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Index

Constructors

Properties

gTypeInstance: TypeInstance
$gtype: GType<Primitive>
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: string, callback: ((...args: any[]) => void)): number
  • Parameters

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

          • Rest ...args: any[]

          Returns void

    Returns number

  • Makes a copy of an existing #CoglPrimitive. Note that the primitive is a shallow copy which means it will use the same attributes and attribute buffers as the original primitive.

    Returns Primitive

  • Draws the given primitive geometry to the specified destination framebuffer using the graphics processing state described by pipeline.

    This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given pipeline.

    Parameters

    Returns 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

  • 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

  • getFirstVertex(): number
  • getNVertices(): number
  • Queries the number of vertices to read when drawing the given primitive. Usually this value is implicitly set when associating vertex data or indices with a #CoglPrimitive.

    If cogl_primitive_set_indices() has been used to associate a sequence of #CoglIndices with the given primitive then the number of vertices to read can also be phrased as the number of indices to read.

    To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.

    Returns number

  • 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

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

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

          • Rest ...args: any[]

          Returns void

    Returns EventEmitter

  • on(sigName: string, callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • Parameters

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

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • once(sigName: string, callback: ((...args: any[]) => void), after?: boolean): EventEmitter
  • Parameters

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

          • Rest ...args: any[]

          Returns void

    • Optional after: boolean

    Returns EventEmitter

  • 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

  • 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

  • setAttributes(attributes: Cogl.Attribute, nAttributes: number): void
  • Replaces all the attributes of the given #CoglPrimitive object.

    Parameters

    • attributes: Cogl.Attribute

      an array of #CoglAttribute pointers

    • nAttributes: number

      the number of elements in attributes

    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

  • setFirstVertex(firstVertex: number): void
  • setIndices(indices: Indices, nIndices: number): void
  • Associates a sequence of #CoglIndices with the given primitive.

    #CoglIndices provide a way to virtualize your real vertex data by providing a sequence of indices that index into your real vertex data. The GPU will walk though the index values to indirectly lookup the data for each vertex instead of sequentially walking through the data directly. This lets you save memory by indexing shared data multiple times instead of duplicating the data.

    The value passed as n_indices will simply update the #CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to draw or, put another way, how many indices should be read from indices when drawing.

    The #CoglPrimitive first_vertex property also affects drawing with indices by defining the first entry of the indices to start drawing from.

    Parameters

    • indices: Indices

      A #CoglIndices array

    • nIndices: number

      The number of indices to reference when drawing

    Returns void

  • setNVertices(nVertices: number): void
  • Specifies how many vertices should be read when drawing the given primitive.

    Usually this value is set implicitly when associating vertex data or indices with a #CoglPrimitive.

    To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.

    Parameters

    • nVertices: number

      The number of vertices to read when drawing.

    Returns void

  • 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

  • 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

  • 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[]

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position attribute with a #CoglAttribute and upload your data.

    For example to draw a convex polygon you can do: |[ CoglVertexP2 triangle[] = { { 0, 300 }, { 150, 0, }, { 300, 300 } }; prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP2 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and color attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with a linear gradient you can do: |[ CoglVertexP2C4 triangle[] = { { 0, 300, 0xff, 0x00, 0x00, 0xff }, { 150, 0, 0x00, 0xff, 0x00, 0xff }, { 300, 300, 0xff, 0x00, 0x00, 0xff } }; prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP2C4 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and texture coordinate attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with texture mapping you can do: |[ CoglVertexP2T2 triangle[] = { { 0, 300, 0.0, 1.0}, { 150, 0, 0.5, 0.0}, { 300, 300, 1.0, 1.0} }; prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP2T2 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with texture mapping and a linear gradient you can do: |[ CoglVertexP2T2C4 triangle[] = { { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} }; prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP2T2C4 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position attribute with a #CoglAttribute and upload your data.

    For example to draw a convex polygon you can do: |[ CoglVertexP3 triangle[] = { { 0, 300, 0 }, { 150, 0, 0 }, { 300, 300, 0 } }; prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP3 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and color attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with a linear gradient you can do: |[ CoglVertexP3C4 triangle[] = { { 0, 300, 0, 0xff, 0x00, 0x00, 0xff }, { 150, 0, 0, 0x00, 0xff, 0x00, 0xff }, { 300, 300, 0, 0xff, 0x00, 0x00, 0xff } }; prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP3C4 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and texture coordinate attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with texture mapping you can do: |[ CoglVertexP3T2 triangle[] = { { 0, 300, 0, 0.0, 1.0}, { 150, 0, 0, 0.5, 0.0}, { 300, 300, 0, 1.0, 1.0} }; prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP3T2 vertices

    Parameters

    Returns Primitive

  • Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with #CoglAttributes and upload your data.

    For example to draw a convex polygon with texture mapping and a linear gradient you can do: |[ CoglVertexP3T2C4 triangle[] = { { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} }; prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim);



    The value passed as `n_vertices` is initially used to determine how
    much can be read from `data` but it will also be used to update the
    #CoglPrimitive <structfield>n_vertices</structfield> property as if
    cogl_primitive_set_n_vertices() were called. This property defines
    the number of vertices to read when drawing.

    <note>The primitive API doesn't support drawing with sliced
    textures (since switching between slices implies changing state and
    so that implies multiple primitives need to be submitted). You
    should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
    might be used while drawing with this API. If your hardware doesn't
    support non-power of two textures (For example you are using GLES
    1.1) then you will need to make sure your assets are resized to a
    power-of-two size (though they don't have to be square)</note>
    @constructor
    @param context A #CoglContext
    @param mode A #CoglVerticesMode defining how to draw the vertices
    @param data An array of #CoglVertexP3T2C4 vertices

    Parameters

    Returns Primitive

  • Combines a set of #CoglAttributes with a specific draw mode and defines a vertex count so a #CoglPrimitive object can be retained and drawn later with no addition information required.

    The value passed as n_vertices will simply update the #CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

    Parameters

    • mode: Cogl.VerticesMode

      A #CoglVerticesMode defining how to draw the vertices

    • nVertices: number

      The number of vertices to process when drawing

    • attributes: Cogl.Attribute

      An array of CoglAttribute

    • nAttributes: number

      The number of attributes

    Returns Primitive

  • 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

  • textureSetAutoMipmap(primitiveTexture: void, value: number): void
  • Sets whether the texture will automatically update the smaller mipmap levels after any part of level 0 is updated. The update will only occur whenever the texture is used for drawing with a texture filter that requires the lower mipmap levels. An application should disable this if it wants to upload its own data for the other levels. By default auto mipmapping is enabled.

    Parameters

    • primitiveTexture: void

      A #CoglPrimitiveTexture

    • value: number

      The new value for whether to auto mipmap

    Returns void

  • valueGetObject(value: any): object
  • valueSetObject(value: any, object: object): void

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