Copyright | Will Thompson and Iñaki García Etxebarria |
---|---|
License | LGPL-2.1 |
Maintainer | Iñaki García Etxebarria |
Safe Haskell | Safe-Inferred |
Language | Haskell2010 |
- Exported types
- Methods
- addAction
- addActionWithName
- addChild
- addConstraint
- addConstraintWithName
- addEffect
- addEffectWithName
- addTransition
- allocate
- allocateAlignFill
- allocateAvailableSize
- allocatePreferredSize
- animateWithAlphav
- animateWithTimelinev
- animatev
- applyRelativeTransformToPoint
- applyTransformToPoint
- bindModel
- clearActions
- clearConstraints
- clearEffects
- contains
- continuePaint
- createPangoContext
- createPangoLayout
- destroy
- destroyAllChildren
- detachAnimation
- event
- getAccessible
- getAction
- getActions
- getAllocationBox
- getAllocationGeometry
- getAnchorPoint
- getAnchorPointGravity
- getAnimation
- getBackgroundColor
- getChildAtIndex
- getChildren
- getClip
- getClipToAllocation
- getConstraint
- getConstraints
- getContent
- getContentBox
- getContentGravity
- getContentRepeat
- getContentScalingFilters
- getDefaultPaintVolume
- getDepth
- getEasingDelay
- getEasingDuration
- getEasingMode
- getEffect
- getEffects
- getFirstChild
- getFixedPositionSet
- getFlags
- getGeometry
- getGid
- getHeight
- getLastChild
- getLayoutManager
- getMargin
- getMarginBottom
- getMarginLeft
- getMarginRight
- getMarginTop
- getNChildren
- getName
- getNextSibling
- getOffscreenRedirect
- getOpacity
- getPaintBox
- getPaintOpacity
- getPaintVisibility
- getPaintVolume
- getPangoContext
- getParent
- getPivotPoint
- getPivotPointZ
- getPosition
- getPreferredHeight
- getPreferredSize
- getPreferredWidth
- getPreviousSibling
- getReactive
- getRequestMode
- getRotation
- getRotationAngle
- getScale
- getScaleCenter
- getScaleGravity
- getScaleZ
- getShader
- getSize
- getStage
- getTextDirection
- getTransformedPaintVolume
- getTransformedPosition
- getTransformedSize
- getTransition
- getTranslation
- getWidth
- getX
- getXAlign
- getXExpand
- getY
- getYAlign
- getYExpand
- getZPosition
- getZRotationGravity
- grabKeyFocus
- hasActions
- hasAllocation
- hasClip
- hasConstraints
- hasEffects
- hasKeyFocus
- hasOverlaps
- hasPointer
- hide
- hideAll
- insertChildAbove
- insertChildAtIndex
- insertChildBelow
- isInClonePaint
- isMapped
- isRealized
- isRotated
- isScaled
- isVisible
- lower
- lowerBottom
- map
- moveAnchorPoint
- moveAnchorPointFromGravity
- moveBy
- needsExpand
- new
- paint
- popInternal
- pushInternal
- queueRedraw
- queueRedrawWithClip
- queueRelayout
- raise
- raiseTop
- realize
- removeAction
- removeActionByName
- removeAllChildren
- removeAllTransitions
- removeChild
- removeClip
- removeConstraint
- removeConstraintByName
- removeEffect
- removeEffectByName
- removeTransition
- reparent
- replaceChild
- restoreEasingState
- saveEasingState
- setAllocation
- setAnchorPoint
- setAnchorPointFromGravity
- setBackgroundColor
- setChildAboveSibling
- setChildAtIndex
- setChildBelowSibling
- setChildTransform
- setClip
- setClipToAllocation
- setContent
- setContentGravity
- setContentRepeat
- setContentScalingFilters
- setDepth
- setEasingDelay
- setEasingDuration
- setEasingMode
- setFixedPositionSet
- setFlags
- setGeometry
- setHeight
- setLayoutManager
- setMargin
- setMarginBottom
- setMarginLeft
- setMarginRight
- setMarginTop
- setName
- setOffscreenRedirect
- setOpacity
- setParent
- setPivotPoint
- setPivotPointZ
- setPosition
- setReactive
- setRequestMode
- setRotation
- setRotationAngle
- setScale
- setScaleFull
- setScaleWithGravity
- setScaleZ
- setShader
- setShaderParam
- setShaderParamFloat
- setShaderParamInt
- setSize
- setTextDirection
- setTransform
- setTranslation
- setWidth
- setX
- setXAlign
- setXExpand
- setY
- setYAlign
- setYExpand
- setZPosition
- setZRotationFromGravity
- shouldPickPaint
- show
- showAll
- transformStagePoint
- unmap
- unparent
- unrealize
- unsetFlags
- Properties
- actions
- allocation
- anchorGravity
- anchorX
- anchorY
- backgroundColor
- backgroundColorSet
- childTransform
- childTransformSet
- clip
- clipRect
- clipToAllocation
- constraints
- content
- contentBox
- contentGravity
- contentRepeat
- depth
- effect
- firstChild
- fixedPositionSet
- fixedX
- fixedY
- hasClip
- hasPointer
- height
- lastChild
- layoutManager
- magnificationFilter
- mapped
- marginBottom
- marginLeft
- marginRight
- marginTop
- minHeight
- minHeightSet
- minWidth
- minWidthSet
- minificationFilter
- name
- naturalHeight
- naturalHeightSet
- naturalWidth
- naturalWidthSet
- offscreenRedirect
- opacity
- pivotPoint
- pivotPointZ
- position
- reactive
- realized
- requestMode
- rotationAngleX
- rotationAngleY
- rotationAngleZ
- rotationCenterX
- rotationCenterY
- rotationCenterZ
- rotationCenterZGravity
- scaleCenterX
- scaleCenterY
- scaleGravity
- scaleX
- scaleY
- scaleZ
- showOnSetParent
- size
- textDirection
- transform
- transformSet
- translationX
- translationY
- translationZ
- visible
- width
- x
- xAlign
- xExpand
- y
- yAlign
- yExpand
- zPosition
- Signals
- allocationChanged
- buttonPressEvent
- buttonReleaseEvent
- capturedEvent
- destroy
- enterEvent
- event
- hide
- keyFocusIn
- keyFocusOut
- keyPressEvent
- keyReleaseEvent
- leaveEvent
- motionEvent
- paint
- parentSet
- pick
- queueRedraw
- queueRelayout
- realize
- scrollEvent
- show
- touchEvent
- transitionStopped
- transitionsCompleted
- unrealize
Base class for actors.
Synopsis
- newtype Actor = Actor (ManagedPtr Actor)
- class (GObject o, IsDescendantOf Actor o) => IsActor o
- toActor :: (MonadIO m, IsActor o) => o -> m Actor
- actorAddAction :: (HasCallStack, MonadIO m, IsActor a, IsAction b) => a -> b -> m ()
- actorAddActionWithName :: (HasCallStack, MonadIO m, IsActor a, IsAction b) => a -> Text -> b -> m ()
- actorAddChild :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m ()
- actorAddConstraint :: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) => a -> b -> m ()
- actorAddConstraintWithName :: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) => a -> Text -> b -> m ()
- actorAddEffect :: (HasCallStack, MonadIO m, IsActor a, IsEffect b) => a -> b -> m ()
- actorAddEffectWithName :: (HasCallStack, MonadIO m, IsActor a, IsEffect b) => a -> Text -> b -> m ()
- actorAddTransition :: (HasCallStack, MonadIO m, IsActor a, IsTransition b) => a -> Text -> b -> m ()
- actorAllocate :: (HasCallStack, MonadIO m, IsActor a) => a -> ActorBox -> [AllocationFlags] -> m ()
- actorAllocateAlignFill :: (HasCallStack, MonadIO m, IsActor a) => a -> ActorBox -> Double -> Double -> Bool -> Bool -> [AllocationFlags] -> m ()
- actorAllocateAvailableSize :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> Float -> Float -> [AllocationFlags] -> m ()
- actorAllocatePreferredSize :: (HasCallStack, MonadIO m, IsActor a) => a -> [AllocationFlags] -> m ()
- actorAnimateWithAlphav :: (HasCallStack, MonadIO m, IsActor a, IsAlpha b) => a -> b -> [Text] -> [GValue] -> m Animation
- actorAnimateWithTimelinev :: (HasCallStack, MonadIO m, IsActor a, IsTimeline b) => a -> CULong -> b -> [Text] -> [GValue] -> m Animation
- actorAnimatev :: (HasCallStack, MonadIO m, IsActor a) => a -> CULong -> Word32 -> [Text] -> [GValue] -> m Animation
- actorApplyRelativeTransformToPoint :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> Maybe b -> Vertex -> m Vertex
- actorApplyTransformToPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> Vertex -> m Vertex
- actorBindModel :: (HasCallStack, MonadIO m, IsActor a, IsListModel b) => a -> Maybe b -> ActorCreateChildFunc -> m ()
- actorClearActions :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorClearConstraints :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorClearEffects :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorContains :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m Bool
- actorContinuePaint :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorCreatePangoContext :: (HasCallStack, MonadIO m, IsActor a) => a -> m Context
- actorCreatePangoLayout :: (HasCallStack, MonadIO m, IsActor a) => a -> Maybe Text -> m Layout
- actorDestroy :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorDestroyAllChildren :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorDetachAnimation :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorEvent :: (HasCallStack, MonadIO m, IsActor a) => a -> Event -> Bool -> m Bool
- actorGetAccessible :: (HasCallStack, MonadIO m, IsActor a) => a -> m Object
- actorGetAction :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m Action
- actorGetActions :: (HasCallStack, MonadIO m, IsActor a) => a -> m [Action]
- actorGetAllocationBox :: (HasCallStack, MonadIO m, IsActor a) => a -> m ActorBox
- actorGetAllocationGeometry :: (HasCallStack, MonadIO m, IsActor a) => a -> m Geometry
- actorGetAnchorPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetAnchorPointGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> m Gravity
- actorGetAnimation :: (HasCallStack, MonadIO m, IsActor a) => a -> m Animation
- actorGetBackgroundColor :: (HasCallStack, MonadIO m, IsActor a) => a -> m Color
- actorGetChildAtIndex :: (HasCallStack, MonadIO m, IsActor a) => a -> Int32 -> m Actor
- actorGetChildren :: (HasCallStack, MonadIO m, IsActor a) => a -> m [Actor]
- actorGetClip :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float, Float, Float)
- actorGetClipToAllocation :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetConstraint :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m Constraint
- actorGetConstraints :: (HasCallStack, MonadIO m, IsActor a) => a -> m [Constraint]
- actorGetContent :: (HasCallStack, MonadIO m, IsActor a) => a -> m Content
- actorGetContentBox :: (HasCallStack, MonadIO m, IsActor a) => a -> m ActorBox
- actorGetContentGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> m ContentGravity
- actorGetContentRepeat :: (HasCallStack, MonadIO m, IsActor a) => a -> m [ContentRepeat]
- actorGetContentScalingFilters :: (HasCallStack, MonadIO m, IsActor a) => a -> m (ScalingFilter, ScalingFilter)
- actorGetDefaultPaintVolume :: (HasCallStack, MonadIO m, IsActor a) => a -> m PaintVolume
- actorGetDepth :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetEasingDelay :: (HasCallStack, MonadIO m, IsActor a) => a -> m Word32
- actorGetEasingDuration :: (HasCallStack, MonadIO m, IsActor a) => a -> m Word32
- actorGetEasingMode :: (HasCallStack, MonadIO m, IsActor a) => a -> m AnimationMode
- actorGetEffect :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m Effect
- actorGetEffects :: (HasCallStack, MonadIO m, IsActor a) => a -> m [Effect]
- actorGetFirstChild :: (HasCallStack, MonadIO m, IsActor a) => a -> m Actor
- actorGetFixedPositionSet :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetFlags :: (HasCallStack, MonadIO m, IsActor a) => a -> m [ActorFlags]
- actorGetGeometry :: (HasCallStack, MonadIO m, IsActor a) => a -> m Geometry
- actorGetGid :: (HasCallStack, MonadIO m, IsActor a) => a -> m Word32
- actorGetHeight :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetLastChild :: (HasCallStack, MonadIO m, IsActor a) => a -> m Actor
- actorGetLayoutManager :: (HasCallStack, MonadIO m, IsActor a) => a -> m LayoutManager
- actorGetMargin :: (HasCallStack, MonadIO m, IsActor a) => a -> m Margin
- actorGetMarginBottom :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetMarginLeft :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetMarginRight :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetMarginTop :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetNChildren :: (HasCallStack, MonadIO m, IsActor a) => a -> m Int32
- actorGetName :: (HasCallStack, MonadIO m, IsActor a) => a -> m Text
- actorGetNextSibling :: (HasCallStack, MonadIO m, IsActor a) => a -> m Actor
- actorGetOffscreenRedirect :: (HasCallStack, MonadIO m, IsActor a) => a -> m [OffscreenRedirect]
- actorGetOpacity :: (HasCallStack, MonadIO m, IsActor a) => a -> m Word8
- actorGetPaintBox :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Bool, ActorBox)
- actorGetPaintOpacity :: (HasCallStack, MonadIO m, IsActor a) => a -> m Word8
- actorGetPaintVisibility :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetPaintVolume :: (HasCallStack, MonadIO m, IsActor a) => a -> m PaintVolume
- actorGetPangoContext :: (HasCallStack, MonadIO m, IsActor a) => a -> m Context
- actorGetParent :: (HasCallStack, MonadIO m, IsActor a) => a -> m Actor
- actorGetPivotPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetPivotPointZ :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetPosition :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetPreferredHeight :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m (Float, Float)
- actorGetPreferredSize :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float, Float, Float)
- actorGetPreferredWidth :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m (Float, Float)
- actorGetPreviousSibling :: (HasCallStack, MonadIO m, IsActor a) => a -> m Actor
- actorGetReactive :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetRequestMode :: (HasCallStack, MonadIO m, IsActor a) => a -> m RequestMode
- actorGetRotation :: (HasCallStack, MonadIO m, IsActor a) => a -> RotateAxis -> m (Double, Float, Float, Float)
- actorGetRotationAngle :: (HasCallStack, MonadIO m, IsActor a) => a -> RotateAxis -> m Double
- actorGetScale :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Double, Double)
- actorGetScaleCenter :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetScaleGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> m Gravity
- actorGetScaleZ :: (HasCallStack, MonadIO m, IsActor a) => a -> m Double
- actorGetShader :: (HasCallStack, MonadIO m, IsActor a) => a -> m Shader
- actorGetSize :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetStage :: (HasCallStack, MonadIO m, IsActor a) => a -> m Stage
- actorGetTextDirection :: (HasCallStack, MonadIO m, IsActor a) => a -> m TextDirection
- actorGetTransformedPaintVolume :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m PaintVolume
- actorGetTransformedPosition :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetTransformedSize :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float)
- actorGetTransition :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m Transition
- actorGetTranslation :: (HasCallStack, MonadIO m, IsActor a) => a -> m (Float, Float, Float)
- actorGetWidth :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetX :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetXAlign :: (HasCallStack, MonadIO m, IsActor a) => a -> m ActorAlign
- actorGetXExpand :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetY :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetYAlign :: (HasCallStack, MonadIO m, IsActor a) => a -> m ActorAlign
- actorGetYExpand :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorGetZPosition :: (HasCallStack, MonadIO m, IsActor a) => a -> m Float
- actorGetZRotationGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> m Gravity
- actorGrabKeyFocus :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorHasActions :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasAllocation :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasClip :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasConstraints :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasEffects :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasKeyFocus :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasOverlaps :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHasPointer :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorHide :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorHideAll :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorInsertChildAbove :: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) => a -> b -> Maybe c -> m ()
- actorInsertChildAtIndex :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> Int32 -> m ()
- actorInsertChildBelow :: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) => a -> b -> Maybe c -> m ()
- actorIsInClonePaint :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorIsMapped :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorIsRealized :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorIsRotated :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorIsScaled :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorIsVisible :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorLower :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> Maybe b -> m ()
- actorLowerBottom :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorMap :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorMoveAnchorPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorMoveAnchorPointFromGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> Gravity -> m ()
- actorMoveBy :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorNeedsExpand :: (HasCallStack, MonadIO m, IsActor a) => a -> Orientation -> m Bool
- actorNew :: (HasCallStack, MonadIO m) => m Actor
- actorPaint :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorPopInternal :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorPushInternal :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorQueueRedraw :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorQueueRedrawWithClip :: (HasCallStack, MonadIO m, IsActor a) => a -> Maybe RectangleInt -> m ()
- actorQueueRelayout :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRaise :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> Maybe b -> m ()
- actorRaiseTop :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRealize :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRemoveAction :: (HasCallStack, MonadIO m, IsActor a, IsAction b) => a -> b -> m ()
- actorRemoveActionByName :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m ()
- actorRemoveAllChildren :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRemoveAllTransitions :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRemoveChild :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m ()
- actorRemoveClip :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorRemoveConstraint :: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) => a -> b -> m ()
- actorRemoveConstraintByName :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m ()
- actorRemoveEffect :: (HasCallStack, MonadIO m, IsActor a, IsEffect b) => a -> b -> m ()
- actorRemoveEffectByName :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m ()
- actorRemoveTransition :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m ()
- actorReparent :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m ()
- actorReplaceChild :: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) => a -> b -> c -> m ()
- actorRestoreEasingState :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorSaveEasingState :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorSetAllocation :: (HasCallStack, MonadIO m, IsActor a) => a -> ActorBox -> [AllocationFlags] -> m ()
- actorSetAnchorPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorSetAnchorPointFromGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> Gravity -> m ()
- actorSetBackgroundColor :: (HasCallStack, MonadIO m, IsActor a) => a -> Maybe Color -> m ()
- actorSetChildAboveSibling :: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) => a -> b -> Maybe c -> m ()
- actorSetChildAtIndex :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> Int32 -> m ()
- actorSetChildBelowSibling :: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) => a -> b -> Maybe c -> m ()
- actorSetChildTransform :: (HasCallStack, MonadIO m, IsActor a) => a -> Maybe Matrix -> m ()
- actorSetClip :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> Float -> Float -> m ()
- actorSetClipToAllocation :: (HasCallStack, MonadIO m, IsActor a) => a -> Bool -> m ()
- actorSetContent :: (HasCallStack, MonadIO m, IsActor a, IsContent b) => a -> Maybe b -> m ()
- actorSetContentGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> ContentGravity -> m ()
- actorSetContentRepeat :: (HasCallStack, MonadIO m, IsActor a) => a -> [ContentRepeat] -> m ()
- actorSetContentScalingFilters :: (HasCallStack, MonadIO m, IsActor a) => a -> ScalingFilter -> ScalingFilter -> m ()
- actorSetDepth :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetEasingDelay :: (HasCallStack, MonadIO m, IsActor a) => a -> Word32 -> m ()
- actorSetEasingDuration :: (HasCallStack, MonadIO m, IsActor a) => a -> Word32 -> m ()
- actorSetEasingMode :: (HasCallStack, MonadIO m, IsActor a) => a -> AnimationMode -> m ()
- actorSetFixedPositionSet :: (HasCallStack, MonadIO m, IsActor a) => a -> Bool -> m ()
- actorSetFlags :: (HasCallStack, MonadIO m, IsActor a) => a -> [ActorFlags] -> m ()
- actorSetGeometry :: (HasCallStack, MonadIO m, IsActor a) => a -> Geometry -> m ()
- actorSetHeight :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetLayoutManager :: (HasCallStack, MonadIO m, IsActor a, IsLayoutManager b) => a -> Maybe b -> m ()
- actorSetMargin :: (HasCallStack, MonadIO m, IsActor a) => a -> Margin -> m ()
- actorSetMarginBottom :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetMarginLeft :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetMarginRight :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetMarginTop :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetName :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> m ()
- actorSetOffscreenRedirect :: (HasCallStack, MonadIO m, IsActor a) => a -> [OffscreenRedirect] -> m ()
- actorSetOpacity :: (HasCallStack, MonadIO m, IsActor a) => a -> Word8 -> m ()
- actorSetParent :: (HasCallStack, MonadIO m, IsActor a, IsActor b) => a -> b -> m ()
- actorSetPivotPoint :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorSetPivotPointZ :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetPosition :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorSetReactive :: (HasCallStack, MonadIO m, IsActor a) => a -> Bool -> m ()
- actorSetRequestMode :: (HasCallStack, MonadIO m, IsActor a) => a -> RequestMode -> m ()
- actorSetRotation :: (HasCallStack, MonadIO m, IsActor a) => a -> RotateAxis -> Double -> Float -> Float -> Float -> m ()
- actorSetRotationAngle :: (HasCallStack, MonadIO m, IsActor a) => a -> RotateAxis -> Double -> m ()
- actorSetScale :: (HasCallStack, MonadIO m, IsActor a) => a -> Double -> Double -> m ()
- actorSetScaleFull :: (HasCallStack, MonadIO m, IsActor a) => a -> Double -> Double -> Float -> Float -> m ()
- actorSetScaleWithGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> Double -> Double -> Gravity -> m ()
- actorSetScaleZ :: (HasCallStack, MonadIO m, IsActor a) => a -> Double -> m ()
- actorSetShader :: (HasCallStack, MonadIO m, IsActor a, IsShader b) => a -> Maybe b -> m Bool
- actorSetShaderParam :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> GValue -> m ()
- actorSetShaderParamFloat :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> Float -> m ()
- actorSetShaderParamInt :: (HasCallStack, MonadIO m, IsActor a) => a -> Text -> Int32 -> m ()
- actorSetSize :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m ()
- actorSetTextDirection :: (HasCallStack, MonadIO m, IsActor a) => a -> TextDirection -> m ()
- actorSetTransform :: (HasCallStack, MonadIO m, IsActor a) => a -> Maybe Matrix -> m ()
- actorSetTranslation :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> Float -> m ()
- actorSetWidth :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetX :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetXAlign :: (HasCallStack, MonadIO m, IsActor a) => a -> ActorAlign -> m ()
- actorSetXExpand :: (HasCallStack, MonadIO m, IsActor a) => a -> Bool -> m ()
- actorSetY :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetYAlign :: (HasCallStack, MonadIO m, IsActor a) => a -> ActorAlign -> m ()
- actorSetYExpand :: (HasCallStack, MonadIO m, IsActor a) => a -> Bool -> m ()
- actorSetZPosition :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> m ()
- actorSetZRotationFromGravity :: (HasCallStack, MonadIO m, IsActor a) => a -> Double -> Gravity -> m ()
- actorShouldPickPaint :: (HasCallStack, MonadIO m, IsActor a) => a -> m Bool
