Struct ux::Group [−][src]
pub struct Group(_, _);
Trait Implementations
impl Clone for Group
[src][+]
pub fn clone(&self) -> Group
[src][−]
Returns a copy of the value. Read more
pub fn clone_from(&mut self, source: &Self)
1.0.0[src][−]
Performs copy-assignment from source
. Read more
impl Debug for Group
[src][+]
pub fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>
[src][−]
Formats the value using the given formatter. Read more
impl Display for Group
[src][+]
pub fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>
[src][−]
Formats the value using the given formatter. Read more
impl Eq for Group
[src]
impl Hash for Group
[src][+]
pub fn hash<__H>(&self, state: &mut __H) where
__H: Hasher,
[src][−]
__H: Hasher,
pub fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
1.3.0[src][−]
H: Hasher,
impl IsA<Actor> for Group
[src]
impl IsA<Animatable> for Group
[src]
impl IsA<Container> for Group
[src]
impl IsA<Group> for Stage
[src]
impl IsA<InitiallyUnowned> for Group
[src]
impl Ord for Group
[src][+]
pub fn cmp(&self, other: &Group) -> Ordering
[src][−]
#[must_use]pub fn max(self, other: Self) -> Self
1.21.0[src][−]
Compares and returns the maximum of two values. Read more
#[must_use]pub fn min(self, other: Self) -> Self
1.21.0[src][−]
Compares and returns the minimum of two values. Read more
#[must_use]pub fn clamp(self, min: Self, max: Self) -> Self
1.50.0[src][−]
Restrict a value to a certain interval. Read more
impl<T> PartialEq<T> for Group where
T: ObjectType,
[src][+]
T: ObjectType,
pub fn eq(&self, other: &T) -> bool
[src][−]
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
#[must_use]pub fn ne(&self, other: &Rhs) -> bool
1.0.0[src][−]
This method tests for !=
.
impl<T> PartialOrd<T> for Group where
T: ObjectType,
[src][+]
T: ObjectType,
pub fn partial_cmp(&self, other: &T) -> Option<Ordering>
[src][−]
This method returns an ordering between self
and other
values if one exists. Read more
#[must_use]pub fn lt(&self, other: &Rhs) -> bool
1.0.0[src][−]
This method tests less than (for self
and other
) and is used by the <
operator. Read more
#[must_use]pub fn le(&self, other: &Rhs) -> bool
1.0.0[src][−]
This method tests less than or equal to (for self
and other
) and is used by the <=
operator. Read more
#[must_use]pub fn gt(&self, other: &Rhs) -> bool
1.0.0[src][−]
This method tests greater than (for self
and other
) and is used by the >
operator. Read more
#[must_use]pub fn ge(&self, other: &Rhs) -> bool
1.0.0[src][−]
This method tests greater than or equal to (for self
and other
) and is used by the >=
operator. Read more
impl StaticType for Group
[src][+]
pub fn static_type() -> Type
[src][−]
Returns the type identifier of Self
.
Auto Trait Implementations
impl RefUnwindSafe for Group
impl !Send for Group
impl !Sync for Group
impl Unpin for Group
impl UnwindSafe for Group
Blanket Implementations
impl<O> ActorExt for O where
O: IsA<Actor>,
[src][+]
O: IsA<Actor>,
pub fn add_action<P>(&self, action: &P) where
P: IsA<Action>,
[src][−]
P: IsA<Action>,
Adds action
to the list of actions applied to self
Read more
pub fn add_action_with_name<P>(&self, name: &str, action: &P) where
P: IsA<Action>,
[src][−]
P: IsA<Action>,
A convenience function for setting the name of a Action
while adding it to the list of actions applied to self
Read more
pub fn add_child<P>(&self, child: &P) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Adds child
to the children of self
. Read more
pub fn add_constraint<P>(&self, constraint: &P) where
P: IsA<Constraint>,
[src][−]
P: IsA<Constraint>,
Adds constraint
to the list of Constraint
s applied
to self
Read more
pub fn add_constraint_with_name<P>(&self, name: &str, constraint: &P) where
P: IsA<Constraint>,
[src][−]
P: IsA<Constraint>,
A convenience function for setting the name of a Constraint
while adding it to the list of constraints applied to self
Read more
pub fn add_effect<P>(&self, effect: &P) where
P: IsA<Effect>,
[src][−]
P: IsA<Effect>,
Adds effect
to the list of Effect
s applied to self
Read more
pub fn add_effect_with_name<P>(&self, name: &str, effect: &P) where
P: IsA<Effect>,
[src][−]
P: IsA<Effect>,
A convenience function for setting the name of a Effect
while adding it to the list of effects applied to self
. Read more
pub fn add_transition<P>(&self, name: &str, transition: &P) where
P: IsA<Transition>,
[src][−]
P: IsA<Transition>,
Adds a transition
to the Actor
’s list of animations. Read more
pub fn allocate(&self, box_: &ActorBox, flags: AllocationFlags)
[src][−]
Assigns the size of a Actor
from the given box_
. Read more
pub fn allocate_align_fill(
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
[src][−]
&self,
box_: &ActorBox,
x_align: f64,
y_align: f64,
x_fill: bool,
y_fill: bool,
flags: AllocationFlags
)
Allocates self
by taking into consideration the available allocation
area; an alignment factor on either axis; and whether the actor should
fill the allocation on either axis. Read more
pub fn allocate_available_size(
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
[src][−]
&self,
x: f32,
y: f32,
available_width: f32,
available_height: f32,
flags: AllocationFlags
)
Allocates self
taking into account the Actor
’s
preferred size, but limiting it to the maximum available width
and height provided. Read more
pub fn allocate_preferred_size(&self, flags: AllocationFlags)
[src][−]
Allocates the natural size of self
. Read more
pub fn apply_relative_transform_to_point<P>(
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex where
P: IsA<Actor>,
[src][−]
&self,
ancestor: Option<&P>,
point: &Vertex
) -> Vertex where
P: IsA<Actor>,
Transforms point
in coordinates relative to the actor into
ancestor-relative coordinates using the relevant transform
stack (i.e. scale, rotation, etc). Read more
pub fn apply_transform_to_point(&self, point: &Vertex) -> Vertex
[src][−]
Transforms point
in coordinates relative to the actor
into screen-relative coordinates with the current actor
transformation (i.e. scale, rotation, etc) Read more
pub fn bind_model<P, Q>(&self, model: Option<&P>, create_child_func: Q) where
P: IsA<ListModel>,
Q: 'static + Fn(&Object) -> Actor,
[src][−]
P: IsA<ListModel>,
Q: 'static + Fn(&Object) -> Actor,
Binds a gio::ListModel
to a Actor
. Read more
pub fn clear_actions(&self)
[src][−]
Clears the list of actions applied to self
pub fn clear_constraints(&self)
[src][−]
Clears the list of constraints applied to self
pub fn clear_effects(&self)
[src][−]
Clears the list of effects applied to self
pub fn contains<P>(&self, descendant: &P) -> bool where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Determines if descendant
is contained inside self
(either as an
immediate child, or as a deeper descendant). If self
and
descendant
point to the same actor then it will also return true
. Read more
pub fn continue_paint(&self)
[src][−]
Run the next stage of the paint sequence. This function should only
be called within the implementation of the ‘run’ virtual of a
Effect
. It will cause the run method of the next effect to
be applied, or it will paint the actual actor if the current effect
is the last effect in the chain. Read more
