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/**
* 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://GtkClutter?version=1.0' {
// Module dependencies
import type Gtk from 'gi://Gtk?version=3.0';
import type xlib from 'gi://xlib?version=2.0';
import type Gdk from 'gi://Gdk?version=3.0';
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 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 Gio from 'gi://Gio?version=2.0';
import type GModule from 'gi://GModule?version=2.0';
import type GdkPixbuf from 'gi://GdkPixbuf?version=2.0';
import type Atk from 'gi://Atk?version=1.0';
import type Clutter from 'gi://Clutter?version=1.0';
import type Json from 'gi://Json?version=1.0';
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 Cogl from 'gi://Cogl?version=1.0';
export namespace GtkClutter {
/**
* GtkClutter-1.0
*/
/**
* Error enumeration for #GtkClutterTexture
*/
/**
* Error enumeration for #GtkClutterTexture
*/
export namespace TextureError {
export const $gtype: GObject.GType;
}
enum TextureError {
/**
* Invalid stock id
*/
TEXTURE_ERROR_INVALID_STOCK_ID,
}
/**
* This function should be called instead of clutter_init() and
* gtk_init().
* @param argv pointer to the arguments vector, or %NULL
* @returns %CLUTTER_INIT_SUCCESS on success, a negative integer on failure.
*/
function init(argv?: string[] | null): [Clutter.InitError, string[] | null];
/**
* This function should be called instead of clutter_init() and
* gtk_init_with_args().
* @param argv a pointer to the array of command line arguments, or %NULL
* @param parameter_string a string which is displayed in the first line of output, after programname [OPTION...]
* @param entries a %NULL-terminated array of #GOptionEntrys describing the options of your program
* @param translation_domain a translation domain to use for translating the output for the options in @entries with gettext(), or %NULL
* @returns %CLUTTER_INIT_SUCCESS on success, a negative integer on failure.
*/
function init_with_args(
argv?: string[] | null,
parameter_string?: string | null,
entries?: GLib.OptionEntry[] | null,
translation_domain?: string | null,
): [Clutter.InitError, string[] | null];
namespace Actor {
// Constructor properties interface
interface ConstructorProps
extends Clutter.Actor.ConstructorProps,
Atk.ImplementorIface.ConstructorProps,
Clutter.Animatable.ConstructorProps,
Clutter.Container.ConstructorProps,
Clutter.Scriptable.ConstructorProps {
contents: Gtk.Widget;
}
}
/**
* A ClutterActor containing a #GtkWidget.
*/
class Actor
extends Clutter.Actor
implements Atk.ImplementorIface, Clutter.Animatable, Clutter.Container, Clutter.Scriptable
{
static $gtype: GObject.GType;
// Properties
/**
* The #GtkWidget to be embedded into the #GtkClutterActor
*/
get contents(): Gtk.Widget;
set contents(val: Gtk.Widget);
// Constructors
constructor(properties?: Partial, ...args: any[]);
_init(...args: any[]): void;
static ['new'](): Actor;
static new_with_contents(contents: Gtk.Widget): Actor;
// Methods
/**
* Retrieves the child of the #GtkBin used to hold the contents of `actor`.
*
* This convenience function is the logical equivalent of:
*
*
* ```
* GtkWidget *bin;
*
* bin = gtk_clutter_actor_get_widget (GTK_CLUTTER_ACTOR (actor));
* return gtk_bin_get_child (GTK_BIN (bin));
* ```
*
* @returns a #GtkWidget, or %NULL if not content has been set
*/
get_contents(): Gtk.Widget;
/**
* Retrieves the #GtkBin used to hold the #GtkClutterActor:contents widget
* @returns a #GtkBin
*/
get_widget(): Gtk.Widget;
// Inherited methods
/**
* Calls the animate_property() virtual function for `animatable`.
*
* The `initial_value` and `final_value` #GValues must contain
* the same type; `value` must have been initialized to the same
* type of `initial_value` and `final_value`.
*
* All implementation of the #ClutterAnimatable interface must
* implement this function.
* @param animation a #ClutterAnimation
* @param property_name the name of the animated property
* @param initial_value the initial value of the animation interval
* @param final_value the final value of the animation interval
* @param progress the progress factor
* @param value return location for the animation value
* @returns %TRUE if the value has been validated and can be applied to the #ClutterAnimatable, and %FALSE otherwise
*/
animate_property(
animation: Clutter.Animation,
property_name: string,
initial_value: GObject.Value | any,
final_value: GObject.Value | any,
progress: number,
value: GObject.Value | any,
): boolean;
/**
* Finds the #GParamSpec for `property_name`
* @param property_name the name of the animatable property to find
* @returns The #GParamSpec for the given property or %NULL
*/
find_property(property_name: string): GObject.ParamSpec;
/**
* Retrieves the current state of `property_name` and sets `value` with it
* @param property_name the name of the animatable property to retrieve
* @param value a #GValue initialized to the type of the property to retrieve
*/
get_initial_state(property_name: string, value: GObject.Value | any): void;
/**
* Asks a #ClutterAnimatable implementation to interpolate a
* a named property between the initial and final values of
* a #ClutterInterval, using `progress` as the interpolation
* value, and store the result inside `value`.
*
* This function should be used for every property animation
* involving #ClutterAnimatables.
*
* This function replaces clutter_animatable_animate_property().
