/// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /** * Type Definitions for Gjs (https://gjs.guide/) * * These type definitions are automatically generated, do not edit them by hand. * If you found a bug fix it in `ts-for-gir` or create a bug report on https://github.com/gjsify/ts-for-gir * * The based EJS template file is used for the generated .d.ts file of each GIR module like Gtk-4.0, GObject-2.0, ... */ declare module 'gi://ClutterX11?version=1.0' { // Module dependencies import type xlib from 'gi://xlib?version=2.0'; import type Clutter from 'gi://Clutter?version=1.0'; import type cairo from 'cairo'; import type GObject from 'gi://GObject?version=2.0'; import type GLib from 'gi://GLib?version=2.0'; import type Json from 'gi://Json?version=1.0'; import type Gio from 'gi://Gio?version=2.0'; import type GModule from 'gi://GModule?version=2.0'; import type GL from 'gi://GL?version=1.0'; import type CoglPango from 'gi://CoglPango?version=1.0'; import type PangoCairo from 'gi://PangoCairo?version=1.0'; import type Pango from 'gi://Pango?version=1.0'; import type HarfBuzz from 'gi://HarfBuzz?version=0.0'; import type freetype2 from 'gi://freetype2?version=2.0'; import type Cogl from 'gi://Cogl?version=1.0'; import type Atk from 'gi://Atk?version=1.0'; export namespace ClutterX11 { /** * ClutterX11-1.0 */ /** * Return values for the #ClutterX11FilterFunc function. */ /** * Return values for the #ClutterX11FilterFunc function. */ export namespace FilterReturn { export const $gtype: GObject.GType; } enum FilterReturn { /** * The event was not handled, continues the * processing */ CONTINUE, /** * Native event translated into a Clutter * event, stops the processing */ TRANSLATE, /** * Remove the event, stops the processing */ REMOVE, } /** * Disables the internal polling of X11 events in the main loop. * * Libraries or applications calling this function will be responsible of * polling all X11 events. * * You also must call clutter_x11_handle_event() to let Clutter process * events and maintain its internal state. * * This function can only be called before calling clutter_init(). * * Even with event handling disabled, Clutter will still select * all the events required to maintain its internal state on the stage * Window; compositors using Clutter and input regions to pass events * through to application windows should not rely on an empty input * region, and should instead clear it themselves explicitly using the * XFixes extension. * * This function should not be normally used by applications. */ function disable_event_retrieval(): void; /** * Enables the use of the XInput extension if present on connected * XServer and support built into Clutter. XInput allows for multiple * pointing devices to be used. * * This function must be called before clutter_init(). * * Since XInput might not be supported by the X server, you might * want to use clutter_x11_has_xinput() to see if support was enabled. */ function enable_xinput(): void; /** * Retrieves the group for the modifiers set in `event` * @param event a #ClutterEvent of type %CLUTTER_KEY_PRESS or %CLUTTER_KEY_RELEASE * @returns the group id */ function event_get_key_group(event: Clutter.Event): number; /** * Retrieves the touch detail froma #ClutterEventSequence. * @param sequence a #ClutterEventSequence * @returns the touch detail */ function event_sequence_get_touch_detail(sequence: Clutter.EventSequence): number; /** * Retrieves the pointer to the default display. * @returns the default display */ function get_default_display(): xlib.Display; /** * Gets the number of the default X Screen object. * @returns the number of the default screen */ function get_default_screen(): number; /** * Retrieves a pointer to the list of input devices * @returns a pointer to the internal list of input devices; the returned list is owned by Clutter and should not be modified or freed */ function get_input_devices(): Clutter.InputDevice[]; /** * Gets the stage for a particular X window. * @param win an X Window ID * @returns A #ClutterStage, or% NULL if a stage does not exist for the window */ function get_stage_from_window(win: xlib.Window): Clutter.Stage; /** * Retrieves whether the Clutter X11 backend is using ARGB visuals by default * @returns %TRUE if ARGB visuals are queried by default */ function get_use_argb_visual(): boolean; /** * Retrieves whether the Clutter X11 backend will create stereo * stages if possible. * @returns %TRUE if stereo stages are used if possible */ function get_use_stereo_stage(): boolean; /** * This function processes a single X event; it can be used to hook * into external X11 