pub fn create_pango_context(&self) -> Option<Context>
[src][−]
Creates a pango::Context
for the given actor. The pango::Context
is already configured using the appropriate font map, resolution
and font options. Read more
pub fn create_pango_layout(&self, text: Option<&str>) -> Option<Layout>
[src][−]
Creates a new pango::Layout
from the same pango::Context
used
by the Actor
. The pango::Layout
is already configured
with the font map, resolution and font options, and the
given text
. Read more
pub fn destroy(&self)
[src][−]
Destroys an actor. When an actor is destroyed, it will break any references it holds to other objects. If the actor is inside a container, the actor will be removed. Read more
pub fn destroy_all_children(&self)
[src][−]
Destroys all children of self
. Read more
pub fn event(&self, event: &Event, capture: bool) -> bool
[src][−]
This function is used to emit an event on the main stage. You should rarely need to use this function, except for synthetising events. Read more
pub fn get_action(&self, name: &str) -> Option<Action>
[src][−]
Retrieves the Action
with the given name in the list
of actions applied to self
Read more
pub fn get_actions(&self) -> Vec<Action, Global>
[src][−]
Retrieves the list of actions applied to self
Read more
pub fn get_allocation_box(&self) -> ActorBox
[src][−]
Gets the layout box an actor has been assigned. The allocation can
only be assumed valid inside a paint
method; anywhere else, it
may be out-of-date. Read more
pub fn get_background_color(&self) -> InternalColor
[src][−]
Retrieves the color set using ActorExt::set_background_color
. Read more
pub fn get_child_at_index(&self, index_: i32) -> Option<Actor>
[src][−]
Retrieves the actor at the given index_
inside the list of
children of self
. Read more
pub fn get_child_transform(&self) -> Matrix
[src][−]
Retrieves the child transformation matrix set using
ActorExt::set_child_transform
; if none is currently set,
the transform
matrix will be initialized to the identity matrix. Read more
pub fn get_children(&self) -> Vec<Actor, Global>
[src][−]
Retrieves the list of children of self
. Read more
pub fn get_clip(&self) -> (f32, f32, f32, f32)
[src][−]
Gets the clip area for self
, if any is set. Read more
pub fn get_clip_to_allocation(&self) -> bool
[src][−]
Retrieves the value set using ActorExt::set_clip_to_allocation
Read more
pub fn get_constraint(&self, name: &str) -> Option<Constraint>
[src][−]
Retrieves the Constraint
with the given name in the list
of constraints applied to self
Read more
pub fn get_constraints(&self) -> Vec<Constraint, Global>
[src][−]
Retrieves the list of constraints applied to self
Read more
pub fn get_content(&self) -> Option<Content>
[src][−]
Retrieves the contents of self
. Read more
pub fn get_content_box(&self) -> ActorBox
[src][−]
Retrieves the bounding box for the Content
of self
. Read more
pub fn get_content_gravity(&self) -> ContentGravity
[src][−]
Retrieves the content gravity as set using
ActorExt::set_content_gravity
. Read more
pub fn get_content_repeat(&self) -> ContentRepeat
[src][−]
Retrieves the repeat policy for a Actor
set by
ActorExt::set_content_repeat
. Read more
pub fn get_content_scaling_filters(&self) -> (ScalingFilter, ScalingFilter)
[src][−]
Retrieves the values set using ActorExt::set_content_scaling_filters
. Read more
pub fn get_default_paint_volume(&self) -> Option<PaintVolume>
[src][−]
Retrieves the default paint volume for self
. Read more
pub fn get_easing_delay(&self) -> u32
[src][−]
Retrieves the delay that should be applied when tweening animatable properties. Read more
pub fn get_easing_duration(&self) -> u32
[src][−]
Retrieves the duration of the tweening for animatable
properties of self
for the current easing state. Read more
pub fn get_easing_mode(&self) -> AnimationMode
[src][−]
Retrieves the easing mode for the tweening of animatable properties
of self
for the current easing state. Read more
pub fn get_effect(&self, name: &str) -> Option<Effect>
[src][−]
Retrieves the Effect
with the given name in the list
of effects applied to self
Read more
pub fn get_effects(&self) -> Vec<Effect, Global>
[src][−]
Retrieves the Effect
s applied on self
, if any Read more
pub fn get_first_child(&self) -> Option<Actor>
[src][−]
Retrieves the first child of self
. Read more
pub fn get_fixed_position_set(&self) -> bool
[src][−]
Checks whether an actor has a fixed position set (and will thus be unaffected by any layout manager). Read more
pub fn get_flags(&self) -> ActorFlags
[src][−]
Retrieves the flags set on self
Read more
pub fn get_height(&self) -> f32
[src][−]
Retrieves the height of a Actor
. Read more
pub fn get_last_child(&self) -> Option<Actor>
[src][−]
Retrieves the last child of self
. Read more
pub fn get_layout_manager(&self) -> Option<LayoutManager>
[src][−]
Retrieves the LayoutManager
used by self
. Read more
pub fn get_margin(&self) -> Margin
[src][−]
Retrieves all the components of the margin of a Actor
. Read more
pub fn get_margin_bottom(&self) -> f32
[src][−]
Retrieves the bottom margin of a Actor
. Read more
pub fn get_margin_left(&self) -> f32
[src][−]
Retrieves the left margin of a Actor
. Read more
pub fn get_margin_right(&self) -> f32
[src][−]
Retrieves the right margin of a Actor
. Read more
pub fn get_margin_top(&self) -> f32
[src][−]
Retrieves the top margin of a Actor
. Read more
pub fn get_n_children(&self) -> i32
[src][−]
Retrieves the number of children of self
. Read more
pub fn get_name(&self) -> Option<GString>
[src][−]
Retrieves the name of self
. Read more
pub fn get_next_sibling(&self) -> Option<Actor>
[src][−]
Retrieves the sibling of self
that comes after it in the list
of children of self
’s parent. Read more
pub fn get_offscreen_redirect(&self) -> OffscreenRedirect
[src][−]
Retrieves whether to redirect the actor to an offscreen buffer, as
set by ActorExt::set_offscreen_redirect
. Read more
pub fn get_opacity(&self) -> u8
[src][−]
Retrieves the opacity value of an actor, as set by
ActorExt::set_opacity
. Read more
pub fn get_paint_box(&self) -> Option<ActorBox>
[src][−]
Retrieves the paint volume of the passed Actor
, and
transforms it into a 2D bounding box in stage coordinates. Read more
pub fn get_paint_opacity(&self) -> u8
[src][−]
Retrieves the absolute opacity of the actor, as it appears on the stage. Read more
pub fn get_paint_visibility(&self) -> bool
[src][−]
Retrieves the ‘paint’ visibility of an actor recursively checking for non visible parents. Read more
pub fn get_paint_volume(&self) -> Option<PaintVolume>
[src][−]
Retrieves the paint volume of the passed Actor
, or None
when a paint volume can’t be determined. Read more
pub fn get_pango_context(&self) -> Option<Context>
[src][−]
Retrieves the pango::Context
for self
. The actor’s pango::Context
is already configured using the appropriate font map, resolution
and font options. Read more
pub fn get_parent(&self) -> Option<Actor>
[src][−]
Retrieves the parent of self
. Read more
pub fn get_pivot_point(&self) -> (f32, f32)
[src][−]
Retrieves the coordinates of the Actor:pivot-point
. Read more
pub fn get_pivot_point_z(&self) -> f32
[src][−]
Retrieves the Z component of the Actor:pivot-point
.