- actorShow :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorShowAll :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorTransformStagePoint :: (HasCallStack, MonadIO m, IsActor a) => a -> Float -> Float -> m (Bool, Float, Float)
- actorUnmap :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorUnparent :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorUnrealize :: (HasCallStack, MonadIO m, IsActor a) => a -> m ()
- actorUnsetFlags :: (HasCallStack, MonadIO m, IsActor a) => a -> [ActorFlags] -> m ()
- clearActorActions :: (MonadIO m, IsActor o) => o -> m ()
- constructActorActions :: (IsActor o, MonadIO m, IsAction a) => a -> m (GValueConstruct o)
- setActorActions :: (MonadIO m, IsActor o, IsAction a) => o -> a -> m ()
- getActorAllocation :: (MonadIO m, IsActor o) => o -> m (Maybe ActorBox)
- constructActorAnchorGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o)
- getActorAnchorGravity :: (MonadIO m, IsActor o) => o -> m Gravity
- setActorAnchorGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m ()
- constructActorAnchorX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorAnchorX :: (MonadIO m, IsActor o) => o -> m Float
- setActorAnchorX :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorAnchorY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorAnchorY :: (MonadIO m, IsActor o) => o -> m Float
- setActorAnchorY :: (MonadIO m, IsActor o) => o -> Float -> m ()
- clearActorBackgroundColor :: (MonadIO m, IsActor o) => o -> m ()
- constructActorBackgroundColor :: (IsActor o, MonadIO m) => Color -> m (GValueConstruct o)
- getActorBackgroundColor :: (MonadIO m, IsActor o) => o -> m (Maybe Color)
- setActorBackgroundColor :: (MonadIO m, IsActor o) => o -> Color -> m ()
- getActorBackgroundColorSet :: (MonadIO m, IsActor o) => o -> m Bool
- clearActorChildTransform :: (MonadIO m, IsActor o) => o -> m ()
- constructActorChildTransform :: (IsActor o, MonadIO m) => Matrix -> m (GValueConstruct o)
- getActorChildTransform :: (MonadIO m, IsActor o) => o -> m (Maybe Matrix)
- setActorChildTransform :: (MonadIO m, IsActor o) => o -> Matrix -> m ()
- getActorChildTransformSet :: (MonadIO m, IsActor o) => o -> m Bool
- clearActorClip :: (MonadIO m, IsActor o) => o -> m ()
- constructActorClip :: (IsActor o, MonadIO m) => Geometry -> m (GValueConstruct o)
- getActorClip :: (MonadIO m, IsActor o) => o -> m (Maybe Geometry)
- setActorClip :: (MonadIO m, IsActor o) => o -> Geometry -> m ()
- clearActorClipRect :: (MonadIO m, IsActor o) => o -> m ()
- constructActorClipRect :: (IsActor o, MonadIO m) => Rect -> m (GValueConstruct o)
- getActorClipRect :: (MonadIO m, IsActor o) => o -> m (Maybe Rect)
- setActorClipRect :: (MonadIO m, IsActor o) => o -> Rect -> m ()
- constructActorClipToAllocation :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorClipToAllocation :: (MonadIO m, IsActor o) => o -> m Bool
- setActorClipToAllocation :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- clearActorConstraints :: (MonadIO m, IsActor o) => o -> m ()
- constructActorConstraints :: (IsActor o, MonadIO m, IsConstraint a) => a -> m (GValueConstruct o)
- setActorConstraints :: (MonadIO m, IsActor o, IsConstraint a) => o -> a -> m ()
- clearActorContent :: (MonadIO m, IsActor o) => o -> m ()
- constructActorContent :: (IsActor o, MonadIO m, IsContent a) => a -> m (GValueConstruct o)
- getActorContent :: (MonadIO m, IsActor o) => o -> m Content
- setActorContent :: (MonadIO m, IsActor o, IsContent a) => o -> a -> m ()
- getActorContentBox :: (MonadIO m, IsActor o) => o -> m (Maybe ActorBox)
- constructActorContentGravity :: (IsActor o, MonadIO m) => ContentGravity -> m (GValueConstruct o)
- getActorContentGravity :: (MonadIO m, IsActor o) => o -> m ContentGravity
- setActorContentGravity :: (MonadIO m, IsActor o) => o -> ContentGravity -> m ()
- constructActorContentRepeat :: (IsActor o, MonadIO m) => [ContentRepeat] -> m (GValueConstruct o)
- getActorContentRepeat :: (MonadIO m, IsActor o) => o -> m [ContentRepeat]
- setActorContentRepeat :: (MonadIO m, IsActor o) => o -> [ContentRepeat] -> m ()
- constructActorDepth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorDepth :: (MonadIO m, IsActor o) => o -> m Float
- setActorDepth :: (MonadIO m, IsActor o) => o -> Float -> m ()
- clearActorEffect :: (MonadIO m, IsActor o) => o -> m ()
- constructActorEffect :: (IsActor o, MonadIO m, IsEffect a) => a -> m (GValueConstruct o)
- setActorEffect :: (MonadIO m, IsActor o, IsEffect a) => o -> a -> m ()
- getActorFirstChild :: (MonadIO m, IsActor o) => o -> m Actor
- constructActorFixedPositionSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorFixedPositionSet :: (MonadIO m, IsActor o) => o -> m Bool
- setActorFixedPositionSet :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorFixedX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorFixedX :: (MonadIO m, IsActor o) => o -> m Float
- setActorFixedX :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorFixedY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorFixedY :: (MonadIO m, IsActor o) => o -> m Float
- setActorFixedY :: (MonadIO m, IsActor o) => o -> Float -> m ()
- getActorHasClip :: (MonadIO m, IsActor o) => o -> m Bool
- getActorHasPointer :: (MonadIO m, IsActor o) => o -> m Bool
- constructActorHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorHeight :: (MonadIO m, IsActor o) => o -> m Float
- setActorHeight :: (MonadIO m, IsActor o) => o -> Float -> m ()
- getActorLastChild :: (MonadIO m, IsActor o) => o -> m Actor
- clearActorLayoutManager :: (MonadIO m, IsActor o) => o -> m ()
- constructActorLayoutManager :: (IsActor o, MonadIO m, IsLayoutManager a) => a -> m (GValueConstruct o)
- getActorLayoutManager :: (MonadIO m, IsActor o) => o -> m LayoutManager
- setActorLayoutManager :: (MonadIO m, IsActor o, IsLayoutManager a) => o -> a -> m ()
- constructActorMagnificationFilter :: (IsActor o, MonadIO m) => ScalingFilter -> m (GValueConstruct o)
- getActorMagnificationFilter :: (MonadIO m, IsActor o) => o -> m ScalingFilter
- setActorMagnificationFilter :: (MonadIO m, IsActor o) => o -> ScalingFilter -> m ()
- getActorMapped :: (MonadIO m, IsActor o) => o -> m Bool
- constructActorMarginBottom :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMarginBottom :: (MonadIO m, IsActor o) => o -> m Float
- setActorMarginBottom :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMarginLeft :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMarginLeft :: (MonadIO m, IsActor o) => o -> m Float
- setActorMarginLeft :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMarginRight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMarginRight :: (MonadIO m, IsActor o) => o -> m Float
- setActorMarginRight :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMarginTop :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMarginTop :: (MonadIO m, IsActor o) => o -> m Float
- setActorMarginTop :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMinHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMinHeight :: (MonadIO m, IsActor o) => o -> m Float
- setActorMinHeight :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMinHeightSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorMinHeightSet :: (MonadIO m, IsActor o) => o -> m Bool
- setActorMinHeightSet :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorMinWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorMinWidth :: (MonadIO m, IsActor o) => o -> m Float
- setActorMinWidth :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorMinWidthSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorMinWidthSet :: (MonadIO m, IsActor o) => o -> m Bool
- setActorMinWidthSet :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorMinificationFilter :: (IsActor o, MonadIO m) => ScalingFilter -> m (GValueConstruct o)
- getActorMinificationFilter :: (MonadIO m, IsActor o) => o -> m ScalingFilter
- setActorMinificationFilter :: (MonadIO m, IsActor o) => o -> ScalingFilter -> m ()
- constructActorName :: (IsActor o, MonadIO m) => Text -> m (GValueConstruct o)
- getActorName :: (MonadIO m, IsActor o) => o -> m Text
- setActorName :: (MonadIO m, IsActor o) => o -> Text -> m ()
- constructActorNaturalHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorNaturalHeight :: (MonadIO m, IsActor o) => o -> m Float
- setActorNaturalHeight :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorNaturalHeightSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorNaturalHeightSet :: (MonadIO m, IsActor o) => o -> m Bool
- setActorNaturalHeightSet :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorNaturalWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorNaturalWidth :: (MonadIO m, IsActor o) => o -> m Float
- setActorNaturalWidth :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorNaturalWidthSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorNaturalWidthSet :: (MonadIO m, IsActor o) => o -> m Bool
- setActorNaturalWidthSet :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorOffscreenRedirect :: (IsActor o, MonadIO m) => [OffscreenRedirect] -> m (GValueConstruct o)
- getActorOffscreenRedirect :: (MonadIO m, IsActor o) => o -> m [OffscreenRedirect]
- setActorOffscreenRedirect :: (MonadIO m, IsActor o) => o -> [OffscreenRedirect] -> m ()
- constructActorOpacity :: (IsActor o, MonadIO m) => Word32 -> m (GValueConstruct o)
- getActorOpacity :: (MonadIO m, IsActor o) => o -> m Word32
- setActorOpacity :: (MonadIO m, IsActor o) => o -> Word32 -> m ()
- clearActorPivotPoint :: (MonadIO m, IsActor o) => o -> m ()
- constructActorPivotPoint :: (IsActor o, MonadIO m) => Point -> m (GValueConstruct o)
- getActorPivotPoint :: (MonadIO m, IsActor o) => o -> m (Maybe Point)
- setActorPivotPoint :: (MonadIO m, IsActor o) => o -> Point -> m ()
- constructActorPivotPointZ :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorPivotPointZ :: (MonadIO m, IsActor o) => o -> m Float
- setActorPivotPointZ :: (MonadIO m, IsActor o) => o -> Float -> m ()
- clearActorPosition :: (MonadIO m, IsActor o) => o -> m ()
- constructActorPosition :: (IsActor o, MonadIO m) => Point -> m (GValueConstruct o)
- getActorPosition :: (MonadIO m, IsActor o) => o -> m (Maybe Point)
- setActorPosition :: (MonadIO m, IsActor o) => o -> Point -> m ()
- constructActorReactive :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorReactive :: (MonadIO m, IsActor o) => o -> m Bool
- setActorReactive :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- getActorRealized :: (MonadIO m, IsActor o) => o -> m Bool
- constructActorRequestMode :: (IsActor o, MonadIO m) => RequestMode -> m (GValueConstruct o)
- getActorRequestMode :: (MonadIO m, IsActor o) => o -> m RequestMode
- setActorRequestMode :: (MonadIO m, IsActor o) => o -> RequestMode -> m ()
- constructActorRotationAngleX :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorRotationAngleX :: (MonadIO m, IsActor o) => o -> m Double
- setActorRotationAngleX :: (MonadIO m, IsActor o) => o -> Double -> m ()
- constructActorRotationAngleY :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorRotationAngleY :: (MonadIO m, IsActor o) => o -> m Double
- setActorRotationAngleY :: (MonadIO m, IsActor o) => o -> Double -> m ()
- constructActorRotationAngleZ :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorRotationAngleZ :: (MonadIO m, IsActor o) => o -> m Double
- setActorRotationAngleZ :: (MonadIO m, IsActor o) => o -> Double -> m ()
- clearActorRotationCenterX :: (MonadIO m, IsActor o) => o -> m ()
- constructActorRotationCenterX :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o)
- getActorRotationCenterX :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex)
- setActorRotationCenterX :: (MonadIO m, IsActor o) => o -> Vertex -> m ()
- clearActorRotationCenterY :: (MonadIO m, IsActor o) => o -> m ()
- constructActorRotationCenterY :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o)
- getActorRotationCenterY :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex)
- setActorRotationCenterY :: (MonadIO m, IsActor o) => o -> Vertex -> m ()
- clearActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> m ()
- constructActorRotationCenterZ :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o)
- getActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex)
- setActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> Vertex -> m ()
- constructActorRotationCenterZGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o)
- getActorRotationCenterZGravity :: (MonadIO m, IsActor o) => o -> m Gravity
- setActorRotationCenterZGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m ()
- constructActorScaleCenterX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorScaleCenterX :: (MonadIO m, IsActor o) => o -> m Float
- setActorScaleCenterX :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorScaleCenterY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorScaleCenterY :: (MonadIO m, IsActor o) => o -> m Float
- setActorScaleCenterY :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorScaleGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o)
- getActorScaleGravity :: (MonadIO m, IsActor o) => o -> m Gravity
- setActorScaleGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m ()
- constructActorScaleX :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorScaleX :: (MonadIO m, IsActor o) => o -> m Double
- setActorScaleX :: (MonadIO m, IsActor o) => o -> Double -> m ()
- constructActorScaleY :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorScaleY :: (MonadIO m, IsActor o) => o -> m Double
- setActorScaleY :: (MonadIO m, IsActor o) => o -> Double -> m ()
- constructActorScaleZ :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o)
- getActorScaleZ :: (MonadIO m, IsActor o) => o -> m Double
- setActorScaleZ :: (MonadIO m, IsActor o) => o -> Double -> m ()
- constructActorShowOnSetParent :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorShowOnSetParent :: (MonadIO m, IsActor o) => o -> m Bool
- setActorShowOnSetParent :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- clearActorSize :: (MonadIO m, IsActor o) => o -> m ()
- constructActorSize :: (IsActor o, MonadIO m) => Size -> m (GValueConstruct o)
- getActorSize :: (MonadIO m, IsActor o) => o -> m (Maybe Size)
- setActorSize :: (MonadIO m, IsActor o) => o -> Size -> m ()
- constructActorTextDirection :: (IsActor o, MonadIO m) => TextDirection -> m (GValueConstruct o)
- getActorTextDirection :: (MonadIO m, IsActor o) => o -> m TextDirection
- setActorTextDirection :: (MonadIO m, IsActor o) => o -> TextDirection -> m ()
- clearActorTransform :: (MonadIO m, IsActor o) => o -> m ()
- constructActorTransform :: (IsActor o, MonadIO m) => Matrix -> m (GValueConstruct o)
- getActorTransform :: (MonadIO m, IsActor o) => o -> m (Maybe Matrix)
- setActorTransform :: (MonadIO m, IsActor o) => o -> Matrix -> m ()
- getActorTransformSet :: (MonadIO m, IsActor o) => o -> m Bool
- constructActorTranslationX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorTranslationX :: (MonadIO m, IsActor o) => o -> m Float
- setActorTranslationX :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorTranslationY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorTranslationY :: (MonadIO m, IsActor o) => o -> m Float
- setActorTranslationY :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorTranslationZ :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorTranslationZ :: (MonadIO m, IsActor o) => o -> m Float
- setActorTranslationZ :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorVisible :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorVisible :: (MonadIO m, IsActor o) => o -> m Bool
- setActorVisible :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorWidth :: (MonadIO m, IsActor o) => o -> m Float
- setActorWidth :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorX :: (MonadIO m, IsActor o) => o -> m Float
- setActorX :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorXAlign :: (IsActor o, MonadIO m) => ActorAlign -> m (GValueConstruct o)
- getActorXAlign :: (MonadIO m, IsActor o) => o -> m ActorAlign
- setActorXAlign :: (MonadIO m, IsActor o) => o -> ActorAlign -> m ()
- constructActorXExpand :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorXExpand :: (MonadIO m, IsActor o) => o -> m Bool
- setActorXExpand :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorY :: (MonadIO m, IsActor o) => o -> m Float
- setActorY :: (MonadIO m, IsActor o) => o -> Float -> m ()
- constructActorYAlign :: (IsActor o, MonadIO m) => ActorAlign -> m (GValueConstruct o)
- getActorYAlign :: (MonadIO m, IsActor o) => o -> m ActorAlign
- setActorYAlign :: (MonadIO m, IsActor o) => o -> ActorAlign -> m ()
- constructActorYExpand :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o)
- getActorYExpand :: (MonadIO m, IsActor o) => o -> m Bool
- setActorYExpand :: (MonadIO m, IsActor o) => o -> Bool -> m ()
- constructActorZPosition :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o)
- getActorZPosition :: (MonadIO m, IsActor o) => o -> m Float
- setActorZPosition :: (MonadIO m, IsActor o) => o -> Float -> m ()
- type ActorAllocationChangedCallback = ActorBox -> [AllocationFlags] -> IO ()
- afterActorAllocationChanged :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorAllocationChangedCallback) -> m SignalHandlerId
- onActorAllocationChanged :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorAllocationChangedCallback) -> m SignalHandlerId
- type ActorButtonPressEventCallback = ButtonEvent -> IO Bool
- afterActorButtonPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonPressEventCallback) -> m SignalHandlerId
- onActorButtonPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonPressEventCallback) -> m SignalHandlerId
- type ActorButtonReleaseEventCallback = ButtonEvent -> IO Bool
- afterActorButtonReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonReleaseEventCallback) -> m SignalHandlerId
- onActorButtonReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonReleaseEventCallback) -> m SignalHandlerId
- type ActorCapturedEventCallback = Event -> IO Bool
- afterActorCapturedEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorCapturedEventCallback) -> m SignalHandlerId
- onActorCapturedEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorCapturedEventCallback) -> m SignalHandlerId
- type ActorDestroyCallback = IO ()
- afterActorDestroy :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorDestroyCallback) -> m SignalHandlerId
- onActorDestroy :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorDestroyCallback) -> m SignalHandlerId
- type ActorEnterEventCallback = CrossingEvent -> IO Bool
- afterActorEnterEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEnterEventCallback) -> m SignalHandlerId
- onActorEnterEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEnterEventCallback) -> m SignalHandlerId
- type ActorEventCallback = Event -> IO Bool
- afterActorEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEventCallback) -> m SignalHandlerId
- onActorEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEventCallback) -> m SignalHandlerId
- type ActorHideCallback = IO ()
- afterActorHide :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorHideCallback) -> m SignalHandlerId
- onActorHide :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorHideCallback) -> m SignalHandlerId
- type ActorKeyFocusInCallback = IO ()
- afterActorKeyFocusIn :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusInCallback) -> m SignalHandlerId
- onActorKeyFocusIn :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusInCallback) -> m SignalHandlerId
- type ActorKeyFocusOutCallback = IO ()
- afterActorKeyFocusOut :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusOutCallback) -> m SignalHandlerId
- onActorKeyFocusOut :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusOutCallback) -> m SignalHandlerId
- type ActorKeyPressEventCallback = KeyEvent -> IO Bool
- afterActorKeyPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyPressEventCallback) -> m SignalHandlerId
- onActorKeyPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyPressEventCallback) -> m SignalHandlerId
- type ActorKeyReleaseEventCallback = KeyEvent -> IO Bool
- afterActorKeyReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyReleaseEventCallback) -> m SignalHandlerId
- onActorKeyReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyReleaseEventCallback) -> m SignalHandlerId
- type ActorLeaveEventCallback = CrossingEvent -> IO Bool
- afterActorLeaveEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorLeaveEventCallback) -> m SignalHandlerId
- onActorLeaveEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorLeaveEventCallback) -> m SignalHandlerId
- type ActorMotionEventCallback = MotionEvent -> IO Bool
- afterActorMotionEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorMotionEventCallback) -> m SignalHandlerId
- onActorMotionEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorMotionEventCallback) -> m SignalHandlerId
- type ActorPaintCallback = IO ()
- afterActorPaint :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPaintCallback) -> m SignalHandlerId
- onActorPaint :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPaintCallback) -> m SignalHandlerId
- type ActorParentSetCallback = Maybe Actor -> IO ()
- afterActorParentSet :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorParentSetCallback) -> m SignalHandlerId
- onActorParentSet :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorParentSetCallback) -> m SignalHandlerId
- type ActorPickCallback = Color -> IO ()
- afterActorPick :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPickCallback) -> m SignalHandlerId
- onActorPick :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPickCallback) -> m SignalHandlerId
- type ActorQueueRedrawCallback = Actor -> IO ()
- afterActorQueueRedraw :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRedrawCallback) -> m SignalHandlerId
- onActorQueueRedraw :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRedrawCallback) -> m SignalHandlerId
- type ActorQueueRelayoutCallback = IO ()
- afterActorQueueRelayout :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRelayoutCallback) -> m SignalHandlerId
- onActorQueueRelayout :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRelayoutCallback) -> m SignalHandlerId
- type ActorRealizeCallback = IO ()
- afterActorRealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorRealizeCallback) -> m SignalHandlerId
- onActorRealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorRealizeCallback) -> m SignalHandlerId
- type ActorScrollEventCallback = ScrollEvent -> IO Bool
- afterActorScrollEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorScrollEventCallback) -> m SignalHandlerId
- onActorScrollEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorScrollEventCallback) -> m SignalHandlerId
- type ActorShowCallback = IO ()
- afterActorShow :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorShowCallback) -> m SignalHandlerId
- onActorShow :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorShowCallback) -> m SignalHandlerId
- type ActorTouchEventCallback = Event -> IO Bool
- afterActorTouchEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTouchEventCallback) -> m SignalHandlerId
- onActorTouchEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTouchEventCallback) -> m SignalHandlerId
- type ActorTransitionStoppedCallback = Text -> Bool -> IO ()
- afterActorTransitionStopped :: (IsActor a, MonadIO m) => a -> Maybe Text -> ((?self :: a) => ActorTransitionStoppedCallback) -> m SignalHandlerId
- onActorTransitionStopped :: (IsActor a, MonadIO m) => a -> Maybe Text -> ((?self :: a) => ActorTransitionStoppedCallback) -> m SignalHandlerId
- type ActorTransitionsCompletedCallback = IO ()
- afterActorTransitionsCompleted :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTransitionsCompletedCallback) -> m SignalHandlerId
- onActorTransitionsCompleted :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTransitionsCompletedCallback) -> m SignalHandlerId
- type ActorUnrealizeCallback = IO ()
- afterActorUnrealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorUnrealizeCallback) -> m SignalHandlerId
- onActorUnrealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorUnrealizeCallback) -> m SignalHandlerId
Exported types
Memory-managed wrapper type.
