn get_property_pressed(&self) -> bool;
fn connect_clicked<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId;
fn connect_long_press<F: Fn(&Self, &Actor, LongPressState) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId;
fn connect_property_held_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId;
fn connect_property_long_press_duration_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId;
fn connect_property_long_press_threshold_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId;
fn connect_property_pressed_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId;
}Required methods
fn get_button(&self) -> u32[src]
Retrieves the button that was pressed.
- 1 - left mouse button in a right-handed configuration, or the right mouse button in a left-handed configuration
- 2 - scroll wheel button
- 3 - right mouse button in a right-handed configuration, or the left mouse button in a left-handed configuration
Returns
the button value
fn get_coords(&self) -> (f32, f32)[src]
Retrieves the screen coordinates of the button press.
press_x
return location for the X coordinate, or None
press_y
return location for the Y coordinate, or None
fn get_state(&self) -> ModifierType[src]
fn release(&self)[src]
Emulates a release of the pointer button, which ungrabs the pointer
and unsets the ClickAction:pressed state.
This function will also cancel the long press gesture if one was initiated.
This function is useful to break a grab, for instance after a certain amount of time has passed.
fn get_property_held(&self) -> bool[src]
Whether the clickable actor has the pointer grabbed
fn get_property_long_press_duration(&self) -> i32[src]
The minimum duration of a press for it to be recognized as a long press gesture, in milliseconds.
A value of -1 will make the ClickAction use the value of
the Settings:long-press-duration property.
fn set_property_long_press_duration(&self, long_press_duration: i32)[src]
The minimum duration of a press for it to be recognized as a long press gesture, in milliseconds.
A value of -1 will make the ClickAction use the value of
the Settings:long-press-duration property.
fn get_property_long_press_threshold(&self) -> i32[src]
The maximum allowed distance that can be covered (on both axes) before a long press gesture is cancelled, in pixels.
A value of -1 will make the ClickAction use the value of
the Settings:dnd-drag-threshold property.
fn set_property_long_press_threshold(&self, long_press_threshold: i32)[src]
The maximum allowed distance that can be covered (on both axes) before a long press gesture is cancelled, in pixels.
A value of -1 will make the ClickAction use the value of
the Settings:dnd-drag-threshold property.
fn get_property_pressed(&self) -> bool[src]
Whether the clickable actor should be in “pressed” state
fn connect_clicked<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
The ::clicked signal is emitted when the Actor to which
a ClickAction has been applied should respond to a
pointer button press and release events
actor
the Actor attached to the action
fn connect_long_press<F: Fn(&Self, &Actor, LongPressState) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
The ::long-press signal is emitted during the long press gesture handling.
This signal can be emitted multiple times with different states.
The LongPressState::Query state will be emitted on button presses,
and its return value will determine whether the long press handling
should be initiated. If the signal handlers will return true, the
LongPressState::Query state will be followed either by a signal
emission with the LongPressState::Activate state if the long press
constraints were respected, or by a signal emission with the
LongPressState::Cancel state if the long press was cancelled.
It is possible to forcibly cancel a long press detection using
ClickActionExt::release.
actor
the Actor attached to the action
state
the long press state
Returns
Only the LongPressState::Query state uses the
returned value of the handler; other states will ignore it
fn connect_property_held_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_long_press_duration_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_long_press_threshold_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pressed_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
Implementors
impl<O: IsA<ClickAction>> ClickActionExt for O[src]
fn get_button(&self) -> u32[src]
fn get_coords(&self) -> (f32, f32)[src]
fn get_state(&self) -> ModifierType[src]
fn release(&self)[src]
fn get_property_held(&self) -> bool[src]
fn get_property_long_press_duration(&self) -> i32[src]
fn set_property_long_press_duration(&self, long_press_duration: i32)[src]
fn get_property_long_press_threshold(&self) -> i32[src]
fn set_property_long_press_threshold(&self, long_press_threshold: i32)[src]
fn get_property_pressed(&self) -> bool[src]
fn connect_clicked<F: Fn(&Self, &Actor) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_long_press<F: Fn(&Self, &Actor, LongPressState) -> bool + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_held_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_long_press_duration_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_long_press_threshold_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId
fn connect_property_pressed_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId[src]
&self,
f: F
) -> SignalHandlerId