pub fn get_position(&self) -> (f32, f32)
[src][−]
This function tries to “do what you mean” and tell you where the actor is, prior to any transformations. Retrieves the fixed position of an actor in pixels, if one has been set; otherwise, if the allocation is valid, returns the actor’s allocated position; otherwise, returns 0,0. Read more
pub fn get_preferred_height(&self, for_width: f32) -> (f32, f32)
[src][−]
Computes the requested minimum and natural heights for an actor, or if they are already computed, returns the cached values. Read more
pub fn get_preferred_size(&self) -> (f32, f32, f32, f32)
[src][−]
Computes the preferred minimum and natural size of an actor, taking into account the actor’s geometry management (either height-for-width or width-for-height). Read more
pub fn get_preferred_width(&self, for_height: f32) -> (f32, f32)
[src][−]
Computes the requested minimum and natural widths for an actor, optionally depending on the specified height, or if they are already computed, returns the cached values. Read more
pub fn get_previous_sibling(&self) -> Option<Actor>
[src][−]
Retrieves the sibling of self
that comes before it in the list
of children of self
’s parent. Read more
pub fn get_reactive(&self) -> bool
[src][−]
Checks whether self
is marked as reactive. Read more
pub fn get_request_mode(&self) -> RequestMode
[src][−]
Retrieves the geometry request mode of self
Read more
pub fn get_rotation_angle(&self, axis: RotateAxis) -> f64
[src][−]
Retrieves the angle of rotation set by ActorExt::set_rotation_angle
. Read more
pub fn get_scale(&self) -> (f64, f64)
[src][−]
Retrieves an actors scale factors. Read more
pub fn get_scale_z(&self) -> f64
[src][−]
Retrieves the scaling factor along the Z axis, as set using
ActorExt::set_scale_z
. Read more
pub fn get_size(&self) -> (f32, f32)
[src][−]
This function tries to “do what you mean” and return the size an actor will have. If the actor has a valid allocation, the allocation will be returned; otherwise, the actors natural size request will be returned. Read more
pub fn get_stage(&self) -> Option<Stage>
[src][−]
Retrieves the Stage
where self
is contained. Read more
pub fn get_text_direction(&self) -> TextDirection
[src][−]
Retrieves the value set using ActorExt::set_text_direction
Read more
pub fn get_transform(&self) -> Matrix
[src][−]
Retrieves the current transformation matrix of a Actor
. Read more
pub fn get_transformed_paint_volume<P>(
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume> where
P: IsA<Actor>,
[src][−]
&self,
relative_to_ancestor: &P
) -> Option<PaintVolume> where
P: IsA<Actor>,
Retrieves the 3D paint volume of an actor like
ActorExt::get_paint_volume
does (Please refer to the
documentation of ActorExt::get_paint_volume
for more
details.) and it additionally transforms the paint volume into the
coordinate space of relative_to_ancestor
. (Or the stage if None
is passed for relative_to_ancestor
) Read more
pub fn get_transformed_position(&self) -> (f32, f32)
[src][−]
Gets the absolute position of an actor, in pixels relative to the stage. Read more
pub fn get_transformed_size(&self) -> (f32, f32)
[src][−]
Gets the absolute size of an actor in pixels, taking into account the scaling factors. Read more
pub fn get_transition(&self, name: &str) -> Option<Transition>
[src][−]
Retrieves the Transition
of a Actor
by using the
transition name
. Read more
pub fn get_translation(&self) -> (f32, f32, f32)
[src][−]
Retrieves the translation set using ActorExt::set_translation
. Read more
pub fn get_width(&self) -> f32
[src][−]
Retrieves the width of a Actor
. Read more
pub fn get_x(&self) -> f32
[src][−]
Retrieves the X coordinate of a Actor
. Read more
pub fn get_x_align(&self) -> ActorAlign
[src][−]
Retrieves the horizontal alignment policy set using
ActorExt::set_x_align
. Read more
pub fn get_x_expand(&self) -> bool
[src][−]
Retrieves the value set with ActorExt::set_x_expand
. Read more
pub fn get_y(&self) -> f32
[src][−]
Retrieves the Y coordinate of a Actor
. Read more
pub fn get_y_align(&self) -> ActorAlign
[src][−]
Retrieves the vertical alignment policy set using
ActorExt::set_y_align
. Read more
pub fn get_y_expand(&self) -> bool
[src][−]
Retrieves the value set with ActorExt::set_y_expand
. Read more
pub fn get_z_position(&self) -> f32
[src][−]
Retrieves the actor’s position on the Z axis. Read more
pub fn grab_key_focus(&self)
[src][−]
Sets the key focus of the Stage
including self
to this Actor
. Read more
pub fn has_actions(&self) -> bool
[src][−]
Returns whether the actor has any actions applied. Read more
pub fn has_allocation(&self) -> bool
[src][−]
Checks if the actor has an up-to-date allocation assigned to it. This means that the actor should have an allocation: it’s visible and has a parent. It also means that there is no outstanding relayout request in progress for the actor or its children (There might be other outstanding layout requests in progress that will cause the actor to get a new allocation when the stage is laid out, however). Read more
pub fn has_clip(&self) -> bool
[src][−]
Determines whether the actor has a clip area set or not. Read more
pub fn has_constraints(&self) -> bool
[src][−]
Returns whether the actor has any constraints applied. Read more
pub fn has_effects(&self) -> bool
[src][−]
Returns whether the actor has any effects applied. Read more
pub fn has_key_focus(&self) -> bool
[src][−]
Checks whether self
is the Actor
that has key focus Read more
pub fn has_overlaps(&self) -> bool
[src][−]
Asks the actor’s implementation whether it may contain overlapping primitives. Read more
pub fn has_pointer(&self) -> bool
[src][−]
Checks whether an actor contains the pointer of a
InputDevice
Read more
pub fn hide(&self)
[src][−]
Flags an actor to be hidden. A hidden actor will not be rendered on the stage. Read more
pub fn insert_child_above<P, Q>(&self, child: &P, sibling: Option<&Q>) where
P: IsA<Actor>,
Q: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Q: IsA<Actor>,
Inserts child
into the list of children of self
, above another
child of self
or, if sibling
is None
, above all the children
of self
. Read more
pub fn insert_child_at_index<P>(&self, child: &P, index_: i32) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Inserts child
into the list of children of self
, using the
given index_
. If index_
is greater than the number of children
in self
, or is less than 0, then the new child is added at the end. Read more
pub fn insert_child_below<P, Q>(&self, child: &P, sibling: Option<&Q>) where
P: IsA<Actor>,
Q: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Q: IsA<Actor>,
Inserts child
into the list of children of self
, below another
child of self
or, if sibling
is None
, below all the children
of self
. Read more
pub fn is_in_clone_paint(&self) -> bool
[src][−]
Checks whether self
is being currently painted by a Clone
Read more
pub fn is_mapped(&self) -> bool
[src][−]
Checks whether a Actor
has been set as mapped. Read more
pub fn is_realized(&self) -> bool
[src][−]
Checks whether a Actor
is realized. Read more
pub fn is_rotated(&self) -> bool
[src][−]
Checks whether any rotation is applied to the actor. Read more
pub fn is_scaled(&self) -> bool
[src][−]
Checks whether the actor is scaled in either dimension. Read more
pub fn is_visible(&self) -> bool
[src][−]
Checks whether an actor is marked as visible. Read more
pub fn map(&self)
[src][−]
Sets the ActorFlags::Mapped
flag on the actor and possibly maps
and realizes its children if they are visible. Does nothing if the
actor is not visible. Read more
pub fn move_by(&self, dx: f32, dy: f32)
[src][−]
Moves an actor by the specified distance relative to its current position in pixels. Read more
pub fn needs_expand(&self, orientation: Orientation) -> bool
[src][−]
Checks whether an actor, or any of its children, is set to expand horizontally or vertically. Read more
pub fn paint(&self)
[src][−]
Renders the actor to display. Read more
pub fn queue_redraw(&self)
[src][−]
Queues up a redraw of an actor and any children. The redraw occurs once the main loop becomes idle (after the current batch of events has been processed, roughly). Read more
pub fn queue_redraw_with_clip(&self, clip: Option<&RectangleInt>)
[src][−]
Queues a redraw on self
limited to a specific, actor-relative
rectangular area. Read more
pub fn queue_relayout(&self)
[src][−]
Indicates that the actor’s size request or other layout-affecting
properties may have changed. This function is used inside Actor
subclass implementations, not by applications directly. Read more
pub fn remove_action<P>(&self, action: &P) where
P: IsA<Action>,
[src][−]
P: IsA<Action>,
Removes action
from the list of actions applied to self
Read more
pub fn remove_action_by_name(&self, name: &str)
[src][−]
Removes the Action
with the given name from the list
of actions applied to self
Read more
pub fn remove_all_children(&self)
[src][−]
Removes all children of self
. Read more
pub fn remove_all_transitions(&self)
[src][−]
Removes all transitions associated to self
.