Instances
Eq Actor Source # | |
GObject Actor Source # | |
Defined in GI.Clutter.Objects.Actor | |
ManagedPtrNewtype Actor Source # | |
Defined in GI.Clutter.Objects.Actor toManagedPtr :: Actor -> ManagedPtr Actor # | |
TypedObject Actor Source # | |
Defined in GI.Clutter.Objects.Actor | |
HasParentTypes Actor Source # | |
Defined in GI.Clutter.Objects.Actor | |
IsGValue (Maybe Actor) Source # | Convert |
Defined in GI.Clutter.Objects.Actor | |
type ParentTypes Actor Source # | |
Defined in GI.Clutter.Objects.Actor |
class (GObject o, IsDescendantOf Actor o) => IsActor o Source #
Instances
(GObject o, IsDescendantOf Actor o) => IsActor o Source # | |
Defined in GI.Clutter.Objects.Actor |
Methods
Click to display all available methods, including inherited ones
Methods
addAction, addActionWithName, addActor, addChild, addConstraint, addConstraintWithName, addEffect, addEffectWithName, addTransition, allocate, allocateAlignFill, allocateAvailableSize, allocatePreferredSize, animateProperty, animateWithAlphav, animateWithTimelinev, animatev, applyRelativeTransformToPoint, applyTransformToPoint, bindModel, bindProperty, bindPropertyFull, childGetProperty, childNotify, childSetProperty, clearActions, clearConstraints, clearEffects, contains, continuePaint, createChildMeta, createPangoContext, createPangoLayout, destroy, destroyAllChildren, destroyChildMeta, detachAnimation, event, findChildByName, findProperty, forceFloating, foreach, foreachWithInternals, freezeNotify, getv, grabKeyFocus, hasActions, hasAllocation, hasClip, hasConstraints, hasEffects, hasKeyFocus, hasOverlaps, hasPointer, hide, hideAll, insertChildAbove, insertChildAtIndex, insertChildBelow, interpolateValue, isFloating, isInClonePaint, isMapped, isRealized, isRotated, isScaled, isVisible, lower, lowerBottom, lowerChild, map, moveAnchorPoint, moveAnchorPointFromGravity, moveBy, needsExpand, notify, notifyByPspec, paint, parseCustomNode, popInternal, pushInternal, queueRedraw, queueRedrawWithClip, queueRelayout, raise, raiseChild, raiseTop, realize, ref, refSink, removeAction, removeActionByName, removeActor, removeAllChildren, removeAllTransitions, removeChild, removeClip, removeConstraint, removeConstraintByName, removeEffect, removeEffectByName, removeTransition, reparent, replaceChild, restoreEasingState, runDispose, saveEasingState, shouldPickPaint, show, showAll, sortDepthOrder, stealData, stealQdata, thawNotify, transformStagePoint, unmap, unparent, unrealize, unref, unsetFlags, watchClosure.
Getters
getAbsAllocationVertices, getAccessible, getAction, getActions, getAllocationBox, getAllocationGeometry, getAllocationVertices, getAnchorPoint, getAnchorPointGravity, getAnimation, getBackgroundColor, getChildAtIndex, getChildMeta, getChildTransform, getChildren, getClip, getClipToAllocation, getConstraint, getConstraints, getContent, getContentBox, getContentGravity, getContentRepeat, getContentScalingFilters, getData, getDefaultPaintVolume, getDepth, getEasingDelay, getEasingDuration, getEasingMode, getEffect, getEffects, getFirstChild, getFixedPositionSet, getFlags, getGeometry, getGid, getHeight, getId, getInitialState, getLastChild, getLayoutManager, getMargin, getMarginBottom, getMarginLeft, getMarginRight, getMarginTop, getNChildren, getName, getNextSibling, getOffscreenRedirect, getOpacity, getPaintBox, getPaintOpacity, getPaintVisibility, getPaintVolume, getPangoContext, getParent, getPivotPoint, getPivotPointZ, getPosition, getPreferredHeight, getPreferredSize, getPreferredWidth, getPreviousSibling, getProperty, getQdata, getReactive, getRequestMode, getRotation, getRotationAngle, getScale, getScaleCenter, getScaleGravity, getScaleZ, getShader, getSize, getStage, getTextDirection, getTransform, getTransformationMatrix, getTransformedPaintVolume, getTransformedPosition, getTransformedSize, getTransition, getTranslation, getWidth, getX, getXAlign, getXExpand, getY, getYAlign, getYExpand, getZPosition, getZRotationGravity.
Setters
setAllocation, setAnchorPoint, setAnchorPointFromGravity, setBackgroundColor, setChildAboveSibling, setChildAtIndex, setChildBelowSibling, setChildTransform, setClip, setClipToAllocation, setContent, setContentGravity, setContentRepeat, setContentScalingFilters, setCustomProperty, setData, setDataFull, setDepth, setEasingDelay, setEasingDuration, setEasingMode, setFinalState, setFixedPositionSet, setFlags, setGeometry, setHeight, setId, setLayoutManager, setMargin, setMarginBottom, setMarginLeft, setMarginRight, setMarginTop, setName, setOffscreenRedirect, setOpacity, setParent, setPivotPoint, setPivotPointZ, setPosition, setProperty, setReactive, setRequestMode, setRotation, setRotationAngle, setScale, setScaleFull, setScaleWithGravity, setScaleZ, setShader, setShaderParam, setShaderParamFloat, setShaderParamInt, setSize, setTextDirection, setTransform, setTranslation, setWidth, setX, setXAlign, setXExpand, setY, setYAlign, setYExpand, setZPosition, setZRotationFromGravity.
addAction
Adds action
to the list of actions applied to self
A Action
can only belong to one actor at a time
The Actor
will hold a reference on action
until either
actorRemoveAction
or actorClearActions
is called
Since: 1.4
addActionWithName
actorAddActionWithName Source #
:: (HasCallStack, MonadIO m, IsActor a, IsAction b) | |
=> a |
|
-> Text |
|
-> b |
|
-> m () |
A convenience function for setting the name of a Action
while adding it to the list of actions applied to self
This function is the logical equivalent of:
C code
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name); clutter_actor_add_action (self, action);
Since: 1.4
addChild
Adds child
to the children of self
.
This function will acquire a reference on child
that will only
be released when calling actorRemoveChild
.
This function will take into consideration the Actor
:depth
of child
, and will keep the list of children sorted.
This function will emit the actorAdded signal
on self
.
Since: 1.10
addConstraint
:: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) | |
=> a |
|
-> b |
|
-> m () |
Adds constraint
to the list of Constraint
s applied
to self
The Actor
will hold a reference on the constraint
until
either actorRemoveConstraint
or
actorClearConstraints
is called.
Since: 1.4
addConstraintWithName
actorAddConstraintWithName Source #
:: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) | |
=> a |
|
-> Text |
|
-> b |
|
-> m () |
A convenience function for setting the name of a Constraint
while adding it to the list of constraints applied to self
This function is the logical equivalent of:
C code
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name); clutter_actor_add_constraint (self, constraint);
Since: 1.4
addEffect
Adds effect
to the list of Effect
s applied to self
The Actor
will hold a reference on the effect
until either
actorRemoveEffect
or actorClearEffects
is
called.
Note that as Effect
is initially unowned,
actorAddEffect
will sink any floating reference on effect
.
Since: 1.4
addEffectWithName
actorAddEffectWithName Source #
:: (HasCallStack, MonadIO m, IsActor a, IsEffect b) | |
=> a |
|
-> Text |
|
-> b |
|
-> m () |
A convenience function for setting the name of a Effect
while adding it to the list of effects applied to self
.
Note that as Effect
is initially unowned,
actorAddEffectWithName
will sink any floating
reference on effect
.
This function is the logical equivalent of:
C code
clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name); clutter_actor_add_effect (self, effect);
Since: 1.4
addTransition
:: (HasCallStack, MonadIO m, IsActor a, IsTransition b) | |
=> a |
|
-> Text |
|
-> b |
|
-> m () |
Adds a transition
to the Actor
's list of animations.
The name
string is a per-actor unique identifier of the transition
: only
one Transition
can be associated to the specified name
.
The transition
will be started once added.
This function will take a reference on the transition
.
This function is usually called implicitly when modifying an animatable property.
Since: 1.10
allocate
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ActorBox |
|
-> [AllocationFlags] |
|
-> m () |
Assigns the size of a Actor
from the given box
.
This function should only be called on the children of an actor when
overriding the ActorClass
.allocate
() virtual function.
This function will adjust the stored allocation to take into account
the alignment flags set in the Actor
:x-align
and
Actor
:y-align
properties, as well as the margin values set in
the Actor
:margin-top
, Actor
:margin-right
,
Actor
:margin-bottom
, and Actor
:margin-left
properties.
This function will respect the easing state of the Actor
and
interpolate between the current allocation and the new one if the
easing state duration is a positive value.
Actors can know from their allocation box whether they have moved
with respect to their parent actor. The flags
parameter describes
additional information about the allocation, for instance whether
the parent has moved with respect to the stage, for example because
a grandparent's origin has moved.
Since: 0.8
allocateAlignFill
actorAllocateAlignFill Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ActorBox |
|
-> Double |
|
-> Double |
|
-> Bool |
|
-> Bool |
|
-> [AllocationFlags] |
|
-> m () |
Allocates self
by taking into consideration the available allocation
area; an alignment factor on either axis; and whether the actor should
fill the allocation on either axis.
The box
should contain the available allocation width and height;
if the x1 and y1 members of ActorBox
are not set to 0, the
allocation will be offset by their value.
This function takes into consideration the geometry request specified by
the Actor
:request-mode
property, and the text direction.
This function is useful for fluid layout managers using legacy alignment
flags. Newly written layout managers should use the Actor
:x-align
and Actor
:y-align
properties, instead, and just call
actorAllocate
inside their ActorClass
.allocate
()
implementation.
Since: 1.4
allocateAvailableSize
actorAllocateAvailableSize Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> Float |
|
-> Float |
|
-> [AllocationFlags] |
|
-> m () |
Allocates self
taking into account the Actor
's
preferred size, but limiting it to the maximum available width
and height provided.
This function will do the right thing when dealing with the actor's request mode.
The implementation of this function is equivalent to:
C code
if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { clutter_actor_get_preferred_width (self, available_height, &min_width, &natural_width); width = CLAMP (natural_width, min_width, available_width); clutter_actor_get_preferred_height (self, width, &min_height, &natural_height); height = CLAMP (natural_height, min_height, available_height); } else if (request_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT) { clutter_actor_get_preferred_height (self, available_width, &min_height, &natural_height); height = CLAMP (natural_height, min_height, available_height); clutter_actor_get_preferred_width (self, height, &min_width, &natural_width); width = CLAMP (natural_width, min_width, available_width); } else if (request_mode == CLUTTER_REQUEST_CONTENT_SIZE) { clutter_content_get_preferred_size (content, &natural_width, &natural_height); width = CLAMP (natural_width, 0, available_width); height = CLAMP (natural_height, 0, available_height); } box.x1 = x; box.y1 = y; box.x2 = box.x1 + available_width; box.y2 = box.y1 + available_height; clutter_actor_allocate (self, &box, flags);
This function can be used by fluid layout managers to allocate an actor's preferred size without making it bigger than the area available for the container.
Since: 1.0
allocatePreferredSize
actorAllocatePreferredSize Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> [AllocationFlags] |
|
-> m () |
Allocates the natural size of self
.
This function is a utility call for Actor
implementations
that allocates the actor's preferred natural size. It can be used
by fixed layout managers (like Group
or so called
'composite actors') inside the ClutterActor[allocate](#g:signal:allocate)
implementation to give each child exactly how much space it
requires, regardless of the size of the parent.
This function is not meant to be used by applications. It is also
not meant to be used outside the implementation of the
ActorClass
.allocate
virtual function.
Since: 0.8
animateWithAlphav
actorAnimateWithAlphav Source #
:: (HasCallStack, MonadIO m, IsActor a, IsAlpha b) | |
=> a |
|
-> b |
|
-> [Text] |
|
-> [GValue] |
|
-> m Animation | Returns: a |
Deprecated: (Since version 1.10)Use the implicit transition for animatable properties in Actor
instead. See actorSaveEasingState
, actorSetEasingMode
, actorSetEasingDuration
, actorSetEasingDelay
, and actorRestoreEasingState
.
Animates the given list of properties of actor
between the current
value for each property and a new final value. The animation has a
definite behaviour given by the passed alpha
.
See clutter_actor_animate()
for further details.
This function is useful if you want to use an existing Alpha
to animate actor
.
This is the vector-based variant of clutter_actor_animate_with_alpha()
,
useful for language bindings.
Unlike clutter_actor_animate_with_alpha()
, this function will
not allow you to specify "signal::" names and callbacks.
Since: 1.0
animateWithTimelinev
actorAnimateWithTimelinev Source #
:: (HasCallStack, MonadIO m, IsActor a, IsTimeline b) | |
=> a |
|
-> CULong |
|
-> b |
|
-> [Text] |
|
-> [GValue] |
|
-> m Animation | Returns: a |
Deprecated: (Since version 1.12)Use the implicit transition for animatable properties in Actor
instead. See actorSaveEasingState
, actorSetEasingMode
, actorSetEasingDuration
, actorSetEasingDelay
, and actorRestoreEasingState
.
Animates the given list of properties of actor
between the current
value for each property and a new final value. The animation has a
definite duration given by timeline
and a speed given by the mode
.
See clutter_actor_animate()
for further details.
This function is useful if you want to use an existing timeline
to animate actor
.
This is the vector-based variant of clutter_actor_animate_with_timeline()
,
useful for language bindings.
Unlike clutter_actor_animate_with_timeline()
, this function
will not allow you to specify "signal::" names and callbacks.
Since: 1.0
animatev
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> CULong |
|
-> Word32 |
|
-> [Text] |
|
-> [GValue] |
|
-> m Animation | Returns: a |
Deprecated: (Since version 1.12)Use the implicit transition for animatable properties in Actor
instead. See actorSaveEasingState
, actorSetEasingMode
, actorSetEasingDuration
, actorSetEasingDelay
, and actorRestoreEasingState
.
Animates the given list of properties of actor
between the current
value for each property and a new final value. The animation has a
definite duration and a speed given by the mode
.
This is the vector-based variant of clutter_actor_animate()
, useful
for language bindings.
Unlike clutter_actor_animate()
, this function will not
allow you to specify "signal::" names and callbacks.
Since: 1.0
applyRelativeTransformToPoint
actorApplyRelativeTransformToPoint Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> Maybe b |
|
-> Vertex |
|
-> m Vertex |
Transforms point
in coordinates relative to the actor into
ancestor-relative coordinates using the relevant transform
stack (i.e. scale, rotation, etc).
If ancestor
is Nothing
the ancestor will be the Stage
. In
this case, the coordinates returned will be the coordinates on
the stage before the projection is applied. This is different from
the behaviour of actorApplyTransformToPoint
.
Since: 0.6
applyTransformToPoint
actorApplyTransformToPoint Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Vertex |
|
-> m Vertex |
Transforms point
in coordinates relative to the actor
into screen-relative coordinates with the current actor
transformation (i.e. scale, rotation, etc)
Since: 0.4
bindModel
:: (HasCallStack, MonadIO m, IsActor a, IsListModel b) | |
=> a |
|
-> Maybe b |
|
-> ActorCreateChildFunc |
|
-> m () |
If the Actor
was already bound to a ListModel
, the previous
binding is destroyed.
The existing children of Actor
are destroyed when setting a
model, and new children are created and added, representing the contents
of the model
. The Actor
is updated whenever the model
changes.
If model
is Nothing
, the Actor
is left empty.
When a Actor
is bound to a model, adding and removing children
directly is undefined behaviour.
Since: 1.24
clearActions
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Clears the list of actions applied to self
Since: 1.4
clearConstraints
actorClearConstraints Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Clears the list of constraints applied to self
Since: 1.4
clearEffects
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Clears the list of effects applied to self
Since: 1.4
contains
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> m Bool | Returns: whether |
Determines if descendant
is contained inside self
(either as an
immediate child, or as a deeper descendant). If self
and
descendant
point to the same actor then it will also return True
.
Since: 1.4
continuePaint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Run the next stage of the paint sequence. This function should only
be called within the implementation of the ‘run’ virtual of a
Effect
. It will cause the run method of the next effect to
be applied, or it will paint the actual actor if the current effect
is the last effect in the chain.
Since: 1.8
createPangoContext
actorCreatePangoContext Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Context | Returns: the newly created |
Creates a Context
for the given actor. The Context
is already configured using the appropriate font map, resolution
and font options.
See also actorGetPangoContext
.
Since: 1.0
createPangoLayout
actorCreatePangoLayout Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Maybe Text | |
-> m Layout | Returns: the newly created |
Creates a new Layout
from the same Context
used
by the Actor
. The Layout
is already configured
with the font map, resolution and font options, and the
given text
.
If you want to keep around a Layout
created by this
function you will have to connect to the fontChanged
and resolutionChanged signals, and call
layoutContextChanged
in response to them.
Since: 1.0
destroy
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Destroys an actor. When an actor is destroyed, it will break any references it holds to other objects. If the actor is inside a container, the actor will be removed.
When you destroy a container, its children will be destroyed as well.
Note: you cannot destroy the Stage
returned by
stageGetDefault
.
destroyAllChildren
actorDestroyAllChildren Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Destroys all children of self
.
This function releases the reference added by inserting a child
actor in the list of children of self
, and ensures that the
destroy signal is emitted on each child of the
actor.
By default, Actor
will emit the destroy signal
when its reference count drops to 0; the default handler of the
destroy signal will destroy all the children of an
actor. This function ensures that all children are destroyed, instead
of just removed from self
, unlike actorRemoveAllChildren
which will merely release the reference and remove each child.
Unless you acquired an additional reference on each child of self
prior to calling actorRemoveAllChildren
and want to reuse
the actors, you should use actorDestroyAllChildren
in
order to make sure that children are destroyed and signal handlers
are disconnected even in cases where circular references prevent this
from automatically happening through reference counting alone.
Since: 1.10
detachAnimation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.12)Use the implicit transition for animatable properties in Actor
instead, and actorRemoveTransition
to remove the transition.
Detaches the Animation
used by actor
, if clutter_actor_animate()
has been called on actor
.
Once the animation has been detached, it loses a reference. If it was
the only reference then the Animation
becomes invalid.
The completed signal will not be emitted.
Since: 1.4
event
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Event |
|
-> Bool |
|
-> m Bool | Returns: the return value from the signal emission: |
This function is used to emit an event on the main stage. You should rarely need to use this function, except for synthetising events.
Since: 0.6
getAccessible
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Object | Returns: the |
Returns the accessible object that describes the actor to an assistive technology.
If no class-specific Object
implementation is available for the
actor instance in question, it will inherit an Object
implementation from the first ancestor class for which such an
implementation is defined.
The documentation of the <ulink url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink> library contains more information about accessible objects and their uses.
getAction
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m Action | Returns: a |
Retrieves the Action
with the given name in the list
of actions applied to self
Since: 1.4
getActions
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [Action] | Returns: a copy
of the list of |
Retrieves the list of actions applied to self
Since: 1.4
getAllocationBox
actorGetAllocationBox Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m ActorBox |
Gets the layout box an actor has been assigned. The allocation can
only be assumed valid inside a paint()
method; anywhere else, it
may be out-of-date.
An allocation does not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.
Do not call any of the clutter_actor_get_allocation_*() family
of functions inside the implementation of the get_preferred_width()
or get_preferred_height()
virtual functions.
Since: 0.8
getAllocationGeometry
actorGetAllocationGeometry Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Geometry |
Deprecated: (Since version 1.12)Use actorGetAllocationBox
instead.
Gets the layout box an actor has been assigned. The allocation can
only be assumed valid inside a paint()
method; anywhere else, it
may be out-of-date.
