Creates a new AdwSpringAnimation
on widget
.
The animation will animate target
from from
to to
with the dynamics of a
spring described by spring_params
.
a widget to create animation on
a value to animate from
a value to animate to
physical parameters of the spring
a target value to animate
Whether the animation should be clamped.
If set to TRUE
, the animation will abruptly end as soon as it reaches the
final value, preventing overshooting.
It won't prevent overshooting [propertySpringAnimation:
value-from] if a
relative negative [propertySpringAnimation:
initial-velocity] is set.
Precision of the spring.
The level of precision used to determine when the animation has come to a rest, that is, when the amplitude of the oscillations becomes smaller than this value.
If the epsilon value is too small, the animation will take a long time to stop after the animated value has stopped visibly changing.
If the epsilon value is too large, the animation will end prematurely.
The default value is 0.001.
Estimated duration of the animation, in milliseconds.
Can be [constDURATION_INFINITE]
if the spring damping is set to 0.
The initial velocity to start the animation with.
Initial velocity affects only the animation curve, but not its duration.
Physical parameters describing the spring.
The animation state.
The state indicates whether the animation is currently playing, paused, finished or hasn't been started yet.
The target to animate.
The current value of the animation.
The value to animate from.
The animation will start at this value and end at
[propertySpringAnimation:
value-to].
The value to animate to.
The animation will start at [propertySpringAnimation:
value-from] and end
at this value.
Current velocity of the animation.
The animation widget.
It provides the frame clock for the animation. It's not strictly necessary for this widget to be same as the one being animated.
The widget must be mapped in order for the animation to work. If it's not mapped, or if it gets unmapped during an ongoing animation, the animation will be automatically skipped.
Creates a binding between source_property
on source
and target_property
on target
.
Whenever the source_property
is changed the target_property
is
updated using the same value. For instance:
g_object_bind_property (action, "active", widget, "sensitive", 0);
Will result in the "sensitive" property of the widget #GObject instance to be updated with the same value of the "active" property of the action #GObject instance.
If flags
contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual:
if target_property
on target
changes then the source_property
on source
will be updated as well.
The binding will automatically be removed when either the source
or the
target
instances are finalized. To remove the binding without affecting the
source
and the target
you can just call g_object_unref() on the returned
#GBinding instance.
Removing the binding by calling g_object_unref() on it must only be done if
the binding, source
and target
are only used from a single thread and it
is clear that both source
and target
outlive the binding. Especially it
is not safe to rely on this if the binding, source
or target
can be
finalized from different threads. Keep another reference to the binding and
use g_binding_unbind() instead to be on the safe side.
A #GObject can have multiple bindings.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
Creates a binding between source_property
on source
and target_property
on target,
allowing you to set the transformation functions to be used by
the binding.
This function is the language bindings friendly version of g_object_bind_property_full(), using #GClosures instead of function pointers.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
a #GClosure wrapping the transformation function from the source
to the target,
or %NULL to use the default
a #GClosure wrapping the transformation function from the target
to the source,
or %NULL to use the default
This function is intended for #GObject implementations to re-enforce a [floating][floating-ref] object reference. Doing this is seldom required: all #GInitiallyUnowneds are created with a floating reference which usually just needs to be sunken by calling g_object_ref_sink().
Increases the freeze count on object
. If the freeze count is
non-zero, the emission of "notify" signals on object
is
stopped. The signals are queued until the freeze count is decreased
to zero. Duplicate notifications are squashed so that at most one
#GObject::notify signal is emitted for each property modified while the
object is frozen.
This is necessary for accessors that modify multiple properties to prevent premature notification while the object is still being modified.
Gets whether self
should be clamped.
Gets a named field from the objects table of associations (see g_object_set_data()).
name of the key for that association
Gets the precision used to determine the duration of self
.
Gets the estimated duration of self
.
Gets the initial velocity of self
.
Gets a property of an object.
The value
can be:
In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling g_value_unset().
Note that g_object_get_property() is really intended for language bindings, g_object_get() is much more convenient for C programming.
the name of the property to get
return location for the property value
This function gets back user data pointers stored via g_object_set_qdata().
A #GQuark, naming the user data pointer
Gets the physical parameters of the spring of self
.
Gets the current value of self
.
The state indicates whether self
is currently playing, paused, finished or
hasn't been started yet.
Gets the target self
animates.
Gets the current value of self
.
Gets the value self
will animate from.
Gets the value self
will animate to.
Gets the current velocity of self
.