pub fn remove_child<P>(&self, child: &P) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Removes child
from the children of self
. Read more
pub fn remove_clip(&self)
[src][−]
Removes clip area from self
.
pub fn remove_constraint<P>(&self, constraint: &P) where
P: IsA<Constraint>,
[src][−]
P: IsA<Constraint>,
Removes constraint
from the list of constraints applied to self
Read more
pub fn remove_constraint_by_name(&self, name: &str)
[src][−]
Removes the Constraint
with the given name from the list
of constraints applied to self
Read more
pub fn remove_effect<P>(&self, effect: &P) where
P: IsA<Effect>,
[src][−]
P: IsA<Effect>,
Removes effect
from the list of effects applied to self
Read more
pub fn remove_effect_by_name(&self, name: &str)
[src][−]
Removes the Effect
with the given name from the list
of effects applied to self
Read more
pub fn remove_transition(&self, name: &str)
[src][−]
Removes the transition stored inside a Actor
using name
identifier. Read more
pub fn replace_child<P, Q>(&self, old_child: &P, new_child: &Q) where
P: IsA<Actor>,
Q: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Q: IsA<Actor>,
Replaces old_child
with new_child
in the list of children of self
. Read more
pub fn restore_easing_state(&self)
[src][−]
Restores the easing state as it was prior to a call to
ActorExt::save_easing_state
. Read more
pub fn save_easing_state(&self)
[src][−]
Saves the current easing state for animatable properties, and creates a new state with the default values for easing mode and duration. Read more
pub fn set_allocation(&self, box_: &ActorBox, flags: AllocationFlags)
[src][−]
Stores the allocation of self
as defined by box_
. Read more
pub fn set_background_color(&self, color: Option<Color>)
[src][−]
Sets the background color of a Actor
. Read more
pub fn set_child_above_sibling<P, Q>(&self, child: &P, sibling: Option<&Q>) where
P: IsA<Actor>,
Q: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Q: IsA<Actor>,
Sets child
to be above sibling
in the list of children of self
. Read more
pub fn set_child_at_index<P>(&self, child: &P, index_: i32) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Changes the index of child
in the list of children of self
. Read more
pub fn set_child_below_sibling<P, Q>(&self, child: &P, sibling: Option<&Q>) where
P: IsA<Actor>,
Q: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Q: IsA<Actor>,
Sets child
to be below sibling
in the list of children of self
. Read more
pub fn set_child_transform(&self, transform: Option<&Matrix>)
[src][−]
Sets the transformation matrix to be applied to all the children
of self
prior to their own transformations. The default child
transformation is the identity matrix. Read more
pub fn set_clip(&self, xoff: f32, yoff: f32, width: f32, height: f32)
[src][−]
Sets clip area for self
. The clip area is always computed from the
upper left corner of the actor, even if the anchor point is set
otherwise. Read more
pub fn set_clip_to_allocation(&self, clip_set: bool)
[src][−]
Sets whether self
should be clipped to the same size as its
allocation Read more
pub fn set_content<P>(&self, content: Option<&P>) where
P: IsA<Content>,
[src][−]
P: IsA<Content>,
Sets the contents of a Actor
. Read more
pub fn set_content_gravity(&self, gravity: ContentGravity)
[src][−]
Sets the gravity of the Content
used by self
. Read more
pub fn set_content_repeat(&self, repeat: ContentRepeat)
[src][−]
Sets the policy for repeating the Actor:content
of a
Actor
. The behaviour is deferred to the Content
implementation. Read more
pub fn set_content_scaling_filters(
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
[src][−]
&self,
min_filter: ScalingFilter,
mag_filter: ScalingFilter
)
Sets the minification and magnification filter to be applied when
scaling the Actor:content
of a Actor
. Read more
pub fn set_easing_delay(&self, msecs: u32)
[src][−]
Sets the delay that should be applied before tweening animatable properties. Read more
pub fn set_easing_duration(&self, msecs: u32)
[src][−]
Sets the duration of the tweening for animatable properties
of self
for the current easing state. Read more
pub fn set_easing_mode(&self, mode: AnimationMode)
[src][−]
Sets the easing mode for the tweening of animatable properties
of self
. Read more
pub fn set_fixed_position_set(&self, is_set: bool)
[src][−]
Sets whether an actor has a fixed position set (and will thus be unaffected by any layout manager). Read more
pub fn set_flags(&self, flags: ActorFlags)
[src][−]
Sets flags
on self
Read more
pub fn set_height(&self, height: f32)
[src][−]
Forces a height on an actor, causing the actor’s preferred width and height (if any) to be ignored. Read more
pub fn set_layout_manager<P>(&self, manager: Option<&P>) where
P: IsA<LayoutManager>,
[src][−]
P: IsA<LayoutManager>,
Sets the LayoutManager
delegate object that will be used to
lay out the children of self
. Read more
pub fn set_margin(&self, margin: &Margin)
[src][−]
Sets all the components of the margin of a Actor
. Read more
pub fn set_margin_bottom(&self, margin: f32)
[src][−]
Sets the margin from the bottom of a Actor
. Read more
pub fn set_margin_left(&self, margin: f32)
[src][−]
Sets the margin from the left of a Actor
. Read more
pub fn set_margin_right(&self, margin: f32)
[src][−]
Sets the margin from the right of a Actor
. Read more
pub fn set_margin_top(&self, margin: f32)