event processing (for example, a GDK filter * function). * * If clutter_x11_disable_event_retrieval() has been called, you must * let this function process events to update Clutter's internal state. * @param xevent pointer to XEvent structure * @returns #ClutterX11FilterReturn. %CLUTTER_X11_FILTER_REMOVE indicates that Clutter has internally handled the event and the caller should do no further processing. %CLUTTER_X11_FILTER_CONTINUE indicates that Clutter is either not interested in the event, or has used the event to update internal state without taking any exclusive action. %CLUTTER_X11_FILTER_TRANSLATE will not occur. */ function handle_event(xevent: xlib.XEvent): FilterReturn; /** * Retrieves whether Clutter is running on an X11 server with the * XComposite extension * @returns %TRUE if the XComposite extension is available */ function has_composite_extension(): boolean; /** * Queries the X11 backend to check if event collection has been disabled. * @returns TRUE if event retrival has been disabled. FALSE otherwise. */ function has_event_retrieval(): boolean; /** * Gets whether Clutter has XInput support. * @returns %TRUE if Clutter was compiled with XInput support and XInput support is available at run time. */ function has_xinput(): boolean; /** * Sets the display connection Clutter should use; must be called * before clutter_init(), clutter_init_with_args() or other functions * pertaining Clutter's initialization process. * * If you are parsing the command line arguments by retrieving Clutter's * #GOptionGroup with clutter_get_option_group() and calling * g_option_context_parse() yourself, you should also call * clutter_x11_set_display() before g_option_context_parse(). * @param xdpy pointer to a X display connection. */ function set_display(xdpy: xlib.Display): void; /** * Target the #ClutterStage to use an existing external X Window * @param stage a #ClutterStage * @param xwindow an existing X Window id * @returns %TRUE if foreign window is valid */ function set_stage_foreign(stage: Clutter.Stage, xwindow: xlib.Window): boolean; /** * Sets whether the Clutter X11 backend should request ARGB visuals by default * or not. * * By default, Clutter requests RGB visuals. * * If no ARGB visuals are found, the X11 backend will fall back to * requesting a RGB visual instead. * * ARGB visuals are required for the #ClutterStage:use-alpha property to work. * * This function can only be called once, and before clutter_init() is * called. * @param use_argb %TRUE if ARGB visuals should be requested by default */ function set_use_argb_visual(use_argb: boolean): void; /** * Sets whether the backend object for Clutter stages, will, * if possible, be created with the ability to support stereo drawing * (drawing separate images for the left and right eyes). * * This function must be called before clutter_init() is called. * During paint callbacks, cogl_framebuffer_is_stereo() can be called * on the framebuffer retrieved by cogl_get_draw_framebuffer() to * determine if stereo support was successfully enabled, and * cogl_framebuffer_set_stereo_mode() to determine which buffers * will be drawn to. * * Note that this function *does not* cause the stage to be drawn * multiple times with different perspective transformations and thus * appear in 3D, it simply enables individual ClutterActors to paint * different images for the left and and right eye. * @param use_stereo %TRUE if the stereo stages should be used if possible. */ function set_use_stereo_stage(use_stereo: boolean): void; /** * Traps every X error until clutter_x11_untrap_x_errors() is called. */ function trap_x_errors(): void; /** * Removes the X error trap and returns the current status. * @returns the trapped error code, or 0 for success */ function untrap_x_errors(): number; interface FilterFunc { (xev: xlib.XEvent, cev: Clutter.Event): FilterReturn; } namespace TexturePixmap { // Signal callback interfaces interface QueueDamageRedraw { (x: number, y: number, width: number, height: number): void; } interface UpdateArea { (x: number, y: number, width: number, height: number): void; } // Constructor properties interface interface ConstructorProps extends Clutter.Texture.ConstructorProps, Atk.ImplementorIface.ConstructorProps, Clutter.Animatable.ConstructorProps, Clutter.Container.ConstructorProps, Clutter.Scriptable.ConstructorProps { automatic_updates: boolean; automaticUpdates: boolean; destroyed: boolean; pixmap: number; pixmap_depth: number; pixmapDepth: number; pixmap_height: number; pixmapHeight: number; pixmap_width: number; pixmapWidth: number; window: number; window_mapped: boolean; windowMapped: