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The #ClutterState structure contains only private data and should be accessed using the provided API

Hierarchy

Index

Constructors

Properties

duration: number

Default duration used if an duration has not been specified for a specific source/target state pair. The values is in milliseconds.

gTypeInstance: TypeInstance
state: string

The currently set target state, setting it causes the state machine to transition to the new state, use clutter_state_warp_to_state() to change state without a transition.

name: string

Methods

  • 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.

    Parameters

    • sourceProperty: string

      the property on source to bind

    • target: GObject.Object

      the target #GObject

    • targetProperty: string

      the property on target to bind

    • flags: BindingFlags

      flags to pass to #GBinding

    Returns Binding

  • 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.

    Parameters

    • sourceProperty: string

      the property on source to bind

    • target: GObject.Object

      the target #GObject

    • targetProperty: string

      the property on target to bind

    • flags: BindingFlags

      flags to pass to #GBinding

    • transformTo: TClosure<any, any>

      a #GClosure wrapping the transformation function from the source to the target, or %NULL to use the default

    • transformFrom: TClosure<any, any>

      a #GClosure wrapping the transformation function from the target to the source, or %NULL to use the default

    Returns Binding

  • connect(sigName: "completed", callback: State_CompletedSignalCallback): number
  • connect(sigName: "notify::duration", callback: ((...args: any[]) => void)): number
  • connect(sigName: "notify::state", callback: ((...args: any[]) => void)): number
  • connect(sigName: string, callback: ((...args: any[]) => void)): number
  • Parameters

    Returns number

  • Parameters

    • sigName: "notify::duration"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns number

  • Parameters

    • sigName: "notify::state"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns number

  • Parameters

    • sigName: string
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns number

  • emit(sigName: "completed", ...args: any[]): void
  • emit(sigName: "notify::duration", ...args: any[]): void
  • emit(sigName: "notify::state", ...args: any[]): void
  • emit(sigName: string, ...args: any[]): void
  • forceFloating(): void
  • 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().

    Returns void

  • freezeNotify(): void
  • 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.

    Returns void

  • getAnimator(sourceStateName: string, targetStateName: string): Animator
  • Retrieves the #ClutterAnimator that is being used for transitioning between the two states, if any has been set

    Parameters

    • sourceStateName: string

      the name of a source state

    • targetStateName: string

      the name of a target state

    Returns Animator

  • getData(key?: string): object
  • Gets a named field from the objects table of associations (see g_object_set_data()).

    Parameters

    • Optional key: string

      name of the key for that association

    Returns object

  • getDuration(sourceStateName: string, targetStateName: string): number
  • Queries the duration used for transitions between a source and target state pair

    The semantics for the query are the same as the semantics used for setting the duration with clutter_state_set_duration()

    Parameters

    • sourceStateName: string

      the name of the source state to get the duration of, or %NULL

    • targetStateName: string

      the name of the source state to get the duration of, or %NULL

    Returns number

  • getId(): string
  • getKeys(sourceStateName: string, targetStateName: string, object: GObject.Object, propertyName: string): StateKey[]
  • Returns a list of pointers to opaque structures with accessor functions that describe the keys added to an animator.

    Parameters

    • sourceStateName: string

      the source transition name to query, or %NULL for all source states

    • targetStateName: string

      the target transition name to query, or %NULL for all target states

    • object: GObject.Object

      the specific object instance to list keys for, or %NULL for all managed objects

    • propertyName: string

      the property name to search for, or %NULL for all properties.

    Returns StateKey[]

  • getProperty(propertyName?: string, value?: any): void
  • Gets a property of an object.

    The value can be:

    • an empty #GValue initialized by %G_VALUE_INIT, which will be automatically initialized with the expected type of the property (since GLib 2.60)
    • a #GValue initialized with the expected type of the property
    • a #GValue initialized with a type to which the expected type of the property can be transformed

    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.

    Parameters

    • Optional propertyName: string

      the name of the property to get

    • Optional value: any

      return location for the property value

    Returns void

  • getQdata(quark: number): object
  • This function gets back user data pointers stored via g_object_set_qdata().