An allocation does not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.
The returned rectangle is in pixels.
Since: 0.8
getAnchorPoint
Deprecated: (Since version 1.12)Use Actor
:pivot-point
instead
Gets the current anchor point of the actor
in pixels.
Since: 0.6
getAnchorPointGravity
actorGetAnchorPointGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Gravity | Returns: the |
Deprecated: (Since version 1.12)Use Actor
:pivot-point
instead.
Retrieves the anchor position expressed as a Gravity
. If
the anchor point was specified using pixels or units this will
return GravityNone
.
Since: 1.0
getAnimation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Animation |
Deprecated: (Since version 1.12)Use the implicit transition for animatable properties in Actor
instead, and actorGetTransition
to retrieve the transition.
Retrieves the Animation
used by actor
, if clutter_actor_animate()
has been called on actor
.
Since: 1.0
getBackgroundColor
actorGetBackgroundColor Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Color |
Retrieves the color set using actorSetBackgroundColor
.
Since: 1.10
getChildAtIndex
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Int32 |
|
-> m Actor |
Retrieves the actor at the given index_
inside the list of
children of self
.
Since: 1.10
getChildren
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [Actor] | Returns: A newly
allocated |
Retrieves the list of children of self
.
Since: 1.10
getClip
Gets the clip area for self
, if any is set.
Since: 0.6
getClipToAllocation
actorGetClipToAllocation Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool |
Retrieves the value set using actorSetClipToAllocation
Since: 1.4
getConstraint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m Constraint | Returns: a |
Retrieves the Constraint
with the given name in the list
of constraints applied to self
Since: 1.4
getConstraints
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [Constraint] | Returns: a copy
of the list of |
Retrieves the list of constraints applied to self
Since: 1.4
getContent
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Content | Returns: a pointer to the |
Retrieves the contents of self
.
Since: 1.10
getContentBox
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m ActorBox |
Retrieves the bounding box for the Content
of self
.
The bounding box is relative to the actor's allocation.
If no Content
is set for self
, or if self
has not been
allocated yet, then the result is undefined.
The content box is guaranteed to be, at most, as big as the allocation
of the Actor
.
If the Content
used by the actor has a preferred size, then
it is possible to modify the content box by using the
Actor
:content-gravity
property.
Since: 1.10
getContentGravity
actorGetContentGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m ContentGravity | Returns: the content gravity |
Retrieves the content gravity as set using
actorSetContentGravity
.
Since: 1.10
getContentRepeat
actorGetContentRepeat Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [ContentRepeat] | Returns: the content repeat policy |
Retrieves the repeat policy for a Actor
set by
actorSetContentRepeat
.
Since: 1.12
getContentScalingFilters
actorGetContentScalingFilters Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m (ScalingFilter, ScalingFilter) |
Retrieves the values set using actorSetContentScalingFilters
.
Since: 1.10
getDefaultPaintVolume
actorGetDefaultPaintVolume Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m PaintVolume | Returns: a pointer to the default
|
Retrieves the default paint volume for self
.
This function provides the same PaintVolume
that would be
computed by the default implementation inside Actor
of the
ActorClass
.get_paint_volume
() virtual function.
This function should only be used by Actor
subclasses that
cannot chain up to the parent implementation when computing their
paint volume.
Since: 1.10
getDepth
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the depth of the actor |
Deprecated: (Since version 1.12)Use actorGetZPosition
instead.
Retrieves the depth of self
.
getEasingDelay
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Word32 | Returns: a delay, in milliseconds |
Retrieves the delay that should be applied when tweening animatable properties.
Since: 1.10
getEasingDuration
actorGetEasingDuration Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Word32 | Returns: the duration of the tweening, in milliseconds |
Retrieves the duration of the tweening for animatable
properties of self
for the current easing state.
Since: 1.10
getEasingMode
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m AnimationMode | Returns: an easing mode |
Retrieves the easing mode for the tweening of animatable properties
of self
for the current easing state.
Since: 1.10
getEffect
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m Effect | Returns: a |
Retrieves the Effect
with the given name in the list
of effects applied to self
Since: 1.4
getEffects
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [Effect] | Returns: a list
of |
Retrieves the Effect
s applied on self
, if any
Since: 1.4
getFirstChild
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Actor |
Retrieves the first child of self
.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Since: 1.10
getFixedPositionSet
actorGetFixedPositionSet Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether an actor has a fixed position set (and will thus be unaffected by any layout manager).
Since: 0.8
getFlags
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [ActorFlags] | Returns: a bitwise or of |
Retrieves the flags set on self
Since: 1.0
getGeometry
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Geometry |
Deprecated: (Since version 1.10)Use actorGetPosition
and actorGetSize
, or actorGetAllocationGeometry
instead.
Gets the size and position of an actor relative to its parent
actor. This is the same as calling actorGetPosition
and
actorGetSize
. It tries to "do what you mean" and get the
requested size and position if the actor's allocation is invalid.
getGid
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Word32 | Returns: Globally unique value for this object instance. |
Deprecated: (Since version 1.8)The id is not used any longer, and this function always returns 0.
Retrieves the unique id for self
.
Since: 0.6
getHeight
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the height of the actor, in pixels |
Retrieves the height of a Actor
.
If the actor has a valid allocation, this function will return the height of the allocated area given to the actor.
If the actor does not have a valid allocation, this function will return the actor's natural height, that is the preferred height of the actor.
If you care whether you get the preferred height or the height that
has been assigned to the actor, you should probably call a different
function like actorGetAllocationBox
to retrieve the
allocated size or actorGetPreferredHeight
to retrieve the
preferred height.
If an actor has a fixed height, for instance a height that has been
assigned using actorSetHeight
, the height returned will
be the same value.
getLastChild
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Actor |
Retrieves the last child of self
.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Since: 1.10
getLayoutManager
actorGetLayoutManager Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m LayoutManager | Returns: a pointer to the |
Retrieves the LayoutManager
used by self
.
Since: 1.10
getMargin
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Margin |
Retrieves all the components of the margin of a Actor
.
Since: 1.10
getMarginBottom
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the bottom margin |
Retrieves the bottom margin of a Actor
.
Since: 1.10
getMarginLeft
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the left margin |
Retrieves the left margin of a Actor
.
Since: 1.10
getMarginRight
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the right margin |
Retrieves the right margin of a Actor
.
Since: 1.10
getMarginTop
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the top margin |
Retrieves the top margin of a Actor
.
Since: 1.10
getNChildren
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Int32 | Returns: the number of children of an actor |
Retrieves the number of children of self
.
Since: 1.10
getName
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Text | Returns: the name of the actor, or |
Retrieves the name of self
.
getNextSibling
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Actor |
Retrieves the sibling of self
that comes after it in the list
of children of self
's parent.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Since: 1.10
getOffscreenRedirect
actorGetOffscreenRedirect Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m [OffscreenRedirect] | Returns: the value of the offscreen-redirect property of the actor |
Retrieves whether to redirect the actor to an offscreen buffer, as
set by actorSetOffscreenRedirect
.
Since: 1.8
getOpacity
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Word8 | Returns: the opacity of the actor |
Retrieves the opacity value of an actor, as set by
actorSetOpacity
.
For retrieving the absolute opacity of the actor inside a paint
virtual function, see actorGetPaintOpacity
.
getPaintBox
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m (Bool, ActorBox) | Returns: |
Retrieves the paint volume of the passed Actor
, and
transforms it into a 2D bounding box in stage coordinates.
This function is useful to determine the on screen area occupied by the actor. The box is only an approximation and may often be considerably larger due to the optimizations used to calculate the box. The box is never smaller though, so it can reliably be used for culling.
There are times when a 2D paint box can't be determined, e.g. because the actor isn't yet parented under a stage or because the actor is unable to determine a paint volume.
Since: 1.6
getPaintOpacity
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Word8 | Returns: The actor opacity value. |
Retrieves the absolute opacity of the actor, as it appears on the stage.
This function traverses the hierarchy chain and composites the opacity of the actor with that of its parents.
This function is intended for subclasses to use in the paint virtual function, to paint themselves with the correct opacity.
Since: 0.8
getPaintVisibility
actorGetPaintVisibility Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Retrieves the 'paint' visibility of an actor recursively checking for non visible parents.
This is by definition the same as CLUTTER_ACTOR_IS_MAPPED
.
Since: 0.8
getPaintVolume
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m PaintVolume | Returns: a pointer to a |
Retrieves the paint volume of the passed Actor
, or Nothing
when a paint volume can't be determined.
The paint volume is defined as the 3D space occupied by an actor when being painted.
This function will call the ActorClass
.get_paint_volume
()
virtual function of the Actor
class. Sub-classes of Actor
should not usually care about overriding the default implementation,
unless they are, for instance: painting outside their allocation, or
actors with a depth factor (not in terms of Actor
:depth
but real
3D depth).
Note: 2D actors overriding ActorClass
.get_paint_volume
()
should ensure that their volume has a depth of 0. (This will be true
as long as you don't call paintVolumeSetDepth
.)
Since: 1.6
getPangoContext
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Context | Returns: the |
Retrieves the Context
for self
. The actor's Context
is already configured using the appropriate font map, resolution
and font options.
Unlike actorCreatePangoContext
, this context is owend
by the Actor
and it will be updated each time the options
stored by the Backend
change.
You can use the returned Context
to create a Layout
and render text using renderLayout
to reuse the
glyphs cache also used by Clutter.
Since: 1.0
getParent
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Actor |
Retrieves the parent of self
.
getPivotPoint
Retrieves the coordinates of the Actor
:pivot-point
.
Since: 1.12
getPivotPointZ
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float |
Retrieves the Z component of the Actor
:pivot-point
.
Since: 1.12
getPosition
This function tries to "do what you mean" and tell you where the actor is, prior to any transformations. Retrieves the fixed position of an actor in pixels, if one has been set; otherwise, if the allocation is valid, returns the actor's allocated position; otherwise, returns 0,0.
The returned position is in pixels.
Since: 0.6
getPreferredHeight
actorGetPreferredHeight Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m (Float, Float) |
Computes the requested minimum and natural heights for an actor, or if they are already computed, returns the cached values.
An actor may not get its request - depending on the layout manager that's in effect.
A request should not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.
Since: 0.8
getPreferredSize
actorGetPreferredSize Source #
Computes the preferred minimum and natural size of an actor, taking into account the actor's geometry management (either height-for-width or width-for-height).
The width and height used to compute the preferred height and preferred width are the actor's natural ones.
If you need to control the height for the preferred width, or the width for
the preferred height, you should use actorGetPreferredWidth
and actorGetPreferredHeight
, and check the actor's preferred
geometry management using the Actor
:request-mode
property.
Since: 0.8
getPreferredWidth
actorGetPreferredWidth Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m (Float, Float) |
Computes the requested minimum and natural widths for an actor, optionally depending on the specified height, or if they are already computed, returns the cached values.
An actor may not get its request - depending on the layout manager that's in effect.
A request should not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.
Since: 0.8
getPreviousSibling
actorGetPreviousSibling Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Actor |
Retrieves the sibling of self
that comes before it in the list
of children of self
's parent.
The returned pointer is only valid until the scene graph changes; it
is not safe to modify the list of children of self
while iterating
it.
Since: 1.10
getReactive
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether actor
is marked as reactive.
Since: 0.6
getRequestMode
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m RequestMode | Returns: the request mode for the actor |
Retrieves the geometry request mode of self
Since: 1.2
getRotation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> RotateAxis |
|
-> m (Double, Float, Float, Float) | Returns: the angle of rotation |
Deprecated: (Since version 1.12)Use actorGetRotationAngle
and actorGetPivotPoint
instead.
Retrieves the angle and center of rotation on the given axis,
set using actorSetRotation
.
Since: 0.8
getRotationAngle
actorGetRotationAngle Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> RotateAxis |
|
-> m Double | Returns: the angle of rotation, in degrees |
Retrieves the angle of rotation set by actorSetRotationAngle
.
Since: 1.12
getScale
Retrieves an actors scale factors.
Since: 0.2
getScaleCenter
Deprecated: (Since version 1.12)Use actorGetPivotPoint
instead.
Retrieves the scale center coordinate in pixels relative to the top
left corner of the actor. If the scale center was specified using a
Gravity
this will calculate the pixel offset using the
current size of the actor.
Since: 1.0
getScaleGravity
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Gravity | Returns: the scale gravity |
Deprecated: (Since version 1.12)Use actorGetPivotPoint
instead.
Retrieves the scale center as a compass direction. If the scale
center was specified in pixels or units this will return
GravityNone
.
Since: 1.0
getScaleZ
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Double | Returns: the scaling factor along the Z axis |
Retrieves the scaling factor along the Z axis, as set using
actorSetScaleZ
.
Since: 1.12
getShader
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Shader | Returns: The currently set |
Deprecated: (Since version 1.8)Use actorGetEffect
instead.
Queries the currently set Shader
on self
.
Since: 0.6
getSize
This function tries to "do what you mean" and return the size an actor will have. If the actor has a valid allocation, the allocation will be returned; otherwise, the actors natural size request will be returned.
If you care whether you get the request vs. the allocation, you
should probably call a different function like
actorGetAllocationBox
or
actorGetPreferredWidth
.
Since: 0.2
getStage
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Stage | Returns: the stage
containing the actor, or |
Retrieves the Stage
where actor
is contained.
Since: 0.8
getTextDirection
actorGetTextDirection Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m TextDirection | Returns: the |
Retrieves the value set using actorSetTextDirection
If no text direction has been previously set, the default text
direction, as returned by getDefaultTextDirection
, will
be returned instead
Since: 1.2
getTransformedPaintVolume
actorGetTransformedPaintVolume Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> m PaintVolume | Returns: a pointer to a |
Retrieves the 3D paint volume of an actor like
actorGetPaintVolume
does (Please refer to the
documentation of actorGetPaintVolume
for more
details.) and it additionally transforms the paint volume into the
coordinate space of relativeToAncestor
. (Or the stage if Nothing
is passed for relativeToAncestor
)
This can be used by containers that base their paint volume on
the volume of their children. Such containers can query the
transformed paint volume of all of its children and union them
together using paintVolumeUnion
.
Since: 1.6
getTransformedPosition
actorGetTransformedPosition Source #
Gets the absolute position of an actor, in pixels relative to the stage.
Since: 0.8
getTransformedSize
actorGetTransformedSize Source #
Gets the absolute size of an actor in pixels, taking into account the scaling factors.
If the actor has a valid allocation, the allocated size will be used. If the actor has not a valid allocation then the preferred size will be transformed and returned.
If you want the transformed allocation, see
actorGetAbsAllocationVertices
instead.
When the actor (or one of its ancestors) is rotated around the
X or Y axis, it no longer appears as on the stage as a rectangle, but
as a generic quadrangle; in that case this function returns the size
of the smallest rectangle that encapsulates the entire quad. Please
note that in this case no assumptions can be made about the relative
position of this envelope to the absolute position of the actor, as
returned by actorGetTransformedPosition
; if you need this
information, you need to use actorGetAbsAllocationVertices
to get the coords of the actual quadrangle.
Since: 0.8
getTransition
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m Transition | Returns: a |
Retrieves the Transition
of a Actor
by using the
transition name
.
Transitions created for animatable properties use the name of the property itself, for instance the code below:
C code
clutter_actor_set_easing_duration (actor, 1000); clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z); transition = clutter_actor_get_transition (actor, "rotation-angle-y"); g_signal_connect (transition, "stopped", G_CALLBACK (on_transition_stopped), actor);
will call the on_transition_stopped
callback when the transition
is finished.
If you just want to get notifications of the completion of a transition, you should use the transitionStopped signal, using the transition name as the signal detail.
Since: 1.10
getTranslation
Retrieves the translation set using actorSetTranslation
.
Since: 1.12
getWidth
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the width of the actor, in pixels |
Retrieves the width of a Actor
.
If the actor has a valid allocation, this function will return the width of the allocated area given to the actor.
If the actor does not have a valid allocation, this function will return the actor's natural width, that is the preferred width of the actor.
If you care whether you get the preferred width or the width that
has been assigned to the actor, you should probably call a different
function like actorGetAllocationBox
to retrieve the
allocated size or actorGetPreferredWidth
to retrieve the
preferred width.
If an actor has a fixed width, for instance a width that has been
assigned using actorSetWidth
, the width returned will
be the same value.
getX
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the X coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation) |
Retrieves the X coordinate of a Actor
.
This function tries to "do what you mean", by returning the correct value depending on the actor's state.
If the actor has a valid allocation, this function will return the X coordinate of the origin of the allocation box.
If the actor has any fixed coordinate set using actorSetX
,
actorSetPosition
or actorSetGeometry
, this
function will return that coordinate.
If both the allocation and a fixed position are missing, this function will return 0.
getXAlign
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m ActorAlign | Returns: the horizontal alignment policy. |
Retrieves the horizontal alignment policy set using
actorSetXAlign
.
Since: 1.10
getXExpand
getY
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the Y coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation) |
Retrieves the Y coordinate of a Actor
.
This function tries to "do what you mean", by returning the correct value depending on the actor's state.
If the actor has a valid allocation, this function will return the Y coordinate of the origin of the allocation box.
If the actor has any fixed coordinate set using actorSetY
,
actorSetPosition
or actorSetGeometry
, this
function will return that coordinate.
If both the allocation and a fixed position are missing, this function will return 0.
getYAlign
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m ActorAlign | Returns: the vertical alignment policy. |
Retrieves the vertical alignment policy set using
actorSetYAlign
.
Since: 1.10
getYExpand
getZPosition
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Float | Returns: the position on the Z axis. |
Retrieves the actor's position on the Z axis.
Since: 1.12
getZRotationGravity
actorGetZRotationGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Gravity | Returns: the Z rotation center |
Retrieves the center for the rotation around the Z axis as a
compass direction. If the center was specified in pixels or units
this will return GravityNone
.
Since: 1.0
grabKeyFocus
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
hasActions
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool |
Returns whether the actor has any actions applied.
Since: 1.10
hasAllocation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks if the actor has an up-to-date allocation assigned to it. This means that the actor should have an allocation: it's visible and has a parent. It also means that there is no outstanding relayout request in progress for the actor or its children (There might be other outstanding layout requests in progress that will cause the actor to get a new allocation when the stage is laid out, however).
If this function returns False
, then the actor will normally
be allocated before it is next drawn on the screen.
Since: 1.4
hasClip
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Determines whether the actor has a clip area set or not.
Since: 0.2
hasConstraints
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Returns whether the actor has any constraints applied.
Since: 1.10
hasEffects
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool |
Returns whether the actor has any effects applied.
Since: 1.10
hasKeyFocus
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether self
is the Actor
that has key focus
Since: 1.4
hasOverlaps
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Asks the actor's implementation whether it may contain overlapping primitives.
For example; Clutter may use this to determine whether the painting should be redirected to an offscreen buffer to correctly implement the opacity property.
Custom actors can override the default response by implementing the
ActorClass
.has_overlaps
() virtual function. See
actorSetOffscreenRedirect
for more information.
Since: 1.8
hasPointer
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether an actor contains the pointer of a
InputDevice
Since: 1.2
hide
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
hideAll
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
insertChildAbove
actorInsertChildAbove Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) | |
=> a |
|
-> b |
|
-> Maybe c |
|
-> m () |
Inserts child
into the list of children of self
, above another
child of self
or, if sibling
is Nothing
, above all the children
of self
.
This function will acquire a reference on child
that will only
be released when calling actorRemoveChild
.
This function will not take into consideration the Actor
:depth
of child
.
This function will emit the actorAdded signal
on self
.
Since: 1.10
insertChildAtIndex
actorInsertChildAtIndex Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> Int32 |
|
-> m () |
Inserts child
into the list of children of self
, using the
given index_
. If index_
is greater than the number of children
in self
, or is less than 0, then the new child is added at the end.
This function will acquire a reference on child
that will only
be released when calling actorRemoveChild
.
This function will not take into consideration the Actor
:depth
of child
.
This function will emit the actorAdded signal
on self
.
Since: 1.10
insertChildBelow
actorInsertChildBelow Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) | |
=> a |
|
-> b |
|
-> Maybe c |
|
-> m () |
Inserts child
into the list of children of self
, below another
child of self
or, if sibling
is Nothing
, below all the children
of self
.
This function will acquire a reference on child
that will only
be released when calling actorRemoveChild
.
This function will not take into consideration the Actor
:depth
of child
.
This function will emit the actorAdded signal
on self
.
Since: 1.10
isInClonePaint
isMapped
isRealized
isRotated
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether any rotation is applied to the actor.
Since: 0.6
isScaled
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether the actor is scaled in either dimension.
Since: 0.6
isVisible
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Checks whether an actor is marked as visible.
See also CLUTTER_ACTOR_IS_VISIBLE
and Actor
:visible
.
Since: 1.24
lower
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> Maybe b |
|
-> m () |
Deprecated: (Since version 1.10)Use actorSetChildBelowSibling
instead.
Puts self
below above
.
Both actors must have the same parent, and the parent must implement
the Container
interface.
This function calls containerLowerChild
internally.
lowerBottom
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)Use actorSetChildBelowSibling
with a Nothing
sibling, instead.
Lowers self
to the bottom.
This function calls actorLower
internally.
map
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Sets the ActorFlagsMapped
flag on the actor and possibly maps
and realizes its children if they are visible. Does nothing if the
actor is not visible.
Calling this function is strongly disencouraged: the default
implementation of ActorClass
.map
() will map all the children
of an actor when mapping its parent.
When overriding map, it is mandatory to chain up to the parent implementation.