[src][−]
Sets the margin from the top of a Actor
. Read more
pub fn set_name(&self, name: &str)
[src][−]
Sets the given name to self
. The name can be used to identify
a Actor
. Read more
pub fn set_offscreen_redirect(&self, redirect: OffscreenRedirect)
[src][−]
Defines the circumstances where the actor should be redirected into an offscreen image. The offscreen image is used to flatten the actor into a single image while painting for two main reasons. Firstly, when the actor is painted a second time without any of its contents changing it can simply repaint the cached image without descending further down the actor hierarchy. Secondly, it will make the opacity look correct even if there are overlapping primitives in the actor. Read more
pub fn set_opacity(&self, opacity: u8)
[src][−]
Sets the actor’s opacity, with zero being completely transparent and 255 (0xff) being fully opaque. Read more
pub fn set_pivot_point(&self, pivot_x: f32, pivot_y: f32)
[src][−]
Sets the position of the Actor:pivot-point
around which the
scaling and rotation transformations occur. Read more
pub fn set_pivot_point_z(&self, pivot_z: f32)
[src][−]
Sets the component on the Z axis of the Actor:pivot-point
around
which the scaling and rotation transformations occur. Read more
pub fn set_position(&self, x: f32, y: f32)
[src][−]
Sets the actor’s fixed position in pixels relative to any parent actor. Read more
pub fn set_reactive(&self, reactive: bool)
[src][−]
Sets self
as reactive. Reactive actors will receive events. Read more
pub fn set_request_mode(&self, mode: RequestMode)
[src][−]
Sets the geometry request mode of self
. Read more
pub fn set_rotation_angle(&self, axis: RotateAxis, angle: f64)
[src][−]
Sets the angle
of rotation of a Actor
on the given axis
. Read more
pub fn set_scale(&self, scale_x: f64, scale_y: f64)
[src][−]
Scales an actor with the given factors. Read more
pub fn set_scale_z(&self, scale_z: f64)
[src][−]
Scales an actor on the Z axis by the given scale_z
factor. Read more
pub fn set_size(&self, width: f32, height: f32)
[src][−]
Sets the actor’s size request in pixels. This overrides any “normal” size request the actor would have. For example a text actor might normally request the size of the text; this function would force a specific size instead. Read more
pub fn set_text_direction(&self, text_dir: TextDirection)
[src][−]
Sets the TextDirection
for an actor Read more
pub fn set_transform(&self, transform: Option<&Matrix>)
[src][−]
Overrides the transformations of a Actor
with a custom
matrix, which will be applied relative to the origin of the
actor’s allocation and to the actor’s pivot point. Read more
pub fn set_translation(
&self,
translate_x: f32,
translate_y: f32,
translate_z: f32
)
[src][−]
&self,
translate_x: f32,
translate_y: f32,
translate_z: f32
)
Sets an additional translation transformation on a Actor
,
relative to the Actor:pivot-point
. Read more
pub fn set_width(&self, width: f32)
[src][−]
Forces a width on an actor, causing the actor’s preferred width and height (if any) to be ignored. Read more
pub fn set_x(&self, x: f32)
[src][−]
Sets the actor’s X coordinate, relative to its parent, in pixels. Read more
pub fn set_x_align(&self, x_align: ActorAlign)
[src][−]
Sets the horizontal alignment policy of a Actor
, in case the
actor received extra horizontal space. Read more
pub fn set_x_expand(&self, expand: bool)
[src][−]
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible. Read more
pub fn set_y(&self, y: f32)
[src][−]
Sets the actor’s Y coordinate, relative to its parent, in pixels.# Read more
pub fn set_y_align(&self, y_align: ActorAlign)
[src][−]
Sets the vertical alignment policy of a Actor
, in case the
actor received extra vertical space. Read more
pub fn set_y_expand(&self, expand: bool)
[src][−]
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible. Read more
pub fn set_z_position(&self, z_position: f32)
[src][−]
Sets the actor’s position on the Z axis. Read more
pub fn should_pick_paint(&self) -> bool
[src][−]
Should be called inside the implementation of the
Actor::pick
virtual function in order to check whether
the actor should paint itself in pick mode or not. Read more
pub fn show(&self)
[src][−]
Flags an actor to be displayed. An actor that isn’t shown will not be rendered on the stage. Read more
pub fn transform_stage_point(&self, x: f32, y: f32) -> Option<(f32, f32)>
[src][−]
This function translates screen coordinates (x
, y
) to
coordinates relative to the actor. For example, it can be used to translate
screen events from global screen coordinates into actor-local coordinates. Read more
pub fn unmap(&self)
[src][−]
Unsets the ActorFlags::Mapped
flag on the actor and possibly
unmaps its children if they were mapped. Read more
pub fn unset_flags(&self, flags: ActorFlags)
[src][−]
Unsets flags
on self
Read more
pub fn set_property_actions<P>(&self, actions: Option<&P>) where
P: IsA<Action> + SetValueOptional,
[src][−]
P: IsA<Action> + SetValueOptional,
Adds a Action
to the actor
pub fn get_property_allocation(&self) -> Option<ActorBox>
[src][−]
The allocation for the actor, in pixels Read more
pub fn get_property_background_color_set(&self) -> bool
[src][−]
Whether the Actor:background-color
property has been set.
pub fn get_property_child_transform_set(&self) -> bool
[src][−]
Whether the Actor:child-transform
property is set.