boolean; window_override_redirect: boolean; windowOverrideRedirect: boolean; window_redirect_automatic: boolean; windowRedirectAutomatic: boolean; window_x: number; windowX: number; window_y: number; windowY: number; } } /** * The #ClutterX11TexturePixmap structure contains only private data */ class TexturePixmap extends Clutter.Texture implements Atk.ImplementorIface, Clutter.Animatable, Clutter.Container, Clutter.Scriptable { static $gtype: GObject.GType; // Properties get automatic_updates(): boolean; set automatic_updates(val: boolean); get automaticUpdates(): boolean; set automaticUpdates(val: boolean); get destroyed(): boolean; get pixmap(): number; set pixmap(val: number); get pixmap_depth(): number; get pixmapDepth(): number; get pixmap_height(): number; get pixmapHeight(): number; get pixmap_width(): number; get pixmapWidth(): number; get window(): number; set window(val: number); get window_mapped(): boolean; get windowMapped(): boolean; get window_override_redirect(): boolean; get windowOverrideRedirect(): boolean; get window_redirect_automatic(): boolean; set window_redirect_automatic(val: boolean); get windowRedirectAutomatic(): boolean; set windowRedirectAutomatic(val: boolean); get window_x(): number; get windowX(): number; get window_y(): number; get windowY(): number; // Constructors constructor(properties?: Partial, ...args: any[]); _init(...args: any[]): void; static ['new'](): TexturePixmap; static new_with_pixmap(pixmap: xlib.Pixmap): TexturePixmap; static new_with_window(window: xlib.Window): TexturePixmap; // Signals connect(id: string, callback: (...args: any[]) => any): number; connect_after(id: string, callback: (...args: any[]) => any): number; emit(id: string, ...args: any[]): void; connect( signal: 'queue-damage-redraw', callback: (_source: this, x: number, y: number, width: number, height: number) => void, ): number; connect_after( signal: 'queue-damage-redraw', callback: (_source: this, x: number, y: number, width: number, height: number) => void, ): number; emit(signal: 'queue-damage-redraw', x: number, y: number, width: number, height: number): void; connect( signal: 'update-area', callback: (_source: this, x: number, y: number, width: number, height: number) => void, ): number; connect_after( signal: 'update-area', callback: (_source: this, x: number, y: number, width: number, height: number) => void, ): number; emit(signal: 'update-area', x: number, y: number, width: number, height: number): void; // Virtual methods /** * Performs the actual binding of texture to the current content of * the pixmap. Can be called to update the texture if the pixmap * content has changed. * @param x the X coordinate of the area to update * @param y the Y coordinate of the area to update * @param width the width of the area to update * @param height the height of the area to update */ vfunc_update_area(x: number, y: number, width: number, height: number): void; // Methods /** * Enables or disables the automatic updates ot `texture` in case the backing * pixmap or window is damaged * @param setting %TRUE to enable automatic updates */ set_automatic(setting: boolean): void; /** * Sets the X Pixmap to which the texture should be bound. * @param pixmap the X Pixmap to which the texture should be bound */ set_pixmap(pixmap: xlib.Pixmap): void; /** * Sets up a suitable pixmap for the window, using the composite and damage * extensions if possible, and then calls * clutter_x11_texture_pixmap_set_pixmap(). * * If you want to display a window in a #ClutterTexture, you probably want * this function, or its older sister, clutter_glx_texture_pixmap_set_window(). * * This function has no effect unless the XComposite extension is available. * @param window the X window to which the texture should be bound * @param automatic %TRUE for automatic window updates, %FALSE for manual. */ set_window(window: xlib.Window, automatic: boolean): void; /** * Resets the texture's pixmap from its window, perhaps in response to the * pixmap's invalidation as the window changed size. */ sync_window(): void; /** * Performs the actual binding of texture to the current content of * the pixmap. Can be called to update the texture if the pixmap * content has changed. * @param x the X coordinate of the area to update * @param y the Y coordinate of the area to update * @param width the width of the area to update * @param height the height of the area to update */ update_area(x: number, y: number, width: number, height: number): void; // Inherited methods /** * Creates a binding between `source_property` on `source` and `target_property` * on `target`. * * Whenever