Since: 1.0
moveAnchorPoint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.12)Use Actor
:pivot-point
andactorSetTranslation
instead.
Sets an anchor point for the actor, and adjusts the actor postion so that the relative position of the actor toward its parent remains the same.
Since: 0.6
moveAnchorPointFromGravity
actorMoveAnchorPointFromGravity Source #
Deprecated: (Since version 1.12)Use Actor
:pivot-point
andactorSetTranslation
instead.
Sets an anchor point on the actor based on the given gravity, adjusting the actor postion so that its relative position within its parent remains unchanged.
Since version 1.0 the anchor point will be stored as a gravity so
that if the actor changes size then the anchor point will move. For
example, if you set the anchor point to GravitySouthEast
and later double the size of the actor, the anchor point will move
to the bottom right.
Since: 0.6
moveBy
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Moves an actor by the specified distance relative to its current position in pixels.
This function modifies the fixed position of an actor and thus removes
it from any layout management. Another way to move an actor is with an
anchor point, see actorSetAnchorPoint
, or with an additional
translation, using actorSetTranslation
.
Since: 0.2
needsExpand
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Orientation |
|
-> m Bool | Returns: |
Checks whether an actor, or any of its children, is set to expand horizontally or vertically.
This function should only be called by layout managers that can assign extra space to their children.
If you want to know whether the actor was explicitly set to expand,
use actorGetXExpand
or actorGetYExpand
.
Since: 1.12
new
:: (HasCallStack, MonadIO m) | |
=> m Actor | Returns: the newly created |
Creates a new Actor
.
A newly created actor has a floating reference, which will be sunk when it is added to another actor.
Since: 1.10
paint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Renders the actor to display.
This function should not be called directly by applications.
Call actorQueueRedraw
to queue paints, instead.
This function is context-aware, and will either cause a regular paint or a pick paint.
This function will emit the paint signal or the pick signal, depending on the context.
This function does not paint the actor if the actor is set to 0, unless it is performing a pick paint.
popInternal
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)All children of an actor are accessible through the Actor
API. This function is only useful for legacy containers overriding the default implementation of the Container
interface.
Disables the effects of actorPushInternal
.
Since: 1.2
pushInternal
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)All children of an actor are accessible through the Actor
API, and Actor
implements the Container
interface, so this function is only useful for legacy containers overriding the default implementation.
Should be used by actors implementing the Container
and with
internal children added through actorSetParent
, for instance:
C code
static void my_actor_init (MyActor *self) { self->priv = my_actor_get_instance_private (self); clutter_actor_push_internal (CLUTTER_ACTOR (self)); // calling clutter_actor_set_parent() now will result in // the internal flag being set on a child of MyActor // internal child - a background texture self->priv->background_tex = clutter_texture_new (); clutter_actor_set_parent (self->priv->background_tex, CLUTTER_ACTOR (self)); // internal child - a label self->priv->label = clutter_text_new (); clutter_actor_set_parent (self->priv->label, CLUTTER_ACTOR (self)); clutter_actor_pop_internal (CLUTTER_ACTOR (self)); // calling clutter_actor_set_parent() now will not result in // the internal flag being set on a child of MyActor }
This function will be used by Clutter to toggle an "internal child"
flag whenever actorSetParent
is called; internal children
are handled differently by Clutter, specifically when destroying their
parent.
Call actorPopInternal
when you finished adding internal
children.
Nested calls to actorPushInternal
are allowed, but each
one must by followed by a actorPopInternal
call.
Since: 1.2
queueRedraw
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Queues up a redraw of an actor and any children. The redraw occurs once the main loop becomes idle (after the current batch of events has been processed, roughly).
Applications rarely need to call this, as redraws are handled automatically by modification functions.
This function will not do anything if self
is not visible, or
if the actor is inside an invisible part of the scenegraph.
Also be aware that painting is a NOP for actors with an opacity of 0
When you are implementing a custom actor you must queue a redraw whenever some private state changes that will affect painting or picking of your actor.
queueRedrawWithClip
actorQueueRedrawWithClip Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Maybe RectangleInt |
|
-> m () |
Queues a redraw on self
limited to a specific, actor-relative
rectangular area.
If clip
is Nothing
this function is equivalent to
actorQueueRedraw
.
Since: 1.10
queueRelayout
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Indicates that the actor's size request or other layout-affecting
properties may have changed. This function is used inside Actor
subclass implementations, not by applications directly.
Queueing a new layout automatically queues a redraw as well.
Since: 0.8
raise
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> Maybe b |
|
-> m () |
Deprecated: (Since version 1.10)Use actorSetChildAboveSibling
instead.
Puts self
above below
.
Both actors must have the same parent, and the parent must implement
the Container
interface
This function calls containerRaiseChild
internally.
raiseTop
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)Use actorSetChildAboveSibling
with a Nothing
sibling, instead.
Raises self
to the top.
This function calls actorRaise
internally.
realize
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.16)Actors are automatically realized, and nothing requires explicit realization.
Realization informs the actor that it is attached to a stage. It can use this to allocate resources if it wanted to delay allocation until it would be rendered. However it is perfectly acceptable for an actor to create resources before being realized because Clutter only ever has a single rendering context so that actor is free to be moved from one stage to another.
This function does nothing if the actor is already realized.
Because a realized actor must have realized parent actors, calling
actorRealize
will also realize all parents of the actor.
This function does not realize child actors, except in the special case that realizing the stage, when the stage is visible, will suddenly map (and thus realize) the children of the stage.
removeAction
Removes action
from the list of actions applied to self
The reference held by self
on the Action
will be released
Since: 1.4
removeActionByName
actorRemoveActionByName Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m () |
Removes the Action
with the given name from the list
of actions applied to self
Since: 1.4
removeAllChildren
actorRemoveAllChildren Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Removes all children of self
.
This function releases the reference added by inserting a child actor
in the list of children of self
.
If the reference count of a child drops to zero, the child will be
destroyed. If you want to ensure the destruction of all the children
of self
, use actorDestroyAllChildren
.
Since: 1.10
removeAllTransitions
actorRemoveAllTransitions Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Removes all transitions associated to self
.
Since: 1.10
removeChild
Removes child
from the children of self
.
This function will release the reference added by
actorAddChild
, so if you want to keep using child
you will have to acquire a referenced on it before calling this
function.
This function will emit the actorRemoved
signal on self
.
Since: 1.10
removeClip
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Removes clip area from self
.
removeConstraint
actorRemoveConstraint Source #
:: (HasCallStack, MonadIO m, IsActor a, IsConstraint b) | |
=> a |
|
-> b |
|
-> m () |
Removes constraint
from the list of constraints applied to self
The reference held by self
on the Constraint
will be released
Since: 1.4
removeConstraintByName
actorRemoveConstraintByName Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m () |
Removes the Constraint
with the given name from the list
of constraints applied to self
Since: 1.4
removeEffect
Removes effect
from the list of effects applied to self
The reference held by self
on the Effect
will be released
Since: 1.4
removeEffectByName
actorRemoveEffectByName Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m () |
Removes the Effect
with the given name from the list
of effects applied to self
Since: 1.4
removeTransition
actorRemoveTransition Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m () |
reparent
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> m () |
Deprecated: (Since version 1.10)Use actorRemoveChild
and actorAddChild
instead; remember to take a reference on the actor being removed before calling actorRemoveChild
to avoid the reference count dropping to zero and the actor being destroyed.
Resets the parent actor of self
.
This function is logically equivalent to calling actorUnparent
and actorSetParent
, but more efficiently implemented, as it
ensures the child is not finalized when unparented, and emits the
parentSet signal only once.
In reality, calling this function is less useful than it sounds, as some
application code may rely on changes in the intermediate state between
removal and addition of the actor from its old parent to the newParent
.
Thus, it is strongly encouraged to avoid using this function in application
code.
Since: 0.2
replaceChild
:: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) | |
=> a |
|
-> b |
|
-> c |
|
-> m () |
Replaces oldChild
with newChild
in the list of children of self
.
Since: 1.10
restoreEasingState
actorRestoreEasingState Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Restores the easing state as it was prior to a call to
actorSaveEasingState
.
Since: 1.10
saveEasingState
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Saves the current easing state for animatable properties, and creates a new state with the default values for easing mode and duration.
New transitions created after calling this function will inherit the duration, easing mode, and delay of the new easing state; this also applies to transitions modified in flight.
Since: 1.10
setAllocation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ActorBox |
|
-> [AllocationFlags] |
|
-> m () |
Stores the allocation of self
as defined by box
.
This function can only be called from within the implementation of
the ActorClass
.allocate
() virtual function.
The allocation should have been adjusted to take into account constraints,
alignment, and margin properties. If you are implementing a Actor
subclass that provides its own layout management policy for its children
instead of using a LayoutManager
delegate, you should not call
this function on the children of self
; instead, you should call
actorAllocate
, which will adjust the allocation box for
you.
This function should only be used by subclasses of Actor
that wish to store their allocation but cannot chain up to the
parent's implementation; the default implementation of the
ActorClass
.allocate
() virtual function will call this
function.
It is important to note that, while chaining up was the recommended
behaviour for Actor
subclasses prior to the introduction of
this function, it is recommended to call actorSetAllocation
instead.
If the Actor
is using a LayoutManager
delegate object
to handle the allocation of its children, this function will call
the layoutManagerAllocate
function only if the
AllocationFlagsDelegateLayout
flag is set on flags
, otherwise it is
expected that the subclass will call layoutManagerAllocate
by itself. For instance, the following code:
C code
static void my_actor_allocate (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags) { ClutterActorBox new_alloc; ClutterAllocationFlags new_flags; adjust_allocation (allocation, &new_alloc); new_flags = flags | CLUTTER_DELEGATE_LAYOUT; // this will use the layout manager set on the actor clutter_actor_set_allocation (actor, &new_alloc, new_flags); }
is equivalent to this:
C code
static void my_actor_allocate (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags) { ClutterLayoutManager *layout; ClutterActorBox new_alloc; adjust_allocation (allocation, &new_alloc); clutter_actor_set_allocation (actor, &new_alloc, flags); layout = clutter_actor_get_layout_manager (actor); clutter_layout_manager_allocate (layout, CLUTTER_CONTAINER (actor), &new_alloc, flags); }
Since: 1.10
setAnchorPoint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.12)Use Actor
:pivot-point
instead.
Sets an anchor point for self
. The anchor point is a point in the
coordinate space of an actor to which the actor position within its
parent is relative; the default is (0, 0), i.e. the top-left corner
of the actor.
Since: 0.6
setAnchorPointFromGravity
actorSetAnchorPointFromGravity Source #
Deprecated: (Since version 1.12)Use Actor
:pivot-point
andactorSetTranslation
instead. E.g. For GravityCenter
setpivot_point to (0.5,0.5) and the translation to (width/2,height/2).
Sets an anchor point on the actor, based on the given gravity (this is a
convenience function wrapping actorSetAnchorPoint
).
Since version 1.0 the anchor point will be stored as a gravity so
that if the actor changes size then the anchor point will move. For
example, if you set the anchor point to GravitySouthEast
and later double the size of the actor, the anchor point will move
to the bottom right.
Since: 0.6
setBackgroundColor
actorSetBackgroundColor Source #
Sets the background color of a Actor
.
The background color will be used to cover the whole allocation of the actor. The default background color of an actor is transparent.
To check whether an actor has a background color, you can use the
Actor
:background-color-set
actor property.
The Actor
:background-color
property is animatable.
Since: 1.10
setChildAboveSibling
actorSetChildAboveSibling Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) | |
=> a |
|
-> b |
|
-> Maybe c | |
-> m () |
Sets child
to be above sibling
in the list of children of self
.
If sibling
is Nothing
, child
will be the new last child of self
.
This function is logically equivalent to removing child
and using
actorInsertChildAbove
, but it will not emit signals
or change state on child
.
Since: 1.10
setChildAtIndex
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> Int32 |
|
-> m () |
Changes the index of child
in the list of children of self
.
This function is logically equivalent to removing child
and
calling actorInsertChildAtIndex
, but it will not
emit signals or change state on child
.
Since: 1.10
setChildBelowSibling
actorSetChildBelowSibling Source #
:: (HasCallStack, MonadIO m, IsActor a, IsActor b, IsActor c) | |
=> a |
|
-> b |
|
-> Maybe c | |
-> m () |
Sets child
to be below sibling
in the list of children of self
.
If sibling
is Nothing
, child
will be the new first child of self
.
This function is logically equivalent to removing self
and using
actorInsertChildBelow
, but it will not emit signals
or change state on child
.
Since: 1.10
setChildTransform
setClip
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> Float |
|
-> Float |
|
-> m () |
Sets clip area for self
. The clip area is always computed from the
upper left corner of the actor, even if the anchor point is set
otherwise.
Since: 0.6
setClipToAllocation
actorSetClipToAllocation Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Bool |
|
-> m () |
Sets whether self
should be clipped to the same size as its
allocation
Since: 1.4
setContent
Sets the contents of a Actor
.
Since: 1.10
setContentGravity
actorSetContentGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ContentGravity |
|
-> m () |
setContentRepeat
actorSetContentRepeat Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> [ContentRepeat] |
|
-> m () |
setContentScalingFilters
actorSetContentScalingFilters Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ScalingFilter |
|
-> ScalingFilter |
|
-> m () |
setDepth
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.12)Use actorSetZPosition
instead.
Sets the Z coordinate of self
to depth
.
The unit used by depth
is dependant on the perspective setup. See
also stageSetPerspective
.
setEasingDelay
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Word32 |
|
-> m () |
Sets the delay that should be applied before tweening animatable properties.
Since: 1.10
setEasingDuration
actorSetEasingDuration Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Word32 |
|
-> m () |
Sets the duration of the tweening for animatable properties
of self
for the current easing state.
Since: 1.10
setEasingMode
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> AnimationMode |
|
-> m () |
Sets the easing mode for the tweening of animatable properties
of self
.
Since: 1.10
setFixedPositionSet
actorSetFixedPositionSet Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Bool |
|
-> m () |
Sets whether an actor has a fixed position set (and will thus be unaffected by any layout manager).
Since: 0.8
setFlags
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> [ActorFlags] |
|
-> m () |
Sets flags
on self
This function will emit notifications for the changed properties
Since: 1.0
setGeometry
Deprecated: (Since version 1.10)Use actorSetPosition
and actorSetSize
instead.
Sets the actor's fixed position and forces its minimum and natural
size, in pixels. This means the untransformed actor will have the
given geometry. This is the same as calling actorSetPosition
and actorSetSize
.
setHeight
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Forces a height on an actor, causing the actor's preferred width and height (if any) to be ignored.
If height
is -1 the actor will use its preferred height instead of
overriding it, i.e. you can "unset" the height with -1.
This function sets both the minimum and natural size of the actor.
Since: 0.2
setLayoutManager
actorSetLayoutManager Source #
:: (HasCallStack, MonadIO m, IsActor a, IsLayoutManager b) | |
=> a |
|
-> Maybe b |
|
-> m () |
Sets the LayoutManager
delegate object that will be used to
lay out the children of self
.
The Actor
will take a reference on the passed manager
which
will be released either when the layout manager is removed, or when
the actor is destroyed.
Since: 1.10
setMargin
Sets all the components of the margin of a Actor
.
Since: 1.10
setMarginBottom
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
setMarginLeft
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
setMarginRight
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
setMarginTop
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
setName
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> m () |
Sets the given name to self
. The name can be used to identify
a Actor
.
setOffscreenRedirect
actorSetOffscreenRedirect Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> [OffscreenRedirect] |
|
-> m () |
Defines the circumstances where the actor should be redirected into an offscreen image. The offscreen image is used to flatten the actor into a single image while painting for two main reasons. Firstly, when the actor is painted a second time without any of its contents changing it can simply repaint the cached image without descending further down the actor hierarchy. Secondly, it will make the opacity look correct even if there are overlapping primitives in the actor.
Caching the actor could in some cases be a performance win and in
some cases be a performance lose so it is important to determine
which value is right for an actor before modifying this value. For
example, there is never any reason to flatten an actor that is just
a single texture (such as a Texture
) because it is
effectively already cached in an image so the offscreen would be
redundant. Also if the actor contains primitives that are far apart
with a large transparent area in the middle (such as a large
CluterGroup with a small actor in the top left and a small actor in
the bottom right) then the cached image will contain the entire
image of the large area and the paint will waste time blending all
of the transparent pixels in the middle.
The default method of implementing opacity on a container simply forwards on the opacity to all of the children. If the children are overlapping then it will appear as if they are two separate glassy objects and there will be a break in the color where they overlap. By redirecting to an offscreen buffer it will be as if the two opaque objects are combined into one and then made transparent which is usually what is expected.
The image below demonstrates the difference between redirecting and not. The image shows two Clutter groups, each containing a red and a green rectangle which overlap. The opacity on the group is set to 128 (which is 50%). When the offscreen redirect is not used, the red rectangle can be seen through the blue rectangle as if the two rectangles were separately transparent. When the redirect is used the group as a whole is transparent instead so the red rectangle is not visible where they overlap.
<figure id="offscreen-redirect"> <title>Sample of using an offscreen redirect for transparency</title> <graphic fileref="offscreen-redirect.png" format="PNG"/> </figure>
The default value for this property is 0, so we effectively will
never redirect an actor offscreen by default. This means that there
are times that transparent actors may look glassy as described
above. The reason this is the default is because there is a
performance trade off between quality and performance here. In many
cases the default form of glassy opacity looks good enough, but if
it's not you will need to set the
OffscreenRedirectAutomaticForOpacity
flag to enable
redirection for opacity.
Custom actors that don't contain any overlapping primitives are
recommended to override the has_overlaps()
virtual to return False
for maximum efficiency.
Since: 1.8
setOpacity
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Word8 |
|
-> m () |
Sets the actor's opacity, with zero being completely transparent and 255 (0xff) being fully opaque.
The Actor
:opacity
property is animatable.
setParent
:: (HasCallStack, MonadIO m, IsActor a, IsActor b) | |
=> a |
|
-> b |
|
-> m () |
Deprecated: (Since version 1.10)Use actorAddChild
instead.
Sets the parent of self
to parent
.
This function will result in parent
acquiring a reference on self
,
eventually by sinking its floating reference first. The reference
will be released by actorUnparent
.
This function should only be called by legacy Actor
s
implementing the Container
interface.
setPivotPoint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Sets the position of the Actor
:pivot-point
around which the
scaling and rotation transformations occur.
The pivot point's coordinates are in normalized space, with the (0, 0) point being the top left corner of the actor, and the (1, 1) point being the bottom right corner.
Since: 1.12
setPivotPointZ
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Sets the component on the Z axis of the Actor
:pivot-point
around
which the scaling and rotation transformations occur.
The pivotZ
value is expressed as a distance along the Z axis.
Since: 1.12
setPosition
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Sets the actor's fixed position in pixels relative to any parent actor.
If a layout manager is in use, this position will override the layout manager and force a fixed position.
setReactive
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Bool |
|
-> m () |
Sets actor
as reactive. Reactive actors will receive events.
Since: 0.6
setRequestMode
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> RequestMode |
|
-> m () |
Sets the geometry request mode of self
.
The mode
determines the order for invoking
actorGetPreferredWidth
and
actorGetPreferredHeight
Since: 1.2
setRotation
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> RotateAxis |
|
-> Double |
|
-> Float |
|
-> Float |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.12)Use actorSetRotationAngle
and actorSetPivotPoint
instead.
Sets the rotation angle of self
around the given axis.
The rotation center coordinates used depend on the value of axis
:
RotateAxisXAxis
requiresy
andz
RotateAxisYAxis
requiresx
andz
RotateAxisZAxis
requiresx
andy
The rotation coordinates are relative to the anchor point of the
actor, set using actorSetAnchorPoint
. If no anchor
point is set, the upper left corner is assumed as the origin.
Since: 0.8
setRotationAngle
actorSetRotationAngle Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> RotateAxis |
|
-> Double |
|
-> m () |
setScale
setScaleFull
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Double |
|
-> Double |
|
-> Float |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.12)Use actorSetPivotPoint
to control the scale center
Scales an actor with the given factors around the given center point. The center point is specified in pixels relative to the anchor point (usually the top left corner of the actor).
The Actor
:scale-x
and Actor
:scale-y
properties
are animatable.
Since: 1.0
setScaleWithGravity
actorSetScaleWithGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Double |
|
-> Double |
|
-> Gravity |
|
-> m () |
Deprecated: (Since version 1.12)Use actorSetPivotPoint
to set the scale center using normalized coordinates instead.
Scales an actor with the given factors around the given
center point. The center point is specified as one of the compass
directions in Gravity
. For example, setting it to north
will cause the top of the actor to remain unchanged and the rest of
the actor to expand left, right and downwards.
The Actor
:scale-x
and Actor
:scale-y
properties are
animatable.
Since: 1.0
setScaleZ
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Double |
|
-> m () |
setShader
:: (HasCallStack, MonadIO m, IsActor a, IsShader b) | |
=> a |
|
-> Maybe b | |
-> m Bool | Returns: |
Deprecated: (Since version 1.8)Use ShaderEffect
and actorAddEffect
instead.
Sets the Shader
to be used when rendering self
.
If shader
is Nothing
this function will unset any currently set shader
for the actor.
Any Effect
applied to self
will take the precedence
over the Shader
set using this function.
Since: 0.6
setShaderParam
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> GValue |
|
-> m () |
Deprecated: (Since version 1.8)Use shaderEffectSetUniformValue
instead
Sets the value for a named parameter of the shader applied
to actor
.