pub fn get_property_clip_rect(&self) -> Option<InternalRect>
[src][−]
The visible region of the actor, in actor-relative coordinates,
expressed as a Rect
. Read more
pub fn set_property_clip_rect(&self, clip_rect: Option<&InternalRect>)
[src][−]
The visible region of the actor, in actor-relative coordinates,
expressed as a Rect
. Read more
pub fn set_property_constraints<P>(&self, constraints: Option<&P>) where
P: IsA<Constraint> + SetValueOptional,
[src][−]
P: IsA<Constraint> + SetValueOptional,
Adds a Constraint
to the actor
pub fn set_property_effect<P>(&self, effect: Option<&P>) where
P: IsA<Effect> + SetValueOptional,
[src][−]
P: IsA<Effect> + SetValueOptional,
Adds Effect
to the list of effects be applied on a Actor
pub fn get_property_fixed_x(&self) -> f32
[src][−]
The fixed X position of the actor in pixels. Read more
pub fn set_property_fixed_x(&self, fixed_x: f32)
[src][−]
The fixed X position of the actor in pixels. Read more
pub fn get_property_fixed_y(&self) -> f32
[src][−]
The fixed Y position of the actor in pixels. Read more
pub fn set_property_fixed_y(&self, fixed_y: f32)
[src][−]
The fixed Y position of the actor in pixels. Read more
pub fn get_property_has_clip(&self) -> bool
[src][−]
Whether the actor has the Actor:clip
property set or not
pub fn get_property_has_pointer(&self) -> bool
[src][−]
Whether the actor contains the pointer of a InputDevice
or not. Read more
pub fn get_property_magnification_filter(&self) -> ScalingFilter
[src]
pub fn set_property_magnification_filter(
&self,
magnification_filter: ScalingFilter
)
[src]
&self,
magnification_filter: ScalingFilter
)
pub fn get_property_mapped(&self) -> bool
[src][−]
Whether the actor is mapped (will be painted when the stage to which it belongs is mapped) Read more
pub fn get_property_min_height(&self) -> f32
[src][−]
A forced minimum height request for the actor, in pixels Read more
pub fn set_property_min_height(&self, min_height: f32)
[src][−]
A forced minimum height request for the actor, in pixels Read more
pub fn get_property_min_height_set(&self) -> bool
[src][−]
This flag controls whether the Actor:min-height
property
is used Read more
pub fn set_property_min_height_set(&self, min_height_set: bool)
[src][−]
This flag controls whether the Actor:min-height
property
is used Read more
pub fn get_property_min_width(&self) -> f32
[src][−]
A forced minimum width request for the actor, in pixels Read more
pub fn set_property_min_width(&self, min_width: f32)
[src][−]
A forced minimum width request for the actor, in pixels Read more
pub fn get_property_min_width_set(&self) -> bool
[src][−]
This flag controls whether the Actor:min-width
property
is used Read more
pub fn set_property_min_width_set(&self, min_width_set: bool)
[src][−]
This flag controls whether the Actor:min-width
property
is used Read more
pub fn get_property_minification_filter(&self) -> ScalingFilter
[src]
pub fn set_property_minification_filter(
&self,
minification_filter: ScalingFilter
)
[src]
&self,
minification_filter: ScalingFilter
)
pub fn get_property_natural_height(&self) -> f32
[src][−]
A forced natural height request for the actor, in pixels Read more
pub fn set_property_natural_height(&self, natural_height: f32)
[src][−]
A forced natural height request for the actor, in pixels Read more
pub fn get_property_natural_height_set(&self) -> bool
[src][−]
This flag controls whether the Actor:natural-height
property
is used Read more
pub fn set_property_natural_height_set(&self, natural_height_set: bool)
[src][−]
This flag controls whether the Actor:natural-height
property
is used Read more
pub fn get_property_natural_width(&self) -> f32
[src][−]
A forced natural width request for the actor, in pixels Read more
pub fn set_property_natural_width(&self, natural_width: f32)
[src][−]
A forced natural width request for the actor, in pixels Read more
pub fn get_property_natural_width_set(&self) -> bool
[src][−]
This flag controls whether the Actor:natural-width
property
is used Read more
pub fn set_property_natural_width_set(&self, natural_width_set: bool)
[src][−]
This flag controls whether the Actor:natural-width
property
is used Read more
pub fn get_property_realized(&self) -> bool
[src][−]
Whether the actor has been realized
pub fn get_property_rotation_angle_x(&self) -> f64
[src][−]
The rotation angle on the X axis. Read more
pub fn set_property_rotation_angle_x(&self, rotation_angle_x: f64)
[src][−]
The rotation angle on the X axis. Read more
pub fn get_property_rotation_angle_y(&self) -> f64
[src][−]
The rotation angle on the Y axis Read more
pub fn set_property_rotation_angle_y(&self, rotation_angle_y: f64)
[src][−]
The rotation angle on the Y axis Read more
pub fn get_property_rotation_angle_z(&self) -> f64
[src][−]
The rotation angle on the Z axis Read more
pub fn set_property_rotation_angle_z(&self, rotation_angle_z: f64)
[src][−]
The rotation angle on the Z axis Read more
pub fn get_property_scale_x(&self) -> f64
[src][−]
The horizontal scale of the actor. Read more
pub fn set_property_scale_x(&self, scale_x: f64)
[src][−]
The horizontal scale of the actor. Read more
pub fn get_property_scale_y(&self) -> f64
[src][−]
The vertical scale of the actor. Read more
pub fn set_property_scale_y(&self, scale_y: f64)
[src][−]
The vertical scale of the actor. Read more
pub fn get_property_show_on_set_parent(&self) -> bool
[src][−]
If true
, the actor is automatically shown when parented. Read more
pub fn set_property_show_on_set_parent(&self, show_on_set_parent: bool)
[src][−]
If true
, the actor is automatically shown when parented. Read more
pub fn get_property_transform_set(&self) -> bool
[src][−]
Whether the Actor:transform
property is set.
pub fn get_property_translation_x(&self) -> f32
[src][−]
An additional translation applied along the X axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn set_property_translation_x(&self, translation_x: f32)
[src][−]
An additional translation applied along the X axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn get_property_translation_y(&self) -> f32
[src][−]
An additional translation applied along the Y axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn set_property_translation_y(&self, translation_y: f32)
[src][−]
An additional translation applied along the Y axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn get_property_translation_z(&self) -> f32
[src][−]
An additional translation applied along the Z axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn set_property_translation_z(&self, translation_z: f32)
[src][−]
An additional translation applied along the Z axis, relative
to the actor’s Actor:pivot-point
. Read more
pub fn get_property_visible(&self) -> bool
[src][−]
Whether the actor is set to be visible or not Read more
pub fn set_property_visible(&self, visible: bool)
[src][−]
Whether the actor is set to be visible or not Read more
pub fn connect_allocation_changed<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &ActorBox, AllocationFlags),
[src][−]
F: 'static + Fn(&O, &ActorBox, AllocationFlags),
The ::allocation-changed signal is emitted when the
Actor:allocation
property changes. Usually, application
code should just use the notifications for the :allocation property
but if you want to track the allocation flags as well, for instance
to know whether the absolute origin of actor
changed, then you might
want use this signal instead. Read more
pub fn connect_button_press_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &ButtonEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &ButtonEvent) -> bool,
The ::button-press-event signal is emitted each time a mouse button
is pressed on actor
. Read more
pub fn connect_button_release_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &ButtonEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &ButtonEvent) -> bool,
The ::button-release-event signal is emitted each time a mouse button
is released on actor
. Read more
pub fn connect_captured_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Event) -> bool,
[src][−]
F: 'static + Fn(&O, &Event) -> bool,
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. Read more
pub fn connect_destroy<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::destroy signal notifies that all references held on the actor which emitted it should be released. Read more
pub fn connect_enter_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &CrossingEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &CrossingEvent) -> bool,
The ::enter-event signal is emitted when the pointer enters the actor
Read more
pub fn connect_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Event) -> bool,
[src][−]
F: 'static + Fn(&O, &Event) -> bool,
The ::event signal is emitted each time an event is received
by the actor
. This signal will be emitted on every actor,
following the hierarchy chain, until it reaches the top-level
container (the Stage
). Read more
pub fn connect_hide<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::hide signal is emitted when an actor is no longer rendered on the stage. Read more
pub fn connect_key_focus_in<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::key-focus-in signal is emitted when actor
receives key focus.
pub fn connect_key_focus_out<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::key-focus-out signal is emitted when actor
loses key focus.