the `source_property` is changed the `target_property` is * updated using the same value. For instance: * * * ```c * g_object_bind_property (action, "active", widget, "sensitive", 0); * ``` * * * Will result in the "sensitive" property of the widget #GObject instance to be * updated with the same value of the "active" property of the action #GObject * instance. * * If `flags` contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual: * if `target_property` on `target` changes then the `source_property` on `source` * will be updated as well. * * The binding will automatically be removed when either the `source` or the * `target` instances are finalized. To remove the binding without affecting the * `source` and the `target` you can just call g_object_unref() on the returned * #GBinding instance. * * Removing the binding by calling g_object_unref() on it must only be done if * the binding, `source` and `target` are only used from a single thread and it * is clear that both `source` and `target` outlive the binding. Especially it * is not safe to rely on this if the binding, `source` or `target` can be * finalized from different threads. Keep another reference to the binding and * use g_binding_unbind() instead to be on the safe side. * * A #GObject can have multiple bindings. * @param source_property the property on @source to bind * @param target the target #GObject * @param target_property the property on @target to bind * @param flags flags to pass to #GBinding * @returns the #GBinding instance representing the binding between the two #GObject instances. The binding is released whenever the #GBinding reference count reaches zero. */ bind_property( source_property: string, target: GObject.Object, target_property: string, flags: GObject.BindingFlags | null, ): GObject.Binding; /** * Complete version of g_object_bind_property(). * * Creates a binding between `source_property` on `source` and `target_property` * on `target,` allowing you to set the transformation functions to be used by * the binding. * * If `flags` contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual: * if `target_property` on `target` changes then the `source_property` on `source` * will be updated as well. The `transform_from` function is only used in case * of bidirectional bindings, otherwise it will be ignored * * The binding will automatically be removed when either the `source` or the * `target` instances are finalized. This will release the reference that is * being held on the #GBinding instance; if you want to hold on to the * #GBinding instance, you will need to hold a reference to it. * * To remove the binding, call g_binding_unbind(). * * A #GObject can have multiple bindings. * * The same `user_data` parameter will be used for both `transform_to` * and `transform_from` transformation functions; the `notify` function will * be called once, when the binding is removed. If you need different data * for each transformation function, please use * g_object_bind_property_with_closures() instead. * @param source_property the property on @source to bind * @param target the target #GObject * @param target_property the property on @target to bind * @param flags flags to pass to #GBinding * @param transform_to the transformation function from the @source to the @target, or %NULL to use the default * @param transform_from the transformation function from the @target to the @source, or %NULL to use the default * @param notify a function to call when disposing the binding, to free resources used by the transformation functions, or %NULL if not required * @returns the #GBinding instance representing the binding between the two #GObject instances. The binding is released whenever the #GBinding reference count reaches zero. */ bind_property_full( source_property: string, target: GObject.Object, target_property: string, flags: GObject.BindingFlags | null, transform_to?: GObject.BindingTransformFunc | null, transform_from?: GObject.BindingTransformFunc | null, notify?: GLib.DestroyNotify | null, ): GObject.Binding; // Conflicted with GObject.Object.bind_property_full bind_property_full(...args: never[]): any; /** * This function is intended for #GObject implementations to re-enforce * a [floating][floating-ref] object reference. Doing this is seldom * required: all #GInitiallyUnowneds are created with a floating reference * which usually just needs to be sunken by calling g_object_ref_sink(). */ force_floating(): void; /** * Increases the freeze count on `object`. If the freeze count is * non-zero, the emission of "notify" signals on `object` is * stopped. The signals are queued