Since: 1.0
setShaderParamFloat
actorSetShaderParamFloat Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> Float |
|
-> m () |
Deprecated: (Since version 1.8)Use clutter_shader_effect_set_uniform()
instead
Sets the value for a named float parameter of the shader applied
to actor
.
Since: 0.8
setShaderParamInt
actorSetShaderParamInt Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Text |
|
-> Int32 |
|
-> m () |
Deprecated: (Since version 1.8)Use clutter_shader_effect_set_uniform()
instead
Sets the value for a named int parameter of the shader applied to
actor
.
Since: 0.8
setSize
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m () |
Sets the actor's size request in pixels. This overrides any "normal" size request the actor would have. For example a text actor might normally request the size of the text; this function would force a specific size instead.
If width
and/or height
are -1 the actor will use its
"normal" size request instead of overriding it, i.e.
you can "unset" the size with -1.
This function sets or unsets both the minimum and natural size.
setTextDirection
actorSetTextDirection Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> TextDirection |
|
-> m () |
Sets the TextDirection
for an actor
The passed text direction must not be TextDirectionDefault
If self
implements Container
then this function will recurse
inside all the children of self
(including the internal ones).
Composite actors not implementing Container
, or actors requiring
special handling when the text direction changes, should connect to
the notify signal for the Actor
:text-direction
property
Since: 1.2
setTransform
setTranslation
setWidth
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Forces a width on an actor, causing the actor's preferred width and height (if any) to be ignored.
If width
is -1 the actor will use its preferred width request
instead of overriding it, i.e. you can "unset" the width with -1.
This function sets both the minimum and natural size of the actor.
Since: 0.2
setX
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Sets the actor's X coordinate, relative to its parent, in pixels.
Overrides any layout manager and forces a fixed position for the actor.
The Actor
:x
property is animatable.
Since: 0.6
setXAlign
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ActorAlign |
|
-> m () |
setXExpand
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Bool |
|
-> m () |
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible.
Setting an actor to expand will also make all its parent expand, so that it's possible to build an actor tree and only set this flag on its leaves and not on every single actor.
Since: 1.12
setY
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
Sets the actor's Y coordinate, relative to its parent, in pixels.#
Overrides any layout manager and forces a fixed position for the actor.
The Actor
:y
property is animatable.
Since: 0.6
setYAlign
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> ActorAlign |
|
-> m () |
setYExpand
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Bool |
|
-> m () |
Sets whether a Actor
should expand horizontally; this means
that layout manager should allocate extra space for the actor, if
possible.
Setting an actor to expand will also make all its parent expand, so that it's possible to build an actor tree and only set this flag on its leaves and not on every single actor.
Since: 1.12
setZPosition
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> m () |
setZRotationFromGravity
actorSetZRotationFromGravity Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Double |
|
-> Gravity |
|
-> m () |
Deprecated: (Since version 1.12)Use actorSetRotationAngle
and actorSetPivotPoint
instead.
Sets the rotation angle of self
around the Z axis using the center
point specified as a compass point. For example to rotate such that
the center of the actor remains static you can use
GravityCenter
. If the actor changes size the center point
will move accordingly.
Since: 1.0
shouldPickPaint
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m Bool | Returns: |
Should be called inside the implementation of the pick virtual function in order to check whether the actor should paint itself in pick mode or not.
This function should never be called directly by applications.
show
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
showAll
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)Actors are visible by default
Calls actorShow
on all children of an actor (if any).
Since: 0.2
transformStagePoint
actorTransformStagePoint Source #
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> Float |
|
-> Float |
|
-> m (Bool, Float, Float) | Returns: |
This function translates screen coordinates (x
, y
) to
coordinates relative to the actor. For example, it can be used to translate
screen events from global screen coordinates into actor-local coordinates.
The conversion can fail, notably if the transform stack results in the actor being projected on the screen as a mere line.
The conversion should not be expected to be pixel-perfect due to the nature of the operation. In general the error grows when the skewing of the actor rectangle on screen increases.
This function can be computationally intensive.
This function only works when the allocation is up-to-date, i.e. inside of
the ActorClass
.paint
() implementation
Since: 0.6
unmap
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Unsets the ActorFlagsMapped
flag on the actor and possibly
unmaps its children if they were mapped.
Calling this function is not encouraged: the default Actor
implementation of ActorClass
.unmap
() will also unmap any
eventual children by default when their parent is unmapped.
When overriding ActorClass
.unmap
(), it is mandatory to
chain up to the parent implementation.
It is important to note that the implementation of the
ActorClass
.unmap
() virtual function may be called after
the ActorClass
.destroy
() or the ObjectClass
.dispose
()
implementation, but it is guaranteed to be called before the
ObjectClass
.finalize
() implementation.
Since: 1.0
unparent
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.10)Use actorRemoveChild
instead.
Removes the parent of self
.
This will cause the parent of self
to release the reference
acquired when calling actorSetParent
, so if you
want to keep self
you will have to acquire a reference of
your own, through objectRef
.
This function should only be called by legacy Actor
s
implementing the Container
interface.
Since: 0.2
unrealize
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> m () |
Deprecated: (Since version 1.16)Actors are automatically unrealized, and nothing requires explicit realization.
Unrealization informs the actor that it may be being destroyed or moved to another stage. The actor may want to destroy any underlying graphics resources at this point. However it is perfectly acceptable for it to retain the resources until the actor is destroyed because Clutter only ever uses a single rendering context and all of the graphics resources are valid on any stage.
Because mapped actors must be realized, actors may not be unrealized if they are mapped. This function hides the actor to be sure it isn't mapped, an application-visible side effect that you may not be expecting.
This function should not be called by application code.
This function should not really be in the public API, because there isn't a good reason to call it. ClutterActor will already unrealize things for you when it's important to do so.
If you were using actorUnrealize
in a dispose
implementation, then don't, just chain up to ClutterActor's
dispose.
If you were using actorUnrealize
to implement
unrealizing children of your container, then don't, ClutterActor
will already take care of that.
unsetFlags
:: (HasCallStack, MonadIO m, IsActor a) | |
=> a |
|
-> [ActorFlags] |
|
-> m () |
Unsets flags
on self
This function will emit notifications for the changed properties
Since: 1.0
Properties
actions
Adds a Action
to the actor
Since: 1.4
clearActorActions :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “actions
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#actions
constructActorActions :: (IsActor o, MonadIO m, IsAction a) => a -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “actions
” property. This is rarely needed directly, but it is used by new
.
setActorActions :: (MonadIO m, IsActor o, IsAction a) => o -> a -> m () Source #
Set the value of the “actions
” property.
When overloading is enabled, this is equivalent to
set
actor [ #actions:=
value ]
allocation
The allocation for the actor, in pixels
This is property is read-only, but you might monitor it to know when an actor moves or resizes
Since: 0.8
getActorAllocation :: (MonadIO m, IsActor o) => o -> m (Maybe ActorBox) Source #
Get the value of the “allocation
” property.
When overloading is enabled, this is equivalent to
get
actor #allocation
anchorGravity
The anchor point expressed as a Gravity
It is highly recommended not to use Actor
:anchor-x
,
Actor
:anchor-y
, and Actor
:anchor-gravity
in newly
written code; the anchor point adds an additional translation that
will affect the actor's relative position with regards to its
parent, as well as the position of its children. This change needs
to always be taken into account when positioning the actor. It is
recommended to use the Actor
:pivot-point
property instead,
as it will affect only the transformations.
Since: 1.0
constructActorAnchorGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “anchor-gravity
” property. This is rarely needed directly, but it is used by new
.
getActorAnchorGravity :: (MonadIO m, IsActor o) => o -> m Gravity Source #
Get the value of the “anchor-gravity
” property.
When overloading is enabled, this is equivalent to
get
actor #anchorGravity
setActorAnchorGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m () Source #
Set the value of the “anchor-gravity
” property.
When overloading is enabled, this is equivalent to
set
actor [ #anchorGravity:=
value ]
anchorX
The X coordinate of an actor's anchor point, relative to the actor coordinate space, in pixels.
It is highly recommended not to use Actor
:anchor-x
,
Actor
:anchor-y
, and Actor
:anchor-gravity
in newly
written code; the anchor point adds an additional translation that
will affect the actor's relative position with regards to its
parent, as well as the position of its children. This change needs
to always be taken into account when positioning the actor. It is
recommended to use the Actor
:pivot-point
property instead,
as it will affect only the transformations.
Since: 0.8
constructActorAnchorX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “anchor-x
” property. This is rarely needed directly, but it is used by new
.
getActorAnchorX :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “anchor-x
” property.
When overloading is enabled, this is equivalent to
get
actor #anchorX
setActorAnchorX :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “anchor-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #anchorX:=
value ]
anchorY
The Y coordinate of an actor's anchor point, relative to the actor coordinate space, in pixels
It is highly recommended not to use Actor
:anchor-x
,
Actor
:anchor-y
, and Actor
:anchor-gravity
in newly
written code; the anchor point adds an additional translation that
will affect the actor's relative position with regards to its
parent, as well as the position of its children. This change needs
to always be taken into account when positioning the actor. It is
recommended to use the Actor
:pivot-point
property instead,
as it will affect only the transformations.
Since: 0.8
constructActorAnchorY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “anchor-y
” property. This is rarely needed directly, but it is used by new
.
getActorAnchorY :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “anchor-y
” property.
When overloading is enabled, this is equivalent to
get
actor #anchorY
setActorAnchorY :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “anchor-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #anchorY:=
value ]
backgroundColor
Paints a solid fill of the actor's allocation using the specified color.
The Actor
:background-color
property is animatable.
Since: 1.10
clearActorBackgroundColor :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “background-color
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#backgroundColor
constructActorBackgroundColor :: (IsActor o, MonadIO m) => Color -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “background-color
” property. This is rarely needed directly, but it is used by new
.
getActorBackgroundColor :: (MonadIO m, IsActor o) => o -> m (Maybe Color) Source #
Get the value of the “background-color
” property.
When overloading is enabled, this is equivalent to
get
actor #backgroundColor
setActorBackgroundColor :: (MonadIO m, IsActor o) => o -> Color -> m () Source #
Set the value of the “background-color
” property.
When overloading is enabled, this is equivalent to
set
actor [ #backgroundColor:=
value ]
backgroundColorSet
Whether the Actor
:background-color
property has been set.
Since: 1.10
getActorBackgroundColorSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “background-color-set
” property.
When overloading is enabled, this is equivalent to
get
actor #backgroundColorSet
childTransform
Applies a transformation matrix on each child of an actor.
Setting this property with a Matrix
will set the
Actor
:child-transform-set
property to True
as a side effect;
setting this property with Nothing
will set the
Actor
:child-transform-set
property to False
.
The Actor
:child-transform
property is animatable.
Since: 1.12
clearActorChildTransform :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “child-transform
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#childTransform
constructActorChildTransform :: (IsActor o, MonadIO m) => Matrix -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “child-transform
” property. This is rarely needed directly, but it is used by new
.
getActorChildTransform :: (MonadIO m, IsActor o) => o -> m (Maybe Matrix) Source #
Get the value of the “child-transform
” property.
When overloading is enabled, this is equivalent to
get
actor #childTransform
setActorChildTransform :: (MonadIO m, IsActor o) => o -> Matrix -> m () Source #
Set the value of the “child-transform
” property.
When overloading is enabled, this is equivalent to
set
actor [ #childTransform:=
value ]
childTransformSet
Whether the Actor
:child-transform
property is set.
Since: 1.12
getActorChildTransformSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “child-transform-set
” property.
When overloading is enabled, this is equivalent to
get
actor #childTransformSet
clip
The visible region of the actor, in actor-relative coordinates
clearActorClip :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “clip
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#clip
constructActorClip :: (IsActor o, MonadIO m) => Geometry -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “clip
” property. This is rarely needed directly, but it is used by new
.
getActorClip :: (MonadIO m, IsActor o) => o -> m (Maybe Geometry) Source #
Get the value of the “clip
” property.
When overloading is enabled, this is equivalent to
get
actor #clip
setActorClip :: (MonadIO m, IsActor o) => o -> Geometry -> m () Source #
Set the value of the “clip
” property.
When overloading is enabled, this is equivalent to
set
actor [ #clip:=
value ]
clipRect
The visible region of the actor, in actor-relative coordinates,
expressed as a Rect
.
Setting this property to Nothing
will unset the existing clip.
Setting this property will change the Actor
:has-clip
property as a side effect.
Since: 1.12
clearActorClipRect :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “clip-rect
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#clipRect
constructActorClipRect :: (IsActor o, MonadIO m) => Rect -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “clip-rect
” property. This is rarely needed directly, but it is used by new
.
getActorClipRect :: (MonadIO m, IsActor o) => o -> m (Maybe Rect) Source #
Get the value of the “clip-rect
” property.
When overloading is enabled, this is equivalent to
get
actor #clipRect
setActorClipRect :: (MonadIO m, IsActor o) => o -> Rect -> m () Source #
Set the value of the “clip-rect
” property.
When overloading is enabled, this is equivalent to
set
actor [ #clipRect:=
value ]
clipToAllocation
Whether the clip region should track the allocated area of the actor.
This property is ignored if a clip area has been explicitly
set using actorSetClip
.
Since: 1.0
constructActorClipToAllocation :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “clip-to-allocation
” property. This is rarely needed directly, but it is used by new
.
getActorClipToAllocation :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “clip-to-allocation
” property.
When overloading is enabled, this is equivalent to
get
actor #clipToAllocation
setActorClipToAllocation :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “clip-to-allocation
” property.
When overloading is enabled, this is equivalent to
set
actor [ #clipToAllocation:=
value ]
constraints
Adds a Constraint
to the actor
Since: 1.4
clearActorConstraints :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “constraints
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#constraints
constructActorConstraints :: (IsActor o, MonadIO m, IsConstraint a) => a -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “constraints
” property. This is rarely needed directly, but it is used by new
.
setActorConstraints :: (MonadIO m, IsActor o, IsConstraint a) => o -> a -> m () Source #
Set the value of the “constraints
” property.
When overloading is enabled, this is equivalent to
set
actor [ #constraints:=
value ]
content
The Content
implementation that controls the content
of the actor.
Since: 1.10
clearActorContent :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “content
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#content
constructActorContent :: (IsActor o, MonadIO m, IsContent a) => a -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “content
” property. This is rarely needed directly, but it is used by new
.
getActorContent :: (MonadIO m, IsActor o) => o -> m Content Source #
Get the value of the “content
” property.
When overloading is enabled, this is equivalent to
get
actor #content
setActorContent :: (MonadIO m, IsActor o, IsContent a) => o -> a -> m () Source #
Set the value of the “content
” property.
When overloading is enabled, this is equivalent to
set
actor [ #content:=
value ]
contentBox
The bounding box for the Content
used by the actor.
The value of this property is controlled by the Actor
:allocation
and Actor
:content-gravity
properties of Actor
.
The bounding box for the content is guaranteed to never exceed the allocation's of the actor.
Since: 1.10
getActorContentBox :: (MonadIO m, IsActor o) => o -> m (Maybe ActorBox) Source #
Get the value of the “content-box
” property.
When overloading is enabled, this is equivalent to
get
actor #contentBox
contentGravity
The alignment that should be honoured by the Content
set with the Actor
:content
property.
Changing the value of this property will change the bounding box of
the content; you can use the Actor
:content-box
property to
get the position and size of the content within the actor's
allocation.
This property is meaningful only for Content
implementations
that have a preferred size, and if the preferred size is smaller than
the actor's allocation.
The Actor
:content-gravity
property is animatable.
Since: 1.10
constructActorContentGravity :: (IsActor o, MonadIO m) => ContentGravity -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “content-gravity
” property. This is rarely needed directly, but it is used by new
.
getActorContentGravity :: (MonadIO m, IsActor o) => o -> m ContentGravity Source #
Get the value of the “content-gravity
” property.
When overloading is enabled, this is equivalent to
get
actor #contentGravity
setActorContentGravity :: (MonadIO m, IsActor o) => o -> ContentGravity -> m () Source #
Set the value of the “content-gravity
” property.
When overloading is enabled, this is equivalent to
set
actor [ #contentGravity:=
value ]
contentRepeat
The repeat policy for the actor's Actor
:content
.
Since: 1.12
constructActorContentRepeat :: (IsActor o, MonadIO m) => [ContentRepeat] -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “content-repeat
” property. This is rarely needed directly, but it is used by new
.
getActorContentRepeat :: (MonadIO m, IsActor o) => o -> m [ContentRepeat] Source #
Get the value of the “content-repeat
” property.
When overloading is enabled, this is equivalent to
get
actor #contentRepeat
setActorContentRepeat :: (MonadIO m, IsActor o) => o -> [ContentRepeat] -> m () Source #
Set the value of the “content-repeat
” property.
When overloading is enabled, this is equivalent to
set
actor [ #contentRepeat:=
value ]
depth
The position of the actor on the Z axis.
The Actor
:depth
property is relative to the parent's
modelview matrix.
Setting this property will call ContainerIface
.sort_depth_order
()
which is usually a no-op, and it's most likely not what you want.
The Actor
:depth
property is animatable.
Since: 0.6
constructActorDepth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “depth
” property. This is rarely needed directly, but it is used by new
.
getActorDepth :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “depth
” property.
When overloading is enabled, this is equivalent to
get
actor #depth
setActorDepth :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “depth
” property.
When overloading is enabled, this is equivalent to
set
actor [ #depth:=
value ]
effect
clearActorEffect :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “effect
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#effect
constructActorEffect :: (IsActor o, MonadIO m, IsEffect a) => a -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “effect
” property. This is rarely needed directly, but it is used by new
.
setActorEffect :: (MonadIO m, IsActor o, IsEffect a) => o -> a -> m () Source #
Set the value of the “effect
” property.
When overloading is enabled, this is equivalent to
set
actor [ #effect:=
value ]
firstChild
The actor's first child.
Since: 1.10
getActorFirstChild :: (MonadIO m, IsActor o) => o -> m Actor Source #
Get the value of the “first-child
” property.
When overloading is enabled, this is equivalent to
get
actor #firstChild
fixedPositionSet
constructActorFixedPositionSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “fixed-position-set
” property. This is rarely needed directly, but it is used by new
.
getActorFixedPositionSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “fixed-position-set
” property.
When overloading is enabled, this is equivalent to
get
actor #fixedPositionSet
setActorFixedPositionSet :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “fixed-position-set
” property.
When overloading is enabled, this is equivalent to
set
actor [ #fixedPositionSet:=
value ]
fixedX
The fixed X position of the actor in pixels.
Writing this property sets Actor
:fixed-position-set
property as well, as a side effect
Since: 0.8
constructActorFixedX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “fixed-x
” property. This is rarely needed directly, but it is used by new
.
getActorFixedX :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “fixed-x
” property.
When overloading is enabled, this is equivalent to
get
actor #fixedX
setActorFixedX :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “fixed-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #fixedX:=
value ]
fixedY
The fixed Y position of the actor in pixels.
Writing this property sets the Actor
:fixed-position-set
property as well, as a side effect
Since: 0.8
constructActorFixedY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “fixed-y
” property. This is rarely needed directly, but it is used by new
.
getActorFixedY :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “fixed-y
” property.
When overloading is enabled, this is equivalent to
get
actor #fixedY
setActorFixedY :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “fixed-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #fixedY:=
value ]
hasClip
Whether the actor has the Actor
:clip
property set or not
getActorHasClip :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “has-clip
” property.
When overloading is enabled, this is equivalent to
get
actor #hasClip
hasPointer
Whether the actor contains the pointer of a InputDevice
or not.
Since: 1.2
getActorHasPointer :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “has-pointer
” property.
When overloading is enabled, this is equivalent to
get
actor #hasPointer
height
Height of the actor (in pixels). If written, forces the minimum and natural size request of the actor to the given height. If read, returns the allocated height if available, otherwise the height request.
The Actor
:height
property is animatable.
constructActorHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “height
” property. This is rarely needed directly, but it is used by new
.
getActorHeight :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “height
” property.
When overloading is enabled, this is equivalent to
get
actor #height
setActorHeight :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “height
” property.
When overloading is enabled, this is equivalent to
set
actor [ #height:=
value ]
lastChild
The actor's last child.
Since: 1.10
getActorLastChild :: (MonadIO m, IsActor o) => o -> m Actor Source #
Get the value of the “last-child
” property.
When overloading is enabled, this is equivalent to
get
actor #lastChild
layoutManager
A delegate object for controlling the layout of the children of an actor.
Since: 1.10
clearActorLayoutManager :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “layout-manager
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#layoutManager
constructActorLayoutManager :: (IsActor o, MonadIO m, IsLayoutManager a) => a -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “layout-manager
” property. This is rarely needed directly, but it is used by new
.
getActorLayoutManager :: (MonadIO m, IsActor o) => o -> m LayoutManager Source #
Get the value of the “layout-manager
” property.
When overloading is enabled, this is equivalent to
get
actor #layoutManager
setActorLayoutManager :: (MonadIO m, IsActor o, IsLayoutManager a) => o -> a -> m () Source #
Set the value of the “layout-manager
” property.
When overloading is enabled, this is equivalent to
set
actor [ #layoutManager:=
value ]
magnificationFilter
No description available in the introspection data.
constructActorMagnificationFilter :: (IsActor o, MonadIO m) => ScalingFilter -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “magnification-filter
” property. This is rarely needed directly, but it is used by new
.
getActorMagnificationFilter :: (MonadIO m, IsActor o) => o -> m ScalingFilter Source #
Get the value of the “magnification-filter
” property.
When overloading is enabled, this is equivalent to
get
actor #magnificationFilter
setActorMagnificationFilter :: (MonadIO m, IsActor o) => o -> ScalingFilter -> m () Source #
Set the value of the “magnification-filter
” property.