    Parameters

    • quark: number

      A #GQuark, naming the user data pointer

    Returns object

  • getState(): string
  • Queries the currently set target state.

    During a transition this function will return the target of the transition.

    This function is useful when called from handlers of the #ClutterState::completed signal.

    Returns string

  • getStates(): string[]
  • Gets a list of all the state names managed by this #ClutterState.

    Returns string[]

  • getv(names: string[], values: any[]): void
  • 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.

    Parameters

    • names: string[]

      the names of each property to get

    • values: any[]

      the values of each property to get

    Returns void

  • isFloating(): boolean
  • notify(propertyName: string): void
  • 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.

    Parameters

    • propertyName: string

      the name of a property installed on the class of object.

    Returns void

  • 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]);
    

    Parameters

    • pspec: ParamSpec

      the #GParamSpec of a property installed on the class of object.

    Returns void

  • off(sigName: "completed", callback: State_CompletedSignalCallback): EventEmitter
  • off(sigName: "notify::duration", callback: ((...args: any[]) => void)): EventEmitter
  • off(sigName: "notify::state", callback: ((...args: any[]) => void)): EventEmitter
  • off(sigName: string, callback: ((...args: any[]) => void)): EventEmitter
  • Parameters

    Returns EventEmitter

  • Parameters

    • sigName: "notify::duration"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns EventEmitter

  • Parameters

    • sigName: "notify::state"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns EventEmitter

  • Parameters

    • sigName: string
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    Returns EventEmitter

  • on(sigName: "completed", callback: State_CompletedSignalCallback, after?: boolean): EventEmitter
  • on(sigName: "notify::duration", callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • on(sigName: "notify::state", callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • on(sigName: string, callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • Parameters

    Returns EventEmitter

  • Parameters

    • sigName: "notify::duration"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • Parameters

    • sigName: "notify::state"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • Parameters

    • sigName: string
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • once(sigName: "completed", callback: State_CompletedSignalCallback, after?: boolean): EventEmitter
  • once(sigName: "notify::duration", callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • once(sigName: "notify::state", callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • once(sigName: string, callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • Parameters

    Returns EventEmitter

  • Parameters

    • sigName: "notify::duration"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • Parameters

    • sigName: "notify::state"
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • Parameters

    • sigName: string
    • callback: ((...args: any[]) => void)
        • (...args: any[]): void
        • Parameters

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • Parses the passed JSON node. The implementation must set the type of the passed #GValue pointer using g_value_init().

    Parameters

    • script: Clutter.Script

      the #ClutterScript creating the scriptable instance

    • value: any

      the generic value to be set

    • name: string

      the name of the node

    • node: Json.Node

      the JSON node to be parsed

    Returns boolean

  • Increases the reference count of object.

    Since GLib 2.56, if GLIB_VERSION_MAX_ALLOWED is 2.56 or greater, the type of object will be propagated to the return type (using the GCC typeof() extension), so any casting the caller needs to do on the return type must be explicit.

    Returns GObject.Object

  • 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().

    Returns GObject.Object

  • removeKey(sourceStateName: string, targetStateName: string, object: GObject.Object, propertyName: string): void
  • Removes all keys matching the search criteria passed in arguments.

    Parameters

    • sourceStateName: string

      the source state name to query, or %NULL for all source states

    • targetStateName: string

      the target state name to query, or %NULL for all target states

    • object: GObject.Object

      the specific object instance to list keys for, or %NULL for all managed objects

    • propertyName: string

      the property name to search for, or %NULL for all properties.

    Returns void

  • runDispose(): void
  • Releases all references to other objects. This can be used to break reference cycles.

    This function should only be called from object system implementations.

    Returns void

  • setAnimator(sourceStateName: string, targetStateName: string, animator: Animator): void
  • Specifies a #ClutterAnimator to be used when transitioning between the two named states.

    The animator allows specifying a transition between the state that is more elaborate than the basic transitions allowed by the tweening of properties defined in the #ClutterState keys.

    If animator is %NULL it will unset an existing animator.