until the freeze count is decreased * to zero. Duplicate notifications are squashed so that at most one * #GObject::notify signal is emitted for each property modified while the * object is frozen. * * This is necessary for accessors that modify multiple properties to prevent * premature notification while the object is still being modified. */ freeze_notify(): void; /** * Gets a named field from the objects table of associations (see g_object_set_data()). * @param key name of the key for that association * @returns the data if found, or %NULL if no such data exists. */ get_data(key: string): any | null; /** * Gets a property of an object. * * The value can be: * - an empty GObject.Value initialized by G_VALUE_INIT, which will be automatically initialized with the expected type of the property (since GLib 2.60) * - a GObject.Value initialized with the expected type of the property * - a GObject.Value initialized with a type to which the expected type of the property can be transformed * * In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling GObject.Value.unset. * * Note that GObject.Object.get_property is really intended for language bindings, GObject.Object.get is much more convenient for C programming. * @param property_name The name of the property to get * @param value Return location for the property value. Can be an empty GObject.Value initialized by G_VALUE_INIT (auto-initialized with expected type since GLib 2.60), a GObject.Value initialized with the expected property type, or a GObject.Value initialized with a transformable type */ get_property(property_name: string, value: GObject.Value | any): any; /** * This function gets back user data pointers stored via * g_object_set_qdata(). * @param quark A #GQuark, naming the user data pointer * @returns The user data pointer set, or %NULL */ get_qdata(quark: GLib.Quark): any | null; /** * Gets `n_properties` properties for an `object`. * Obtained properties will be set to `values`. All properties must be valid. * Warnings will be emitted and undefined behaviour may result if invalid * properties are passed in. * @param names the names of each property to get * @param values the values of each property to get */ getv(names: string[], values: (GObject.Value | any)[]): void; /** * Checks whether `object` has a [floating][floating-ref] reference. * @returns %TRUE if @object has a floating reference */ is_floating(): boolean; /** * Emits a "notify" signal for the property `property_name` on `object`. * * When possible, eg. when signaling a property change from within the class * that registered the property, you should use g_object_notify_by_pspec() * instead. * * Note that emission of the notify signal may be blocked with * g_object_freeze_notify(). In this case, the signal emissions are queued * and will be emitted (in reverse order) when g_object_thaw_notify() is * called. * @param property_name the name of a property installed on the class of @object. */ notify(property_name: string): void; /** * Emits a "notify" signal for the property specified by `pspec` on `object`. * * This function omits the property name lookup, hence it is faster than * g_object_notify(). * * One way to avoid using g_object_notify() from within the * class that registered the properties, and using g_object_notify_by_pspec() * instead, is to store the GParamSpec used with * g_object_class_install_property() inside a static array, e.g.: * * * ```c * typedef enum * { * PROP_FOO = 1, * PROP_LAST * } MyObjectProperty; * * static GParamSpec *properties[PROP_LAST]; * * static void * my_object_class_init (MyObjectClass *klass) * { * properties[PROP_FOO] = g_param_spec_int ("foo", NULL, NULL, * 0, 100, * 50, * G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS); * g_object_class_install_property (gobject_class, * PROP_FOO, * properties[PROP_FOO]); * } * ``` * * * and then notify a change on the "foo" property with: * * * ```c * g_object_notify_by_pspec (self, properties[PROP_FOO]); * ``` * * @param pspec the #GParamSpec of a property installed on the class of @object. */ notify_by_pspec(pspec: GObject.ParamSpec): void; /** * Increases the reference count of `object`. * * Since GLib 2.56, if `GLIB_VERSION_MAX_ALLOWED` is 2.56 or greater, the type * of `object` will be propagated to the return type (using the GCC typeof() * extension), so any casting the caller needs to do on the return type must be * explicit. * @returns the same @object */ ref(): GObject.Object; /** * Increase the reference count of `object,` and possibly remove the * [floating][floating-ref] reference, if `object` has a floating reference. * * In