When overloading is enabled, this is equivalent to
set
actor [ #magnificationFilter:=
value ]
mapped
Whether the actor is mapped (will be painted when the stage to which it belongs is mapped)
Since: 1.0
getActorMapped :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “mapped
” property.
When overloading is enabled, this is equivalent to
get
actor #mapped
marginBottom
The margin (in pixels) from the bottom of the actor.
This property adds a margin to the actor's preferred size; the margin will be automatically taken into account when allocating the actor.
The Actor
:margin-bottom
property is animatable.
Since: 1.10
constructActorMarginBottom :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “margin-bottom
” property. This is rarely needed directly, but it is used by new
.
getActorMarginBottom :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “margin-bottom
” property.
When overloading is enabled, this is equivalent to
get
actor #marginBottom
setActorMarginBottom :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “margin-bottom
” property.
When overloading is enabled, this is equivalent to
set
actor [ #marginBottom:=
value ]
marginLeft
The margin (in pixels) from the left of the actor.
This property adds a margin to the actor's preferred size; the margin will be automatically taken into account when allocating the actor.
The Actor
:margin-left
property is animatable.
Since: 1.10
constructActorMarginLeft :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “margin-left
” property. This is rarely needed directly, but it is used by new
.
getActorMarginLeft :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “margin-left
” property.
When overloading is enabled, this is equivalent to
get
actor #marginLeft
setActorMarginLeft :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “margin-left
” property.
When overloading is enabled, this is equivalent to
set
actor [ #marginLeft:=
value ]
marginRight
The margin (in pixels) from the right of the actor.
This property adds a margin to the actor's preferred size; the margin will be automatically taken into account when allocating the actor.
The Actor
:margin-right
property is animatable.
Since: 1.10
constructActorMarginRight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “margin-right
” property. This is rarely needed directly, but it is used by new
.
getActorMarginRight :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “margin-right
” property.
When overloading is enabled, this is equivalent to
get
actor #marginRight
setActorMarginRight :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “margin-right
” property.
When overloading is enabled, this is equivalent to
set
actor [ #marginRight:=
value ]
marginTop
The margin (in pixels) from the top of the actor.
This property adds a margin to the actor's preferred size; the margin will be automatically taken into account when allocating the actor.
The Actor
:margin-top
property is animatable.
Since: 1.10
constructActorMarginTop :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “margin-top
” property. This is rarely needed directly, but it is used by new
.
getActorMarginTop :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “margin-top
” property.
When overloading is enabled, this is equivalent to
get
actor #marginTop
setActorMarginTop :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “margin-top
” property.
When overloading is enabled, this is equivalent to
set
actor [ #marginTop:=
value ]
minHeight
A forced minimum height request for the actor, in pixels
Writing this property sets the Actor
:min-height-set
property
as well, as a side effect. This property overrides the usual height
request of the actor.
Since: 0.8
constructActorMinHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “min-height
” property. This is rarely needed directly, but it is used by new
.
getActorMinHeight :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “min-height
” property.
When overloading is enabled, this is equivalent to
get
actor #minHeight
setActorMinHeight :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “min-height
” property.
When overloading is enabled, this is equivalent to
set
actor [ #minHeight:=
value ]
minHeightSet
This flag controls whether the Actor
:min-height
property
is used
Since: 0.8
constructActorMinHeightSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “min-height-set
” property. This is rarely needed directly, but it is used by new
.
getActorMinHeightSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “min-height-set
” property.
When overloading is enabled, this is equivalent to
get
actor #minHeightSet
setActorMinHeightSet :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “min-height-set
” property.
When overloading is enabled, this is equivalent to
set
actor [ #minHeightSet:=
value ]
minWidth
A forced minimum width request for the actor, in pixels
Writing this property sets the Actor
:min-width-set
property
as well, as a side effect.
This property overrides the usual width request of the actor.
Since: 0.8
constructActorMinWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “min-width
” property. This is rarely needed directly, but it is used by new
.
getActorMinWidth :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “min-width
” property.
When overloading is enabled, this is equivalent to
get
actor #minWidth
setActorMinWidth :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “min-width
” property.
When overloading is enabled, this is equivalent to
set
actor [ #minWidth:=
value ]
minWidthSet
This flag controls whether the Actor
:min-width
property
is used
Since: 0.8
constructActorMinWidthSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “min-width-set
” property. This is rarely needed directly, but it is used by new
.
getActorMinWidthSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “min-width-set
” property.
When overloading is enabled, this is equivalent to
get
actor #minWidthSet
setActorMinWidthSet :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “min-width-set
” property.
When overloading is enabled, this is equivalent to
set
actor [ #minWidthSet:=
value ]
minificationFilter
No description available in the introspection data.
constructActorMinificationFilter :: (IsActor o, MonadIO m) => ScalingFilter -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “minification-filter
” property. This is rarely needed directly, but it is used by new
.
getActorMinificationFilter :: (MonadIO m, IsActor o) => o -> m ScalingFilter Source #
Get the value of the “minification-filter
” property.
When overloading is enabled, this is equivalent to
get
actor #minificationFilter
setActorMinificationFilter :: (MonadIO m, IsActor o) => o -> ScalingFilter -> m () Source #
Set the value of the “minification-filter
” property.
When overloading is enabled, this is equivalent to
set
actor [ #minificationFilter:=
value ]
name
The name of the actor
Since: 0.2
constructActorName :: (IsActor o, MonadIO m) => Text -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “name
” property. This is rarely needed directly, but it is used by new
.
getActorName :: (MonadIO m, IsActor o) => o -> m Text Source #
Get the value of the “name
” property.
When overloading is enabled, this is equivalent to
get
actor #name
setActorName :: (MonadIO m, IsActor o) => o -> Text -> m () Source #
Set the value of the “name
” property.
When overloading is enabled, this is equivalent to
set
actor [ #name:=
value ]
naturalHeight
A forced natural height request for the actor, in pixels
Writing this property sets the Actor
:natural-height-set
property as well, as a side effect. This property overrides the
usual height request of the actor
Since: 0.8
constructActorNaturalHeight :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “natural-height
” property. This is rarely needed directly, but it is used by new
.
getActorNaturalHeight :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “natural-height
” property.
When overloading is enabled, this is equivalent to
get
actor #naturalHeight
setActorNaturalHeight :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “natural-height
” property.
When overloading is enabled, this is equivalent to
set
actor [ #naturalHeight:=
value ]
naturalHeightSet
This flag controls whether the Actor
:natural-height
property
is used
Since: 0.8
constructActorNaturalHeightSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “natural-height-set
” property. This is rarely needed directly, but it is used by new
.
getActorNaturalHeightSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “natural-height-set
” property.
When overloading is enabled, this is equivalent to
get
actor #naturalHeightSet
setActorNaturalHeightSet :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “natural-height-set
” property.
When overloading is enabled, this is equivalent to
set
actor [ #naturalHeightSet:=
value ]
naturalWidth
A forced natural width request for the actor, in pixels
Writing this property sets the Actor
:natural-width-set
property as well, as a side effect. This property overrides the
usual width request of the actor
Since: 0.8
constructActorNaturalWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “natural-width
” property. This is rarely needed directly, but it is used by new
.
getActorNaturalWidth :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “natural-width
” property.
When overloading is enabled, this is equivalent to
get
actor #naturalWidth
setActorNaturalWidth :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “natural-width
” property.
When overloading is enabled, this is equivalent to
set
actor [ #naturalWidth:=
value ]
naturalWidthSet
This flag controls whether the Actor
:natural-width
property
is used
Since: 0.8
constructActorNaturalWidthSet :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “natural-width-set
” property. This is rarely needed directly, but it is used by new
.
getActorNaturalWidthSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “natural-width-set
” property.
When overloading is enabled, this is equivalent to
get
actor #naturalWidthSet
setActorNaturalWidthSet :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “natural-width-set
” property.
When overloading is enabled, this is equivalent to
set
actor [ #naturalWidthSet:=
value ]
offscreenRedirect
Determines the conditions in which the actor will be redirected
to an offscreen framebuffer while being painted. For example this
can be used to cache an actor in a framebuffer or for improved
handling of transparent actors. See
actorSetOffscreenRedirect
for details.
Since: 1.8
constructActorOffscreenRedirect :: (IsActor o, MonadIO m) => [OffscreenRedirect] -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “offscreen-redirect
” property. This is rarely needed directly, but it is used by new
.
getActorOffscreenRedirect :: (MonadIO m, IsActor o) => o -> m [OffscreenRedirect] Source #
Get the value of the “offscreen-redirect
” property.
When overloading is enabled, this is equivalent to
get
actor #offscreenRedirect
setActorOffscreenRedirect :: (MonadIO m, IsActor o) => o -> [OffscreenRedirect] -> m () Source #
Set the value of the “offscreen-redirect
” property.
When overloading is enabled, this is equivalent to
set
actor [ #offscreenRedirect:=
value ]
opacity
Opacity of an actor, between 0 (fully transparent) and 255 (fully opaque)
The Actor
:opacity
property is animatable.
constructActorOpacity :: (IsActor o, MonadIO m) => Word32 -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “opacity
” property. This is rarely needed directly, but it is used by new
.
getActorOpacity :: (MonadIO m, IsActor o) => o -> m Word32 Source #
Get the value of the “opacity
” property.
When overloading is enabled, this is equivalent to
get
actor #opacity
setActorOpacity :: (MonadIO m, IsActor o) => o -> Word32 -> m () Source #
Set the value of the “opacity
” property.
When overloading is enabled, this is equivalent to
set
actor [ #opacity:=
value ]
pivotPoint
The point around which the scaling and rotation transformations occur.
The pivot point is expressed in normalized coordinates space, with (0, 0) being the top left corner of the actor and (1, 1) the bottom right corner of the actor.
The default pivot point is located at (0, 0).
The Actor
:pivot-point
property is animatable.
Since: 1.12
clearActorPivotPoint :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “pivot-point
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#pivotPoint
constructActorPivotPoint :: (IsActor o, MonadIO m) => Point -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “pivot-point
” property. This is rarely needed directly, but it is used by new
.
getActorPivotPoint :: (MonadIO m, IsActor o) => o -> m (Maybe Point) Source #
Get the value of the “pivot-point
” property.
When overloading is enabled, this is equivalent to
get
actor #pivotPoint
setActorPivotPoint :: (MonadIO m, IsActor o) => o -> Point -> m () Source #
Set the value of the “pivot-point
” property.
When overloading is enabled, this is equivalent to
set
actor [ #pivotPoint:=
value ]
pivotPointZ
The Z component of the Actor
:pivot-point
, expressed as a value
along the Z axis.
The Actor
:pivot-point-z
property is animatable.
Since: 1.12
constructActorPivotPointZ :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “pivot-point-z
” property. This is rarely needed directly, but it is used by new
.
getActorPivotPointZ :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “pivot-point-z
” property.
When overloading is enabled, this is equivalent to
get
actor #pivotPointZ
setActorPivotPointZ :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “pivot-point-z
” property.
When overloading is enabled, this is equivalent to
set
actor [ #pivotPointZ:=
value ]
position
The position of the origin of the actor.
This property is a shorthand for setting and getting the
Actor
:x
and Actor
:y
properties at the same
time.
The Actor
:position
property is animatable.
Since: 1.12
clearActorPosition :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “position
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#position
constructActorPosition :: (IsActor o, MonadIO m) => Point -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “position
” property. This is rarely needed directly, but it is used by new
.
getActorPosition :: (MonadIO m, IsActor o) => o -> m (Maybe Point) Source #
Get the value of the “position
” property.
When overloading is enabled, this is equivalent to
get
actor #position
setActorPosition :: (MonadIO m, IsActor o) => o -> Point -> m () Source #
Set the value of the “position
” property.
When overloading is enabled, this is equivalent to
set
actor [ #position:=
value ]
reactive
Whether the actor is reactive to events or not
Only reactive actors will emit event-related signals
Since: 0.6
constructActorReactive :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “reactive
” property. This is rarely needed directly, but it is used by new
.
getActorReactive :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “reactive
” property.
When overloading is enabled, this is equivalent to
get
actor #reactive
setActorReactive :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “reactive
” property.
When overloading is enabled, this is equivalent to
set
actor [ #reactive:=
value ]
realized
Whether the actor has been realized
Since: 1.0
getActorRealized :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “realized
” property.
When overloading is enabled, this is equivalent to
get
actor #realized
requestMode
Request mode for the Actor
. The request mode determines the
type of geometry management used by the actor, either height for width
(the default) or width for height.
For actors implementing height for width, the parent container should get the preferred width first, and then the preferred height for that width.
For actors implementing width for height, the parent container should get the preferred height first, and then the preferred width for that height.
For instance:
C code
ClutterRequestMode mode; gfloat natural_width, min_width; gfloat natural_height, min_height; mode = clutter_actor_get_request_mode (child); if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { clutter_actor_get_preferred_width (child, -1, &min_width, &natural_width); clutter_actor_get_preferred_height (child, natural_width, &min_height, &natural_height); } else if (mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT) { clutter_actor_get_preferred_height (child, -1, &min_height, &natural_height); clutter_actor_get_preferred_width (child, natural_height, &min_width, &natural_width); } else if (mode == CLUTTER_REQUEST_CONTENT_SIZE) { ClutterContent *content = clutter_actor_get_content (child); min_width, min_height = 0; natural_width = natural_height = 0; if (content != NULL) clutter_content_get_preferred_size (content, &natural_width, &natural_height); }
will retrieve the minimum and natural width and height depending on the
preferred request mode of the Actor
"child".
The actorGetPreferredSize
function will implement this
check for you.
Since: 0.8
constructActorRequestMode :: (IsActor o, MonadIO m) => RequestMode -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “request-mode
” property. This is rarely needed directly, but it is used by new
.
getActorRequestMode :: (MonadIO m, IsActor o) => o -> m RequestMode Source #
Get the value of the “request-mode
” property.
When overloading is enabled, this is equivalent to
get
actor #requestMode
setActorRequestMode :: (MonadIO m, IsActor o) => o -> RequestMode -> m () Source #
Set the value of the “request-mode
” property.
When overloading is enabled, this is equivalent to
set
actor [ #requestMode:=
value ]
rotationAngleX
constructActorRotationAngleX :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-angle-x
” property. This is rarely needed directly, but it is used by new
.
getActorRotationAngleX :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “rotation-angle-x
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationAngleX
setActorRotationAngleX :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “rotation-angle-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationAngleX:=
value ]
rotationAngleY
constructActorRotationAngleY :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-angle-y
” property. This is rarely needed directly, but it is used by new
.
getActorRotationAngleY :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “rotation-angle-y
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationAngleY
setActorRotationAngleY :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “rotation-angle-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationAngleY:=
value ]
rotationAngleZ
constructActorRotationAngleZ :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-angle-z
” property. This is rarely needed directly, but it is used by new
.
getActorRotationAngleZ :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “rotation-angle-z
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationAngleZ
setActorRotationAngleZ :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “rotation-angle-z
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationAngleZ:=
value ]
rotationCenterX
The rotation center on the X axis.
Since: 0.6
clearActorRotationCenterX :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “rotation-center-x
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#rotationCenterX
constructActorRotationCenterX :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-center-x
” property. This is rarely needed directly, but it is used by new
.
getActorRotationCenterX :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex) Source #
Get the value of the “rotation-center-x
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationCenterX
setActorRotationCenterX :: (MonadIO m, IsActor o) => o -> Vertex -> m () Source #
Set the value of the “rotation-center-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationCenterX:=
value ]
rotationCenterY
The rotation center on the Y axis.
Since: 0.6
clearActorRotationCenterY :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “rotation-center-y
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#rotationCenterY
constructActorRotationCenterY :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-center-y
” property. This is rarely needed directly, but it is used by new
.
getActorRotationCenterY :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex) Source #
Get the value of the “rotation-center-y
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationCenterY
setActorRotationCenterY :: (MonadIO m, IsActor o) => o -> Vertex -> m () Source #
Set the value of the “rotation-center-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationCenterY:=
value ]
rotationCenterZ
The rotation center on the Z axis.
Since: 0.6
clearActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “rotation-center-z
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#rotationCenterZ
constructActorRotationCenterZ :: (IsActor o, MonadIO m) => Vertex -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-center-z
” property. This is rarely needed directly, but it is used by new
.
getActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> m (Maybe Vertex) Source #
Get the value of the “rotation-center-z
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationCenterZ
setActorRotationCenterZ :: (MonadIO m, IsActor o) => o -> Vertex -> m () Source #
Set the value of the “rotation-center-z
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationCenterZ:=
value ]
rotationCenterZGravity
The rotation center on the Z axis expressed as a Gravity
.
Since: 1.0
constructActorRotationCenterZGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “rotation-center-z-gravity
” property. This is rarely needed directly, but it is used by new
.
getActorRotationCenterZGravity :: (MonadIO m, IsActor o) => o -> m Gravity Source #
Get the value of the “rotation-center-z-gravity
” property.
When overloading is enabled, this is equivalent to
get
actor #rotationCenterZGravity
setActorRotationCenterZGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m () Source #
Set the value of the “rotation-center-z-gravity
” property.
When overloading is enabled, this is equivalent to
set
actor [ #rotationCenterZGravity:=
value ]
scaleCenterX
The horizontal center point for scaling
Since: 1.0
constructActorScaleCenterX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-center-x
” property. This is rarely needed directly, but it is used by new
.
getActorScaleCenterX :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “scale-center-x
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleCenterX
setActorScaleCenterX :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “scale-center-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleCenterX:=
value ]
scaleCenterY
The vertical center point for scaling
Since: 1.0
constructActorScaleCenterY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-center-y
” property. This is rarely needed directly, but it is used by new
.
getActorScaleCenterY :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “scale-center-y
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleCenterY
setActorScaleCenterY :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “scale-center-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleCenterY:=
value ]
scaleGravity
The center point for scaling expressed as a Gravity
Since: 1.0
constructActorScaleGravity :: (IsActor o, MonadIO m) => Gravity -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-gravity
” property. This is rarely needed directly, but it is used by new
.
getActorScaleGravity :: (MonadIO m, IsActor o) => o -> m Gravity Source #
Get the value of the “scale-gravity
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleGravity
setActorScaleGravity :: (MonadIO m, IsActor o) => o -> Gravity -> m () Source #
Set the value of the “scale-gravity
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleGravity:=
value ]
scaleX
constructActorScaleX :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-x
” property. This is rarely needed directly, but it is used by new
.
getActorScaleX :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “scale-x
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleX
setActorScaleX :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “scale-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleX:=
value ]
scaleY
constructActorScaleY :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-y
” property. This is rarely needed directly, but it is used by new
.
getActorScaleY :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “scale-y
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleY
setActorScaleY :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “scale-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleY:=
value ]
scaleZ
constructActorScaleZ :: (IsActor o, MonadIO m) => Double -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “scale-z
” property. This is rarely needed directly, but it is used by new
.
getActorScaleZ :: (MonadIO m, IsActor o) => o -> m Double Source #
Get the value of the “scale-z
” property.
When overloading is enabled, this is equivalent to
get
actor #scaleZ
setActorScaleZ :: (MonadIO m, IsActor o) => o -> Double -> m () Source #
Set the value of the “scale-z
” property.
When overloading is enabled, this is equivalent to
set
actor [ #scaleZ:=
value ]
showOnSetParent
If True
, the actor is automatically shown when parented.
Calling actorHide
on an actor which has not been
parented will set this property to False
as a side effect.
Since: 0.8
constructActorShowOnSetParent :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “show-on-set-parent
” property. This is rarely needed directly, but it is used by new
.
getActorShowOnSetParent :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “show-on-set-parent
” property.
When overloading is enabled, this is equivalent to
get
actor #showOnSetParent
setActorShowOnSetParent :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “show-on-set-parent
” property.
When overloading is enabled, this is equivalent to
set
actor [ #showOnSetParent:=
value ]
size
The size of the actor.
This property is a shorthand for setting and getting the
Actor
:width
and Actor
:height
at the same time.
The Actor
:size
property is animatable.
Since: 1.12
clearActorSize :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “size
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#size
constructActorSize :: (IsActor o, MonadIO m) => Size -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “size
” property. This is rarely needed directly, but it is used by new
.
getActorSize :: (MonadIO m, IsActor o) => o -> m (Maybe Size) Source #
Get the value of the “size
” property.
When overloading is enabled, this is equivalent to
get
actor #size
setActorSize :: (MonadIO m, IsActor o) => o -> Size -> m () Source #
Set the value of the “size
” property.
When overloading is enabled, this is equivalent to
set
actor [ #size:=
value ]
textDirection
The direction of the text inside a Actor
.
Since: 1.0
constructActorTextDirection :: (IsActor o, MonadIO m) => TextDirection -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “text-direction
” property. This is rarely needed directly, but it is used by new
.
getActorTextDirection :: (MonadIO m, IsActor o) => o -> m TextDirection Source #
Get the value of the “text-direction
” property.
When overloading is enabled, this is equivalent to
get
actor #textDirection
setActorTextDirection :: (MonadIO m, IsActor o) => o -> TextDirection -> m () Source #
Set the value of the “text-direction
” property.
When overloading is enabled, this is equivalent to
set
actor [ #textDirection:=
value ]
transform
Overrides the transformations of a Actor
with a custom
matrix.
The matrix specified by the Actor
:transform
property is
applied to the actor and its children relative to the actor's
Actor
:allocation
and Actor
:pivot-point
.
Application code should rarely need to use this function directly.