Gets n_properties
properties for an object
.
Obtained properties will be set to values
. All properties must be valid.
Warnings will be emitted and undefined behaviour may result if invalid
properties are passed in.
the names of each property to get
the values of each property to get
Checks whether object
has a [floating][floating-ref] reference.
Emits a "notify" signal for the property property_name
on object
.
When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.
Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.
the name of a property installed on the class of object
.
Emits a "notify" signal for the property specified by pspec
on object
.
This function omits the property name lookup, hence it is faster than g_object_notify().
One way to avoid using g_object_notify() from within the class that registered the properties, and using g_object_notify_by_pspec() instead, is to store the GParamSpec used with g_object_class_install_property() inside a static array, e.g.:
enum
{
PROP_0,
PROP_FOO,
PROP_LAST
};
static GParamSpec *properties[PROP_LAST];
static void
my_object_class_init (MyObjectClass *klass)
{
properties[PROP_FOO] = g_param_spec_int ("foo", "Foo", "The foo",
0, 100,
50,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_FOO,
properties[PROP_FOO]);
}
and then notify a change on the "foo" property with:
g_object_notify_by_pspec (self, properties[PROP_FOO]);
the #GParamSpec of a property installed on the class of object
.
Pauses a playing animation for self
.
Does nothing if the current state of self
isn't ADW_ANIMATION_PLAYING
.
Sets [propertyAnimation:
state] to ADW_ANIMATION_PAUSED
.
Starts the animation for self
.
If the animation is playing, paused or has been completed, restarts it from the beginning. This allows to easily play an animation regardless of whether it's already playing or not.
Sets [propertyAnimation:
state] to ADW_ANIMATION_PLAYING
.
The animation will be automatically skipped if [propertyAnimation:
widget] is
unmapped, or if [propertyGtk
.Settings:gtk-enable-animations] is FALSE
.
As such, it's not guaranteed that the animation will actually run. For
example, when using [funcGLib
.idle_add] and starting an animation
immediately afterwards, it's entirely possible that the idle callback will
run after the animation has already finished, and not while it's playing.
Increase the reference count of object,
and possibly remove the
[floating][floating-ref] reference, if object
has a floating reference.
In other words, if the object is floating, then this call "assumes ownership" of the floating reference, converting it to a normal reference by clearing the floating flag while leaving the reference count unchanged. If the object is not floating, then this call adds a new normal reference increasing the reference count by one.
Since GLib 2.56, the type of object
will be propagated to the return type
under the same conditions as for g_object_ref().
Resets the animation for self
.
Sets [propertyAnimation:
state] to ADW_ANIMATION_IDLE
.
Resumes a paused animation for self
.
This function must only be used if the animation has been paused with
[methodAnimation
.pause].
Sets [propertyAnimation:
state] to ADW_ANIMATION_PLAYING
.
Releases all references to other objects. This can be used to break reference cycles.
This function should only be called from object system implementations.
Sets whether self
should be clamped.
the new value
Each object carries around a table of associations from strings to pointers. This function lets you set an association.
If the object already had an association with that name, the old association will be destroyed.
Internally, the key
is converted to a #GQuark using g_quark_from_string().
This means a copy of key
is kept permanently (even after object
has been
finalized) — so it is recommended to only use a small, bounded set of values
for key
in your program, to avoid the #GQuark storage growing unbounded.
name of the key
data to associate with that key
Sets the precision used to determine the duration of self
.
the new value
Sets the initial velocity of self
.
the initial velocity
Sets a property on an object.
the name of the property to set
the value
Sets the physical parameters of the spring of self
.
the new spring parameters
Sets the value self
will animate from.
the value to animate from
Sets the value self
will animate to.
the value to animate to
Skips the animation for self
.
If the animation hasn't been started yet, is playing, or is paused, instantly
skips the animation to the end and causes [signalAnimation:
:done] to be
emitted.
Sets [propertyAnimation:
state] to ADW_ANIMATION_FINISHED
.
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
name of the key
This function gets back user data pointers stored via
g_object_set_qdata() and removes the data
from object
without invoking its destroy() function (if any was
set).