pub fn connect_key_press_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &KeyEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &KeyEvent) -> bool,
The ::key-press-event signal is emitted each time a keyboard button
is pressed while actor
has key focus (see StageExt::set_key_focus
). Read more
pub fn connect_key_release_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &KeyEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &KeyEvent) -> bool,
The ::key-release-event signal is emitted each time a keyboard button
is released while actor
has key focus (see
StageExt::set_key_focus
). Read more
pub fn connect_leave_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &CrossingEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &CrossingEvent) -> bool,
The ::leave-event signal is emitted when the pointer leaves the actor
. Read more
pub fn connect_motion_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &MotionEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &MotionEvent) -> bool,
The ::motion-event signal is emitted each time the mouse pointer is
moved over actor
. Read more
pub fn connect_parent_set<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, Option<&Actor>),
[src][−]
F: 'static + Fn(&O, Option<&Actor>),
This signal is emitted when the parent of the actor changes. Read more
pub fn connect_queue_redraw<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Actor),
[src][−]
F: 'static + Fn(&O, &Actor),
The ::queue_redraw signal is emitted when ActorExt::queue_redraw
is called on origin
. Read more
pub fn connect_queue_relayout<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::queue_layout signal is emitted when ActorExt::queue_relayout
is called on an actor. Read more
pub fn connect_scroll_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &ScrollEvent) -> bool,
[src][−]
F: 'static + Fn(&O, &ScrollEvent) -> bool,
The ::scroll-event signal is emitted each time the mouse is
scrolled on actor
Read more
pub fn connect_show<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::show signal is emitted when an actor is visible and rendered on the stage. Read more
pub fn connect_touch_event<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Event) -> bool,
[src][−]
F: 'static + Fn(&O, &Event) -> bool,
The ::touch-event signal is emitted each time a touch begin/end/update/cancel event. Read more
pub fn connect_transition_stopped<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &str, bool),
[src][−]
F: 'static + Fn(&O, &str, bool),
The ::transition-stopped signal is emitted once a transition
is stopped; a transition is stopped once it reached its total
duration (including eventual repeats), it has been stopped
using TimelineExt::stop
, or it has been removed from the
transitions applied on actor
, using ActorExt::remove_transition
. Read more
pub fn connect_transitions_completed<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src][−]
F: 'static + Fn(&O),
The ::transitions-completed signal is emitted once all transitions
involving actor
are complete. Read more
pub fn connect_property_actions_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_allocation_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_background_color_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_background_color_set_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_child_transform_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_child_transform_set_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_clip_rect_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_clip_to_allocation_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_constraints_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_content_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_content_box_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_content_gravity_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_content_repeat_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_effect_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_first_child_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_fixed_position_set_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_fixed_x_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_fixed_y_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_has_clip_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_has_pointer_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_height_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_last_child_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_layout_manager_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_magnification_filter_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_mapped_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_margin_bottom_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_margin_left_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_margin_right_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_margin_top_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_min_height_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_min_height_set_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_min_width_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_min_width_set_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_minification_filter_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_name_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_natural_height_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_natural_height_set_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_natural_width_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_natural_width_set_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_offscreen_redirect_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_opacity_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_pivot_point_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_pivot_point_z_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_position_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_reactive_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_realized_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_request_mode_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_rotation_angle_x_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_rotation_angle_y_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_rotation_angle_z_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_scale_x_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_scale_y_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_scale_z_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_show_on_set_parent_notify<F>(
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
&self,
f: F
) -> SignalHandlerId where
F: 'static + Fn(&O),
pub fn connect_property_size_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_text_direction_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_transform_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_transform_set_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_translation_x_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_translation_y_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_translation_z_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_visible_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_width_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_x_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_x_align_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_x_expand_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_y_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_y_align_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_y_expand_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
pub fn connect_property_z_position_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O),
[src]
F: 'static + Fn(&O),
impl<O> AnimatableExt for O where
O: IsA<Animatable>,
[src][+]
O: IsA<Animatable>,
pub fn find_property(&self, property_name: &str) -> Option<ParamSpec>
[src][−]
Finds the gobject::ParamSpec
for property_name
Read more
pub fn get_initial_state(&self, property_name: &str, value: &mut Value)
[src][−]
Retrieves the current state of property_name
and sets value
with it Read more
pub fn interpolate_value<P>(
&self,
property_name: &str,
interval: &P,
progress: f64
) -> Option<Value> where
P: IsA<Interval>,
[src][−]
&self,
property_name: &str,
interval: &P,
progress: f64
) -> Option<Value> where
P: IsA<Interval>,
Asks a Animatable
implementation to interpolate a
a named property between the initial and final values of
a Interval
, using progress
as the interpolation
value, and store the result inside value
. Read more
pub fn set_final_state(&self, property_name: &str, value: &Value)
[src][−]
Sets the current state of property_name
to value
Read more
impl<T> Any for T where
T: 'static + ?Sized,
[src][+]
T: 'static + ?Sized,
pub fn type_id(&self) -> TypeId
[src][−]
Gets the TypeId
of self
. Read more
impl<T> Borrow<T> for T where
T: ?Sized,
[src][+]
T: ?Sized,
pub fn borrow(&self) -> &T
[src][−]
Immutably borrows from an owned value. Read more
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src][+]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
[src][−]
Mutably borrows from an owned value. Read more
impl<Super, Sub> CanDowncast<Sub> for Super where