Setting this property with a Matrix
will set the
Actor
:transform-set
property to True
as a side effect;
setting this property with Nothing
will set the
Actor
:transform-set
property to False
.
The Actor
:transform
property is animatable.
Since: 1.12
clearActorTransform :: (MonadIO m, IsActor o) => o -> m () Source #
Set the value of the “transform
” property to Nothing
.
When overloading is enabled, this is equivalent to
clear
#transform
constructActorTransform :: (IsActor o, MonadIO m) => Matrix -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “transform
” property. This is rarely needed directly, but it is used by new
.
getActorTransform :: (MonadIO m, IsActor o) => o -> m (Maybe Matrix) Source #
Get the value of the “transform
” property.
When overloading is enabled, this is equivalent to
get
actor #transform
setActorTransform :: (MonadIO m, IsActor o) => o -> Matrix -> m () Source #
Set the value of the “transform
” property.
When overloading is enabled, this is equivalent to
set
actor [ #transform:=
value ]
transformSet
Whether the Actor
:transform
property is set.
Since: 1.12
getActorTransformSet :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “transform-set
” property.
When overloading is enabled, this is equivalent to
get
actor #transformSet
translationX
An additional translation applied along the X axis, relative
to the actor's Actor
:pivot-point
.
The Actor
:translation-x
property is animatable.
Since: 1.12
constructActorTranslationX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “translation-x
” property. This is rarely needed directly, but it is used by new
.
getActorTranslationX :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “translation-x
” property.
When overloading is enabled, this is equivalent to
get
actor #translationX
setActorTranslationX :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “translation-x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #translationX:=
value ]
translationY
An additional translation applied along the Y axis, relative
to the actor's Actor
:pivot-point
.
The Actor
:translation-y
property is animatable.
Since: 1.12
constructActorTranslationY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “translation-y
” property. This is rarely needed directly, but it is used by new
.
getActorTranslationY :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “translation-y
” property.
When overloading is enabled, this is equivalent to
get
actor #translationY
setActorTranslationY :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “translation-y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #translationY:=
value ]
translationZ
An additional translation applied along the Z axis, relative
to the actor's Actor
:pivot-point
.
The Actor
:translation-z
property is animatable.
Since: 1.12
constructActorTranslationZ :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “translation-z
” property. This is rarely needed directly, but it is used by new
.
getActorTranslationZ :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “translation-z
” property.
When overloading is enabled, this is equivalent to
get
actor #translationZ
setActorTranslationZ :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “translation-z
” property.
When overloading is enabled, this is equivalent to
set
actor [ #translationZ:=
value ]
visible
Whether the actor is set to be visible or not
See also Actor
:mapped
constructActorVisible :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “visible
” property. This is rarely needed directly, but it is used by new
.
getActorVisible :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “visible
” property.
When overloading is enabled, this is equivalent to
get
actor #visible
setActorVisible :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “visible
” property.
When overloading is enabled, this is equivalent to
set
actor [ #visible:=
value ]
width
Width of the actor (in pixels). If written, forces the minimum and natural size request of the actor to the given width. If read, returns the allocated width if available, otherwise the width request.
The Actor
:width
property is animatable.
constructActorWidth :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “width
” property. This is rarely needed directly, but it is used by new
.
getActorWidth :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “width
” property.
When overloading is enabled, this is equivalent to
get
actor #width
setActorWidth :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “width
” property.
When overloading is enabled, this is equivalent to
set
actor [ #width:=
value ]
x
X coordinate of the actor in pixels. If written, forces a fixed position for the actor. If read, returns the fixed position if any, otherwise the allocation if available, otherwise 0.
The Actor
:x
property is animatable.
constructActorX :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “x
” property. This is rarely needed directly, but it is used by new
.
getActorX :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “x
” property.
When overloading is enabled, this is equivalent to
get
actor #x
setActorX :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “x
” property.
When overloading is enabled, this is equivalent to
set
actor [ #x:=
value ]
xAlign
The alignment of an actor on the X axis, if the actor has been given
extra space for its allocation. See also the Actor
:x-expand
property.
Since: 1.10
constructActorXAlign :: (IsActor o, MonadIO m) => ActorAlign -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “x-align
” property. This is rarely needed directly, but it is used by new
.
getActorXAlign :: (MonadIO m, IsActor o) => o -> m ActorAlign Source #
Get the value of the “x-align
” property.
When overloading is enabled, this is equivalent to
get
actor #xAlign
setActorXAlign :: (MonadIO m, IsActor o) => o -> ActorAlign -> m () Source #
Set the value of the “x-align
” property.
When overloading is enabled, this is equivalent to
set
actor [ #xAlign:=
value ]
xExpand
Whether a layout manager should assign more space to the actor on the X axis.
Since: 1.12
constructActorXExpand :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “x-expand
” property. This is rarely needed directly, but it is used by new
.
getActorXExpand :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “x-expand
” property.
When overloading is enabled, this is equivalent to
get
actor #xExpand
setActorXExpand :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “x-expand
” property.
When overloading is enabled, this is equivalent to
set
actor [ #xExpand:=
value ]
y
Y coordinate of the actor in pixels. If written, forces a fixed position for the actor. If read, returns the fixed position if any, otherwise the allocation if available, otherwise 0.
The Actor
:y
property is animatable.
constructActorY :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “y
” property. This is rarely needed directly, but it is used by new
.
getActorY :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “y
” property.
When overloading is enabled, this is equivalent to
get
actor #y
setActorY :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “y
” property.
When overloading is enabled, this is equivalent to
set
actor [ #y:=
value ]
yAlign
The alignment of an actor on the Y axis, if the actor has been given extra space for its allocation.
Since: 1.10
constructActorYAlign :: (IsActor o, MonadIO m) => ActorAlign -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “y-align
” property. This is rarely needed directly, but it is used by new
.
getActorYAlign :: (MonadIO m, IsActor o) => o -> m ActorAlign Source #
Get the value of the “y-align
” property.
When overloading is enabled, this is equivalent to
get
actor #yAlign
setActorYAlign :: (MonadIO m, IsActor o) => o -> ActorAlign -> m () Source #
Set the value of the “y-align
” property.
When overloading is enabled, this is equivalent to
set
actor [ #yAlign:=
value ]
yExpand
Whether a layout manager should assign more space to the actor on the Y axis.
Since: 1.12
constructActorYExpand :: (IsActor o, MonadIO m) => Bool -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “y-expand
” property. This is rarely needed directly, but it is used by new
.
getActorYExpand :: (MonadIO m, IsActor o) => o -> m Bool Source #
Get the value of the “y-expand
” property.
When overloading is enabled, this is equivalent to
get
actor #yExpand
setActorYExpand :: (MonadIO m, IsActor o) => o -> Bool -> m () Source #
Set the value of the “y-expand
” property.
When overloading is enabled, this is equivalent to
set
actor [ #yExpand:=
value ]
zPosition
The actor's position on the Z axis, relative to the parent's transformations.
Positive values will bring the actor's position nearer to the user, whereas negative values will bring the actor's position farther from the user.
The Actor
:z-position
does not affect the paint or allocation
order.
The Actor
:z-position
property is animatable.
Since: 1.12
constructActorZPosition :: (IsActor o, MonadIO m) => Float -> m (GValueConstruct o) Source #
Construct a GValueConstruct
with valid value for the “z-position
” property. This is rarely needed directly, but it is used by new
.
getActorZPosition :: (MonadIO m, IsActor o) => o -> m Float Source #
Get the value of the “z-position
” property.
When overloading is enabled, this is equivalent to
get
actor #zPosition
setActorZPosition :: (MonadIO m, IsActor o) => o -> Float -> m () Source #
Set the value of the “z-position
” property.
When overloading is enabled, this is equivalent to
set
actor [ #zPosition:=
value ]
Signals
allocationChanged
type ActorAllocationChangedCallback Source #
= ActorBox |
|
-> [AllocationFlags] |
|
-> IO () |
The allocationChanged signal is emitted when the
Actor
:allocation
property changes. Usually, application
code should just use the notifications for the :allocation property
but if you want to track the allocation flags as well, for instance
to know whether the absolute origin of actor
changed, then you might
want use this signal instead.
Since: 1.0
afterActorAllocationChanged :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorAllocationChangedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the allocationChanged signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #allocationChanged callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorAllocationChanged :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorAllocationChangedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the allocationChanged signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #allocationChanged callback
buttonPressEvent
type ActorButtonPressEventCallback Source #
= ButtonEvent |
|
-> IO Bool | Returns: |
The buttonPressEvent signal is emitted each time a mouse button
is pressed on actor
.
Since: 0.6
afterActorButtonPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonPressEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the buttonPressEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #buttonPressEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorButtonPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonPressEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the buttonPressEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #buttonPressEvent callback
buttonReleaseEvent
type ActorButtonReleaseEventCallback Source #
= ButtonEvent |
|
-> IO Bool | Returns: |
The buttonReleaseEvent signal is emitted each time a mouse button
is released on actor
.
Since: 0.6
afterActorButtonReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonReleaseEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the buttonReleaseEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #buttonReleaseEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorButtonReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorButtonReleaseEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the buttonReleaseEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #buttonReleaseEvent callback
capturedEvent
type ActorCapturedEventCallback Source #
= Event |
|
-> IO Bool | Returns: |
The capturedEvent signal is emitted when an event is captured
by Clutter. This signal will be emitted starting from the top-level
container (the Stage
) to the actor which received the event
going down the hierarchy. This signal can be used to intercept every
event before the specialized events (like
ClutterActor[buttonPressEvent](#g:signal:buttonPressEvent) or keyReleasedEvent) are
emitted.
Since: 0.6
afterActorCapturedEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorCapturedEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the capturedEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #capturedEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorCapturedEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorCapturedEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the capturedEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #capturedEvent callback
destroy
type ActorDestroyCallback = IO () Source #
The destroy signal notifies that all references held on the actor which emitted it should be released.
The destroy signal should be used by all holders of a reference
on actor
.
This signal might result in the finalization of the Actor
if all references are released.
Composite actors and actors implementing the Container
interface should override the default implementation of the
class handler of this signal and call actorDestroy
on
their children. When overriding the default class handler, it is
required to chain up to the parent's implementation.
Since: 0.2
afterActorDestroy :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorDestroyCallback) -> m SignalHandlerId Source #
Connect a signal handler for the destroy signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #destroy callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorDestroy :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorDestroyCallback) -> m SignalHandlerId Source #
Connect a signal handler for the destroy signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #destroy callback
enterEvent
type ActorEnterEventCallback Source #
= CrossingEvent |
|
-> IO Bool | Returns: |
The enterEvent signal is emitted when the pointer enters the actor
Since: 0.6
afterActorEnterEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEnterEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the enterEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #enterEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorEnterEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEnterEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the enterEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #enterEvent callback
event
type ActorEventCallback Source #
afterActorEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the event signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #event callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the event signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #event callback
hide
type ActorHideCallback = IO () Source #
The hide signal is emitted when an actor is no longer rendered on the stage.
Since: 0.2
afterActorHide :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorHideCallback) -> m SignalHandlerId Source #
Connect a signal handler for the hide signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #hide callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorHide :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorHideCallback) -> m SignalHandlerId Source #
Connect a signal handler for the hide signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #hide callback
keyFocusIn
type ActorKeyFocusInCallback = IO () Source #
The keyFocusIn signal is emitted when actor
receives key focus.
Since: 0.6
afterActorKeyFocusIn :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusInCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyFocusIn signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #keyFocusIn callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorKeyFocusIn :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusInCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyFocusIn signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #keyFocusIn callback
keyFocusOut
type ActorKeyFocusOutCallback = IO () Source #
The keyFocusOut signal is emitted when actor
loses key focus.
Since: 0.6
afterActorKeyFocusOut :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusOutCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyFocusOut signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #keyFocusOut callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorKeyFocusOut :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyFocusOutCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyFocusOut signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #keyFocusOut callback
keyPressEvent
type ActorKeyPressEventCallback Source #
= KeyEvent |
|
-> IO Bool | Returns: |
The keyPressEvent signal is emitted each time a keyboard button
is pressed while actor
has key focus (see stageSetKeyFocus
).
Since: 0.6
afterActorKeyPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyPressEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyPressEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #keyPressEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorKeyPressEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyPressEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyPressEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #keyPressEvent callback
keyReleaseEvent
type ActorKeyReleaseEventCallback Source #
= KeyEvent |
|
-> IO Bool | Returns: |
The keyReleaseEvent signal is emitted each time a keyboard button
is released while actor
has key focus (see
stageSetKeyFocus
).
Since: 0.6
afterActorKeyReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyReleaseEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyReleaseEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #keyReleaseEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorKeyReleaseEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorKeyReleaseEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the keyReleaseEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #keyReleaseEvent callback
leaveEvent
type ActorLeaveEventCallback Source #
= CrossingEvent |
|
-> IO Bool | Returns: |
The leaveEvent signal is emitted when the pointer leaves the actor
.
Since: 0.6
afterActorLeaveEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorLeaveEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the leaveEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #leaveEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorLeaveEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorLeaveEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the leaveEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #leaveEvent callback
motionEvent
type ActorMotionEventCallback Source #
= MotionEvent |
|
-> IO Bool | Returns: |
The motionEvent signal is emitted each time the mouse pointer is
moved over actor
.
Since: 0.6
afterActorMotionEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorMotionEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the motionEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #motionEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorMotionEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorMotionEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the motionEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #motionEvent callback
paint
type ActorPaintCallback = IO () Source #
Deprecated: (Since version 1.12)Override the ActorClass
.paint
virtual function, use a Content
implementation, or a Effect
instead of connecting to this signal.
The paint signal is emitted each time an actor is being painted.
Subclasses of Actor
should override the ActorClass
.paint
virtual function paint themselves in that function.
It is strongly discouraged to connect a signal handler to
the paint signal; if you want to change the paint
sequence of an existing Actor
instance, either create a new
Actor
class and override the ActorClass
.paint
virtual
function, or use a Effect
. The paint signal
will be removed in a future version of Clutter.
Since: 0.8
afterActorPaint :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPaintCallback) -> m SignalHandlerId Source #
Connect a signal handler for the paint signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #paint callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorPaint :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPaintCallback) -> m SignalHandlerId Source #
Connect a signal handler for the paint signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #paint callback
parentSet
type ActorParentSetCallback Source #
This signal is emitted when the parent of the actor changes.
Since: 0.2
afterActorParentSet :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorParentSetCallback) -> m SignalHandlerId Source #
Connect a signal handler for the parentSet signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #parentSet callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorParentSet :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorParentSetCallback) -> m SignalHandlerId Source #
Connect a signal handler for the parentSet signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #parentSet callback
pick
type ActorPickCallback Source #
Deprecated: (Since version 1.12)Override the ActorClass
.pick
virtual function instead.
The pick signal is emitted each time an actor is being painted
in "pick mode". The pick mode is used to identify the actor during
the event handling phase, or by stageGetActorAtPos
.
The actor should paint its shape using the passed pickColor
.
Subclasses of Actor
should override the class signal handler
and paint themselves in that function.
It is possible to connect a handler to the pick signal in order to set up some custom aspect of a paint in pick mode.
Since: 1.0
afterActorPick :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPickCallback) -> m SignalHandlerId Source #
Connect a signal handler for the pick signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #pick callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorPick :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorPickCallback) -> m SignalHandlerId Source #
Connect a signal handler for the pick signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #pick callback
queueRedraw
type ActorQueueRedrawCallback Source #
The queue_redraw signal is emitted when actorQueueRedraw
is called on origin
.
The default implementation for Actor
chains up to the
parent actor and queues a redraw on the parent, thus "bubbling"
the redraw queue up through the actor graph. The default
implementation for Stage
queues a stageEnsureRedraw
in a main loop idle handler.
Note that the origin
actor may be the stage, or a container; it
does not have to be a leaf node in the actor graph.
Toolkits embedding a Stage
which require a redraw and
relayout cycle can stop the emission of this signal using the
GSignal API, redraw the UI and then call stageEnsureRedraw
themselves, like:
C code
static void on_redraw_complete (gpointer data) { ClutterStage *stage = data; // execute the Clutter drawing pipeline clutter_stage_ensure_redraw (stage); } static void on_stage_queue_redraw (ClutterStage *stage) { // this prevents the default handler to run g_signal_stop_emission_by_name (stage, "queue-redraw"); // queue a redraw with the host toolkit and call // a function when the redraw has been completed queue_a_redraw (G_CALLBACK (on_redraw_complete), stage); }
Note: This signal is emitted before the Clutter paint
pipeline is executed. If you want to know when the pipeline has
been completed you should use threadsAddRepaintFunc
or threadsAddRepaintFuncFull
.
Since: 1.0
afterActorQueueRedraw :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRedrawCallback) -> m SignalHandlerId Source #
Connect a signal handler for the queueRedraw signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #queueRedraw callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorQueueRedraw :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRedrawCallback) -> m SignalHandlerId Source #
Connect a signal handler for the queueRedraw signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #queueRedraw callback
queueRelayout
type ActorQueueRelayoutCallback = IO () Source #
The queue_layout signal is emitted when actorQueueRelayout
is called on an actor.
The default implementation for Actor
chains up to the
parent actor and queues a relayout on the parent, thus "bubbling"
the relayout queue up through the actor graph.
The main purpose of this signal is to allow relayout to be propagated
properly in the presence of Clone
actors. Applications will
not normally need to connect to this signal.
Since: 1.2
afterActorQueueRelayout :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRelayoutCallback) -> m SignalHandlerId Source #
Connect a signal handler for the queueRelayout signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #queueRelayout callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorQueueRelayout :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorQueueRelayoutCallback) -> m SignalHandlerId Source #
Connect a signal handler for the queueRelayout signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #queueRelayout callback
realize
type ActorRealizeCallback = IO () Source #
Deprecated: (Since version 1.16)The signal should not be used in newly written code
The realize signal is emitted each time an actor is being realized.
Since: 0.8
afterActorRealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorRealizeCallback) -> m SignalHandlerId Source #
Connect a signal handler for the realize signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #realize callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorRealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorRealizeCallback) -> m SignalHandlerId Source #
Connect a signal handler for the realize signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #realize callback
scrollEvent
type ActorScrollEventCallback Source #
= ScrollEvent |
|
-> IO Bool | Returns: |
The scrollEvent signal is emitted each time the mouse is
scrolled on actor
Since: 0.6
afterActorScrollEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorScrollEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the scrollEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #scrollEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorScrollEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorScrollEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the scrollEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #scrollEvent callback
show
type ActorShowCallback = IO () Source #
The show signal is emitted when an actor is visible and rendered on the stage.
Since: 0.2
afterActorShow :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorShowCallback) -> m SignalHandlerId Source #
Connect a signal handler for the show signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #show callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorShow :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorShowCallback) -> m SignalHandlerId Source #
Connect a signal handler for the show signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #show callback
touchEvent
type ActorTouchEventCallback Source #
= Event |
|
-> IO Bool | Returns: |
The touchEvent signal is emitted each time a touch begin/end/update/cancel event.
Since: 1.12
afterActorTouchEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTouchEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the touchEvent signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #touchEvent callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorTouchEvent :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTouchEventCallback) -> m SignalHandlerId Source #
Connect a signal handler for the touchEvent signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #touchEvent callback
transitionStopped
type ActorTransitionStoppedCallback Source #
= Text |
|
-> Bool |
|
-> IO () |
The transitionStopped signal is emitted once a transition
is stopped; a transition is stopped once it reached its total
duration (including eventual repeats), it has been stopped
using timelineStop
, or it has been removed from the
transitions applied on actor
, using actorRemoveTransition
.
Since: 1.12
afterActorTransitionStopped :: (IsActor a, MonadIO m) => a -> Maybe Text -> ((?self :: a) => ActorTransitionStoppedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the transitionStopped signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #transitionStopped callback
This signal admits a optional parameter detail
.
If it's not Nothing
, we will connect to “transition-stopped::detail
” instead.
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorTransitionStopped :: (IsActor a, MonadIO m) => a -> Maybe Text -> ((?self :: a) => ActorTransitionStoppedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the transitionStopped signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #transitionStopped callback
This signal admits a optional parameter detail
.
If it's not Nothing
, we will connect to “transition-stopped::detail
” instead.
transitionsCompleted
type ActorTransitionsCompletedCallback = IO () Source #
The transitionsCompleted signal is emitted once all transitions
involving actor
are complete.
Since: 1.10
afterActorTransitionsCompleted :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTransitionsCompletedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the transitionsCompleted signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #transitionsCompleted callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorTransitionsCompleted :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorTransitionsCompletedCallback) -> m SignalHandlerId Source #
Connect a signal handler for the transitionsCompleted signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #transitionsCompleted callback
unrealize
type ActorUnrealizeCallback = IO () Source #
Deprecated: (Since version 1.16)The signal should not be used in newly written code
The unrealize signal is emitted each time an actor is being unrealized.
Since: 0.8
afterActorUnrealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorUnrealizeCallback) -> m SignalHandlerId Source #
Connect a signal handler for the unrealize signal, to be run after the default handler. When overloading is enabled, this is equivalent to
after
actor #unrealize callback
By default the object invoking the signal is not passed to the callback.
If you need to access it, you can use the implit ?self
parameter.
Note that this requires activating the ImplicitParams
GHC extension.
onActorUnrealize :: (IsActor a, MonadIO m) => a -> ((?self :: a) => ActorUnrealizeCallback) -> m SignalHandlerId Source #
Connect a signal handler for the unrealize signal, to be run before the default handler. When overloading is enabled, this is equivalent to
on
actor #unrealize callback