Usually, calling this function is only required to update
user data pointers with a destroy notifier, for example:
void
object_add_to_user_list (GObject *object,
const gchar *new_string)
{
// the quark, naming the object data
GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
// retrieve the old string list
GList *list = g_object_steal_qdata (object, quark_string_list);
// prepend new string
list = g_list_prepend (list, g_strdup (new_string));
// this changed 'list', so we need to set it again
g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
}
static void
free_string_list (gpointer data)
{
GList *node, *list = data;
for (node = list; node; node = node->next)
g_free (node->data);
g_list_free (list);
}
Using g_object_get_qdata() in the above example, instead of g_object_steal_qdata() would have left the destroy function set, and thus the partial string list would have been freed upon g_object_set_qdata_full().
A #GQuark, naming the user data pointer
Reverts the effect of a previous call to
g_object_freeze_notify(). The freeze count is decreased on object
and when it reaches zero, queued "notify" signals are emitted.
Duplicate notifications for each property are squashed so that at most one #GObject::notify signal is emitted for each property, in the reverse order in which they have been queued.
It is an error to call this function when the freeze count is zero.
Decreases the reference count of object
. When its reference count
drops to 0, the object is finalized (i.e. its memory is freed).
If the pointer to the #GObject may be reused in future (for example, if it is an instance variable of another object), it is recommended to clear the pointer to %NULL rather than retain a dangling pointer to a potentially invalid #GObject instance. Use g_clear_object() for this.
This function essentially limits the life time of the closure
to
the life time of the object. That is, when the object is finalized,
the closure
is invalidated by calling g_closure_invalidate() on
it, in order to prevent invocations of the closure with a finalized
(nonexisting) object. Also, g_object_ref() and g_object_unref() are
added as marshal guards to the closure,
to ensure that an extra
reference count is held on object
during invocation of the
closure
. Usually, this function will be called on closures that
use this object
as closure data.
#GClosure to watch
Find the #GParamSpec with the given name for an
interface. Generally, the interface vtable passed in as g_iface
will be the default vtable from g_type_default_interface_ref(), or,
if you know the interface has already been loaded,
g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
name of a property to look up.
Add a property to an interface; this is only useful for interfaces that are added to GObject-derived types. Adding a property to an interface forces all objects classes with that interface to have a compatible property. The compatible property could be a newly created #GParamSpec, but normally g_object_class_override_property() will be used so that the object class only needs to provide an implementation and inherits the property description, default value, bounds, and so forth from the interface property.
This function is meant to be called from the interface's default
vtable initialization function (the class_init
member of
#GTypeInfo.) It must not be called after after class_init
has
been called for any object types implementing this interface.
If pspec
is a floating reference, it will be consumed.
any interface vtable for the interface, or the default vtable for the interface.
the #GParamSpec for the new property
Lists the properties of an interface.Generally, the interface
vtable passed in as g_iface
will be the default vtable from
g_type_default_interface_ref(), or, if you know the interface has
already been loaded, g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
Creates a new AdwSpringAnimation
on widget
.
The animation will animate target
from from
to to
with the dynamics of a
spring described by spring_params
.
a widget to create animation on
a value to animate from
a value to animate to
physical parameters of the spring
a target value to animate
Creates a new instance of a #GObject subtype and sets its properties.
Construction parameters (see %G_PARAM_CONSTRUCT, %G_PARAM_CONSTRUCT_ONLY) which are not explicitly specified are set to their default values.
the type id of the #GObject subtype to instantiate
an array of #GParameter
A spring-based [class
Animation]
.AdwSpringAnimation
implements an animation driven by a physical model of a spring described by [structSpringParams]
, with a resting position in [propertySpringAnimation:
value-to], stretched to [propertySpringAnimation:
value-from].Since the animation is physically simulated, spring animations don't have a fixed duration. The animation will stop when the simulated spring comes to a rest - when the amplitude of the oscillations becomes smaller than [property
SpringAnimation:
epsilon], or immediately when it reaches [propertySpringAnimation:
value-to] if [propertySpringAnimation:
clamp] is set toTRUE
. The estimated duration can be obtained with [propertySpringAnimation:
estimated-duration].Due to the nature of spring-driven motion the animation can overshoot [property
SpringAnimation:
value-to] before coming to a rest. Whether the animation will overshoot or not depends on the damping ratio of the spring. See [structSpringParams]
for more information about specific damping ratio values.If [property
SpringAnimation:
clamp] isTRUE
, the animation will abruptly end as soon as it reaches the final value, preventing overshooting.Animations can have an initial velocity value, set via [property
SpringAnimation:
initial-velocity], which adjusts the curve without changing the duration. This makes spring animations useful for deceleration at the end of gestures.If the initial and final values are equal, and the initial velocity is not 0, the animation value will bounce and return to its resting position.