other words, if the object is floating, then this call "assumes * ownership" of the floating reference, converting it to a normal * reference by clearing the floating flag while leaving the reference * count unchanged. If the object is not floating, then this call * adds a new normal reference increasing the reference count by one. * * Since GLib 2.56, the type of `object` will be propagated to the return type * under the same conditions as for g_object_ref(). * @returns @object */ ref_sink(): GObject.Object; /** * Releases all references to other objects. This can be used to break * reference cycles. * * This function should only be called from object system implementations. */ run_dispose(): void; /** * Each object carries around a table of associations from * strings to pointers. This function lets you set an association. * * If the object already had an association with that name, * the old association will be destroyed. * * Internally, the `key` is converted to a #GQuark using g_quark_from_string(). * This means a copy of `key` is kept permanently (even after `object` has been * finalized) — so it is recommended to only use a small, bounded set of values * for `key` in your program, to avoid the #GQuark storage growing unbounded. * @param key name of the key * @param data data to associate with that key */ set_data(key: string, data?: any | null): void; /** * Sets a property on an object. * @param property_name The name of the property to set * @param value The value to set the property to */ set_property(property_name: string, value: GObject.Value | any): void; /** * Remove a specified datum from the object's data associations, * without invoking the association's destroy handler. * @param key name of the key * @returns the data if found, or %NULL if no such data exists. */ steal_data(key: string): any | null; /** * This function gets back user data pointers stored via * g_object_set_qdata() and removes the `data` from object * without invoking its destroy() function (if any was * set). * Usually, calling this function is only required to update * user data pointers with a destroy notifier, for example: * * ```c * void * object_add_to_user_list (GObject *object, * const gchar *new_string) * { * // the quark, naming the object data * GQuark quark_string_list = g_quark_from_static_string ("my-string-list"); * // retrieve the old string list * GList *list = g_object_steal_qdata (object, quark_string_list); * * // prepend new string * list = g_list_prepend (list, g_strdup (new_string)); * // this changed 'list', so we need to set it again * g_object_set_qdata_full (object, quark_string_list, list, free_string_list); * } * static void * free_string_list (gpointer data) * { * GList *node, *list = data; * * for (node = list; node; node = node->next) * g_free (node->data); * g_list_free (list); * } * ``` * * Using g_object_get_qdata() in the above example, instead of * g_object_steal_qdata() would have left the destroy function set, * and thus the partial string list would have been freed upon * g_object_set_qdata_full(). * @param quark A #GQuark, naming the user data pointer * @returns The user data pointer set, or %NULL */ steal_qdata(quark: GLib.Quark): any | null; /** * Reverts the effect of a previous call to * g_object_freeze_notify(). The freeze count is decreased on `object` * and when it reaches zero, queued "notify" signals are emitted. * * Duplicate notifications for each property are squashed so that at most one * #GObject::notify signal is emitted for each property, in the reverse order * in which they have been queued. * * It is an error to call this function when the freeze count is zero. */ thaw_notify(): void; /** * Decreases the reference count of `object`. When its reference count * drops to 0, the object is finalized (i.e. its memory is freed). * * If the pointer to the #GObject may be reused in future (for example, if it is * an instance variable of another object), it is recommended to clear the * pointer to %NULL rather than retain a dangling pointer to a potentially * invalid #GObject instance. Use g_clear_object() for this. */ unref(): void; /** * This function essentially limits the life time of the `closure` to * the life time of the object. That is, when the object is finalized, * the `closure` is invalidated by calling g_closure_invalidate() on * it, in order to prevent invocations of the closure with a finalized * (nonexisting) object. Also, g_object_ref() and g_object_unref() are * added as marshal guards to the `closure,` to ensure that an extra * reference count is held on `object` during invocation of the * `closure`. Usually, this function will be called on closures that * use this `object` as closure data. * @param closure #GClosure to watch */ watch_closure(closure: GObject.Closure): void; /** * the `constructed` function is called by g_object_new() as the * final step of the object creation process. At the point of the call, all * construction properties have been set on the object. The purpose of this * call is to allow for object initialisation steps that can only be performed * after construction properties have been set. `constructed` implementors * should chain up to the `constructed` call of their parent class to allow it * to complete its initialisation. */ vfunc_constructed(): void; /** * emits property change notification for a bunch * of properties. Overriding `dispatch_properties_changed` should be rarely * needed. * @param n_pspecs * @param pspecs */ vfunc_dispatch_properties_changed(n_pspecs: number, pspecs: GObject.ParamSpec): void; /** * the `dispose` function is supposed to drop all references to other * objects, but keep the instance otherwise intact, so that client method * invocations still work. It may be run multiple times (due to reference * loops). Before returning, `dispose` should chain up to the `dispose` method * of the parent class. */ vfunc_dispose(): void; /** * instance finalization function, should finish the finalization of * the instance begun in `dispose` and chain up to the `finalize` method of the * parent class. */ vfunc_finalize(): void; /** * the generic getter for all properties of this type. Should be * overridden for every type with properties. * @param property_id * @param value * @param pspec */ vfunc_get_property(property_id: number, value: GObject.Value | any, pspec: GObject.ParamSpec): void; /** * Emits a "notify" signal for the property `property_name` on `object`. * * When possible, eg. when signaling a property change from within the class * that registered the property, you should use g_object_notify_by_pspec() * instead. * * Note that emission of the notify signal may be blocked with * g_object_freeze_notify(). In this case, the signal emissions are queued * and will be emitted (in reverse order) when g_object_thaw_notify() is * called. * @param pspec */ vfunc_notify(pspec: GObject.ParamSpec): void; /** * the generic setter for all properties of this type. Should be * overridden for every type with properties. If implementations of * `set_property` don't emit property change notification explicitly, this will * be done implicitly by the type system. However, if the notify signal is * emitted explicitly, the type system will not emit it a second time. * @param property_id * @param value * @param pspec */ vfunc_set_property(property_id: number, value: GObject.Value | any, pspec: GObject.ParamSpec): void; /** * Disconnects a handler from an instance so it will not be called during any future or currently ongoing emissions of the signal it has been connected to. * @param id Handler ID of the handler to be disconnected */ disconnect(id: number): void; /** * Sets multiple properties of an object at once. The properties argument should be a dictionary mapping property names to values. * @param properties Object containing the properties to set */ set(properties: { [key: string]: any }): void; /** * Blocks a handler of an instance so it will not be called during any signal emissions * @param id Handler ID of the handler to be blocked */ block_signal_handler(id: number): void; /** * Unblocks a handler so it will be called again during any signal emissions * @param id Handler ID of the handler to be unblocked */ unblock_signal_handler(id: number): void; /** * Stops a signal's emission by the given signal name. This will prevent the default handler and any subsequent signal handlers from being invoked. * @param detailedName Name of the signal to stop emission of */ stop_emission_by_name(detailedName: string): void; } type TexturePixmapClass = typeof TexturePixmap; abstract class TexturePixmapPrivate { static $gtype: GObject.GType; // Constructors _init(...args: any[]): void; } abstract class XInputDevice { static $gtype: GObject.GType; // Constructors _init(...args: any[]): void; } /** * Name of the imported GIR library * `see` https://gitlab.gnome.org/GNOME/gjs/-/blob/master/gi/ns.cpp#L188 */ const __name__: string; /** * Version of the imported GIR library * `see` https://gitlab.gnome.org/GNOME/gjs/-/blob/master/gi/ns.cpp#L189 */ const __version__: string; } export default ClutterX11; } declare module 'gi://ClutterX11' { import ClutterX1110 from 'gi://ClutterX11?version=1.0'; export default ClutterX1110; } // END