    #ClutterState will take a reference on the passed animator, if any

    Parameters

    • sourceStateName: string

      the name of a source state

    • targetStateName: string

      the name of a target state

    • animator: Animator

      a #ClutterAnimator instance, or %NULL to unset an existing #ClutterAnimator

    Returns void

  • setCustomProperty(script: Clutter.Script, name: string, value: any): void
  • Overrides the common properties setting. The underlying virtual function should be used when implementing custom properties.

    Parameters

    • script: Clutter.Script

      the #ClutterScript creating the scriptable instance

    • name: string

      the name of the property

    • value: any

      the value of the property

    Returns void

  • setData(key: string, data?: object): void
  • 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.

    Parameters

    • key: string

      name of the key

    • Optional data: object

      data to associate with that key

    Returns void

  • setDuration(sourceStateName: string, targetStateName: string, duration: number): void
  • Sets the duration of a transition.

    If both state names are %NULL the default duration for state is set.

    If only target_state_name is specified, the passed duration becomes the default duration for transitions to the target state.

    If both states names are specified, the passed duration only applies to the specified transition.

    Parameters

    • sourceStateName: string

      the name of the source state, or %NULL

    • targetStateName: string

      the name of the target state, or %NULL

    • duration: number

      the duration of the transition, in milliseconds

    Returns void

  • setId(id: string): void
  • Sets id_ as the unique Clutter script it for this instance of #ClutterScriptableIface.

    This name can be used by user interface designer applications to define a unique name for an object constructable using the UI definition language parsed by #ClutterScript.

    Parameters

    • id: string

      the #ClutterScript id of the object

    Returns void

  • setKey(sourceStateName: string, targetStateName: string, object: GObject.Object, propertyName: string, mode: number, value: any, preDelay: number, postDelay: number): Clutter.State
  • Sets one specific end key for a state name, object, property_name combination.

    Parameters

    • sourceStateName: string

      the source transition to specify transition for, or %NULL to specify the default fallback when a more specific source state doesn't exist.

    • targetStateName: string

      the name of the transition to set a key value for.

    • object: GObject.Object

      the #GObject to set a key for

    • propertyName: string

      the property to set a key for

    • mode: number

      the id of the alpha function to use

    • value: any

      the value for property_name of object in state_name

    • preDelay: number

      relative time of the transition to be idle in the beginning of the transition

    • postDelay: number

      relative time of the transition to be idle in the end of the transition

    Returns Clutter.State

  • setProperty(propertyName: string, value?: any): void
  • Sets a property on an object.

    Parameters

    • propertyName: string

      the name of the property to set

    • Optional value: any

      the value

    Returns void

  • Change the current state of #ClutterState to target_state_name.

    The state will animate during its transition, see #clutter_state_warp_to_state for animation-free state switching.

    Setting a %NULL state will stop the current animation and unset the current state, but keys will be left intact.

    Parameters

    • targetStateName: string

      the state to transition to

    Returns Clutter.Timeline

  • stealData(key?: string): object
  • Remove a specified datum from the object's data associations, without invoking the association's destroy handler.

    Parameters

    • Optional key: string

      name of the key

    Returns object

  • stealQdata(quark: number): object
  • 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().

    Parameters

    • quark: number

      A #GQuark, naming the user data pointer

    Returns object

  • thawNotify(): void
  • 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.

    Returns void

  • unref(): void
  • 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.

    Returns void

  • Change to the specified target state immediately with no animation.

    See clutter_state_set_state().

    Parameters

    • targetStateName: string

      the state to transition to

    Returns Clutter.Timeline

  • watchClosure(closure: TClosure<any, any>): void
  • 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.

    Parameters

    • closure: TClosure<any, any>

      #GClosure to watch

    Returns void

  • compatControl(what: number, data: object): number
  • 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().

    Parameters

    • gIface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface

    • propertyName: string

      name of a property to look up.

    Returns ParamSpec

  • 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.

    Parameters

    • gIface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface.

    • pspec: ParamSpec

      the #GParamSpec for the new property

    Returns void

  • 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().

    Parameters

    • gIface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface

    Returns ParamSpec[]

  • 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.

    Parameters

    • objectType: GType<unknown>

      the type id of the #GObject subtype to instantiate

    • parameters: GObject.Parameter[]

      an array of #GParameter

    Returns GObject.Object

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