Sub: IsA<Super>,
Super: IsA<Super>,
[src]
Sub: IsA<Super>,
Super: IsA<Super>,
impl<T> Cast for T where
T: ObjectType,
[src][+]
T: ObjectType,
pub fn upcast<T>(self) -> T where
Self: IsA<T>,
T: ObjectType,
[src][−]
Self: IsA<T>,
T: ObjectType,
Upcasts an object to a superclass or interface T
. Read more
pub fn upcast_ref<T>(&self) -> &T where
Self: IsA<T>,
T: ObjectType,
[src][−]
Self: IsA<T>,
T: ObjectType,
Upcasts an object to a reference of its superclass or interface T
. Read more
pub fn downcast<T>(self) -> Result<T, Self> where
Self: CanDowncast<T>,
T: ObjectType,
[src][−]
Self: CanDowncast<T>,
T: ObjectType,
Tries to downcast to a subclass or interface implementor T
. Read more
pub fn downcast_ref<T>(&self) -> Option<&T> where
Self: CanDowncast<T>,
T: ObjectType,
[src][−]
Self: CanDowncast<T>,
T: ObjectType,
Tries to downcast to a reference of its subclass or interface implementor T
. Read more
pub fn dynamic_cast<T>(self) -> Result<T, Self> where
T: ObjectType,
[src][−]
T: ObjectType,
Tries to cast to an object of type T
. This handles upcasting, downcasting
and casting between interface and interface implementors. All checks are performed at
runtime, while downcast
and upcast
will do many checks at compile-time already. Read more
pub fn dynamic_cast_ref<T>(&self) -> Option<&T> where
T: ObjectType,
[src][−]
T: ObjectType,
Tries to cast to reference to an object of type T
. This handles upcasting, downcasting
and casting between interface and interface implementors. All checks are performed at
runtime, while downcast
and upcast
will do many checks at compile-time already. Read more
pub unsafe fn unsafe_cast<T>(self) -> T where
T: ObjectType,
[src][−]
T: ObjectType,
Casts to T
unconditionally. Read more
pub unsafe fn unsafe_cast_ref<T>(&self) -> &T where
T: ObjectType,
[src][−]
T: ObjectType,
Casts to &T
unconditionally. Read more
impl<O> ContainerExt for O where
O: IsA<Container>,
[src][+]
O: IsA<Container>,
pub fn child_get_property<P>(
&self,
child: &P,
property: &str,
value: &mut Value
) where
P: IsA<Actor>,
[src][−]
&self,
child: &P,
property: &str,
value: &mut Value
) where
P: IsA<Actor>,
Gets a container specific property of a child of self
, In general,
a copy is made of the property contents and the caller is responsible for
freeing the memory by calling gobject::Value::unset
. Read more
pub fn child_set_property<P>(&self, child: &P, property: &str, value: &Value) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Calls the ContainerIface.child_notify
() virtual function
of Container
. The default implementation will emit the
Container::child-notify
signal. Read more
pub fn create_child_meta<P>(&self, actor: &P) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Creates the ChildMeta
wrapping actor
inside the
self
, if the ContainerIface::child_meta_type
class member is not set to G_TYPE_INVALID
. Read more
pub fn destroy_child_meta<P>(&self, actor: &P) where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Destroys the ChildMeta
wrapping actor
inside the
self
, if any. Read more
pub fn find_child_by_name(&self, child_name: &str) -> Option<Actor>
[src][−]
Finds a child actor of a container by its name. Search recurses into any child container. Read more
pub fn get_child_meta<P>(&self, actor: &P) -> Option<ChildMeta> where
P: IsA<Actor>,
[src][−]
P: IsA<Actor>,
Retrieves the ChildMeta
which contains the data about the
self
specific state for actor
. Read more
pub fn connect_actor_added<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Actor),
[src][−]
F: 'static + Fn(&O, &Actor),
The ::actor-added signal is emitted each time an actor
has been added to container
. Read more
pub fn connect_actor_removed<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Actor),
[src][−]
F: 'static + Fn(&O, &Actor),
The ::actor-removed signal is emitted each time an actor
is removed from container
. Read more
pub fn connect_child_notify<F>(&self, f: F) -> SignalHandlerId where
F: 'static + Fn(&O, &Actor, &ParamSpec),
[src][−]
F: 'static + Fn(&O, &Actor, &ParamSpec),
The ::child-notify signal is emitted each time a property is
being set through the Container::child_set
and
Container::child_set_property
calls. Read more
impl<T> From<T> for T
[src][+]
impl<T, U> Into<U> for T where
U: From<T>,
[src][+]
U: From<T>,
impl<T> ObjectExt for T where
T: ObjectType,
[src][+]
T: ObjectType,
pub fn is<U>(&self) -> bool where
U: StaticType,
[src][−]
U: StaticType,
Returns true
if the object is an instance of (can be cast to) T
.
pub fn get_type(&self) -> Type
[src]
pub fn get_object_class(&self) -> &ObjectClass
[src]
pub fn set_properties(
&self,
property_values: &[(&str, &dyn ToValue)]
) -> Result<(), BoolError>
[src]
&self,
property_values: &[(&str, &dyn ToValue)]
) -> Result<(), BoolError>
pub fn set_property<'a, N>(
&self,
property_name: N,
value: &dyn ToValue
) -> Result<(), BoolError> where
N: Into<&'a str>,
[src]
&self,
property_name: N,
value: &dyn ToValue
) -> Result<(), BoolError> where
N: Into<&'a str>,
pub fn get_property<'a, N>(&self, property_name: N) -> Result<Value, BoolError> where
N: Into<&'a str>,
[src]
N: Into<&'a str>,
pub unsafe fn set_qdata<QD>(&self, key: Quark, value: QD) where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub unsafe fn get_qdata<QD>(&self, key: Quark) -> Option<&QD> where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub unsafe fn steal_qdata<QD>(&self, key: Quark) -> Option<QD> where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub unsafe fn set_data<QD>(&self, key: &str, value: QD) where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub unsafe fn get_data<QD>(&self, key: &str) -> Option<&QD> where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub unsafe fn steal_data<QD>(&self, key: &str) -> Option<QD> where
QD: 'static,
[src][−]
QD: 'static,
Safety Read more
pub fn block_signal(&self, handler_id: &SignalHandlerId)
[src]
pub fn unblock_signal(&self, handler_id: &SignalHandlerId)
[src]
pub fn stop_signal_emission(&self, signal_name: &str)
[src]
pub fn disconnect(&self, handler_id: SignalHandlerId)
[src]
pub fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId where
F: 'static + Fn(&T, &ParamSpec) + Send + Sync,
[src]
F: 'static + Fn(&T, &ParamSpec) + Send + Sync,
pub unsafe fn connect_notify_unsafe<F>(
&self,
name: Option<&str>,
f: F
) -> SignalHandlerId where
F: Fn(&T, &ParamSpec),
[src]
&self,
name: Option<&str>,
f: F
) -> SignalHandlerId where
F: Fn(&T, &ParamSpec),
pub fn notify<'a, N>(&self, property_name: N) where
N: Into<&'a str>,
[src]
N: Into<&'a str>,
pub fn notify_by_pspec(&self, pspec: &ParamSpec)
[src]
pub fn has_property<'a, N>(&self, property_name: N, type_: Option<Type>) -> bool where
N: Into<&'a str>,
[src]
N: Into<&'a str>,
pub fn get_property_type<'a, N>(&self, property_name: N) -> Option<Type> where
N: Into<&'a str>,
[src]
N: Into<&'a str>,
pub fn find_property<'a, N>(&self, property_name: N) -> Option<ParamSpec> where
N: Into<&'a str>,
[src]
N: Into<&'a str>,
pub fn list_properties(&self) -> Vec<ParamSpec, Global>
[src]
pub fn connect<'a, N, F>(
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value> + Send + Sync + 'static,
[src]
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value> + Send + Sync + 'static,
pub fn connect_local<'a, N, F>(
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value> + 'static,
[src]
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value> + 'static,
pub unsafe fn connect_unsafe<'a, N, F>(
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value>,
[src]
&self,
signal_name: N,
after: bool,
callback: F
) -> Result<SignalHandlerId, BoolError> where
N: Into<&'a str>,
F: Fn(&[Value]) -> Option<Value>,
pub fn emit<'a, N>(
&self,
signal_name: N,
args: &[&dyn ToValue]
) -> Result<Option<Value>, BoolError> where
N: Into<&'a str>,
[src]
&self,
signal_name: N,
args: &[&dyn ToValue]
) -> Result<Option<Value>, BoolError> where
N: Into<&'a str>,
pub fn downgrade(&self) -> WeakRef<T>
[src]
pub fn bind_property<'a, O, N, M>(
&'a self,
source_property: N,
target: &'a O,
target_property: M
) -> BindingBuilder<'a> where
N: Into<&'a str>,
O: ObjectType,
M: Into<&'a str>,
[src]
&'a self,
source_property: N,
target: &'a O,
target_property: M
) -> BindingBuilder<'a> where
N: Into<&'a str>,
O: ObjectType,
M: Into<&'a str>,
pub fn ref_count(&self) -> u32
[src]
impl<T> ToOwned for T where
T: Clone,
[src][+]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
[src][−]
Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
[src][−]
🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more
impl<T> ToString for T where
T: Display + ?Sized,
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T: Display + ?Sized,
pub default fn to_string(&self) -> String
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Converts the given value to a String
. Read more
impl<T> ToValue for T where
T: SetValue + ?Sized,
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T: SetValue + ?Sized,
pub fn to_value(&self) -> Value
[src][−]
Returns a Value
clone of self
.
pub fn to_value_type(&self) -> Type
[src][−]
Returns the type identifer of self
. Read more
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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Performs the conversion.
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,