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
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.
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
.
A destination #CoglFramebuffer
A #CoglPipeline state object
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().
Iterates all the attributes of the given #CoglPrimitive.
A #CoglPrimitiveAttributeCallback to be called for each attribute
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 a named field from the objects table of associations (see g_object_set_data()).
name of the key for that association
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.
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 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
.
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().
Releases all references to other objects. This can be used to break reference cycles.
This function should only be called from object system implementations.
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
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 indices
when drawing.
A #CoglIndices array
The number of indices to reference when drawing
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.
The number of vertices to read when drawing.
Sets a property on an object.
the name of the property to set
the value
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
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
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
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
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
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
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
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
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
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
A #CoglVerticesMode defining how to draw the vertices
The number of vertices to process when drawing
An array of CoglAttribute
The number of attributes
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
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.
A #CoglPrimitiveTexture
The new value for whether to auto mipmap
Creates a binding between
source_property
onsource
andtarget_property
ontarget
.Whenever the
source_property
is changed thetarget_property
is updated using the same value. For instance: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: iftarget_property
ontarget
changes then thesource_property
onsource
will be updated as well.The binding will automatically be removed when either the
source
or thetarget
instances are finalized. To remove the binding without affecting thesource
and thetarget
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
andtarget
are only used from a single thread and it is clear that bothsource
andtarget
outlive the binding. Especially it is not safe to rely on this if the binding,source
ortarget
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.