* @param property_name the name of the property to interpolate
* @param interval a #ClutterInterval with the animation range
* @param progress the progress to use to interpolate between the initial and final values of the @interval
* @returns %TRUE if the interpolation was successful, and %FALSE otherwise
*/
interpolate_value(property_name: string, interval: Clutter.Interval, progress: number): [boolean, unknown];
/**
* Sets the current state of `property_name` to `value`
* @param property_name the name of the animatable property to set
* @param value the value of the animatable property to set
*/
set_final_state(property_name: string, value: GObject.Value | any): void;
/**
* Calls the animate_property() virtual function for `animatable`.
*
* The `initial_value` and `final_value` #GValues must contain
* the same type; `value` must have been initialized to the same
* type of `initial_value` and `final_value`.
*
* All implementation of the #ClutterAnimatable interface must
* implement this function.
* @param animation a #ClutterAnimation
* @param property_name the name of the animated property
* @param initial_value the initial value of the animation interval
* @param final_value the final value of the animation interval
* @param progress the progress factor
* @param value return location for the animation value
*/
vfunc_animate_property(
animation: Clutter.Animation,
property_name: string,
initial_value: GObject.Value | any,
final_value: GObject.Value | any,
progress: number,
value: GObject.Value | any,
): boolean;
/**
* Finds the #GParamSpec for `property_name`
* @param property_name the name of the animatable property to find
*/
vfunc_find_property(property_name: string): GObject.ParamSpec;
/**
* Retrieves the current state of `property_name` and sets `value` with it
* @param property_name the name of the animatable property to retrieve
* @param value a #GValue initialized to the type of the property to retrieve
*/
vfunc_get_initial_state(property_name: string, value: GObject.Value | any): void;
/**
* Asks a #ClutterAnimatable implementation to interpolate a
* a named property between the initial and final values of
* a #ClutterInterval, using `progress` as the interpolation
* value, and store the result inside `value`.
*
* This function should be used for every property animation
* involving #ClutterAnimatables.
*
* This function replaces clutter_animatable_animate_property().
* @param property_name the name of the property to interpolate
* @param interval a #ClutterInterval with the animation range
* @param progress the progress to use to interpolate between the initial and final values of the @interval
*/
vfunc_interpolate_value(
property_name: string,
interval: Clutter.Interval,
progress: number,
): [boolean, unknown];
/**
* Sets the current state of `property_name` to `value`
* @param property_name the name of the animatable property to set
* @param value the value of the animatable property to set
*/
vfunc_set_final_state(property_name: string, value: GObject.Value | any): void;
/**
* Adds a #ClutterActor to `container`. This function will emit the
* "actor-added" signal. The actor should be parented to
* `container`. You cannot add a #ClutterActor to more than one
* #ClutterContainer.
*
* This function will call #ClutterContainerIface.add(), which is a
* deprecated virtual function. The default implementation will
* call clutter_actor_add_child().
* @param actor the first #ClutterActor to add
*/
add_actor(actor: Clutter.Actor): void;
/**
* Gets a container specific property of a child of `container,` In general,
* a copy is made of the property contents and the caller is responsible for
* freeing the memory by calling g_value_unset().
*
* Note that clutter_container_child_set_property() is really intended for
* language bindings, clutter_container_child_set() is much more convenient
* for C programming.
* @param child a #ClutterActor that is a child of @container.
* @param property the name of the property to set.
* @param value the value.
*/
child_get_property(child: Clutter.Actor, property: string, value: GObject.Value | any): void;
/**
* Calls the #ClutterContainerIface.child_notify() virtual function
* of #ClutterContainer. The default implementation will emit the
* #ClutterContainer::child-notify signal.
* @param child a #ClutterActor
* @param pspec a #GParamSpec
*/
child_notify(child: Clutter.Actor, pspec: GObject.ParamSpec): void;
/**
* Sets a container-specific property on a child of `container`.
* @param child a #ClutterActor that is a child of @container.
* @param property the name of the property to set.
* @param value the value.
*/
child_set_property(child: Clutter.Actor, property: string, value: GObject.Value | any): void;
/**
* Creates the #ClutterChildMeta wrapping `actor` inside the
* `container,` if the #ClutterContainerIface::child_meta_type
* class member is not set to %G_TYPE_INVALID.
*
* This function is only useful when adding a #ClutterActor to
* a #ClutterContainer implementation outside of the
* #ClutterContainer::add() virtual function implementation.
*
* Applications should not call this function.
* @param actor a #ClutterActor
*/
create_child_meta(actor: Clutter.Actor): void;
/**
* Destroys the #ClutterChildMeta wrapping `actor` inside the
* `container,` if any.
*
* This function is only useful when removing a #ClutterActor to
* a #ClutterContainer implementation outside of the
* #ClutterContainer::add() virtual function implementation.
*
* Applications should not call this function.
* @param actor a #ClutterActor
*/
destroy_child_meta(actor: Clutter.Actor): void;
/**
* Finds a child actor of a container by its name. Search recurses
* into any child container.
* @param child_name the name of the requested child.
* @returns The child actor with the requested name, or %NULL if no actor with that name was found.
*/
find_child_by_name(child_name: string): Clutter.Actor;
/**
* Calls `callback` for each child of `container` that was added
* by the application (with clutter_container_add_actor()). Does
* not iterate over "internal" children that are part of the
* container's own implementation, if any.
*
* This function calls the #ClutterContainerIface.foreach()
* virtual function, which has been deprecated.
* @param callback a function to be called for each child
*/
foreach(callback: Clutter.Callback): void;
/**
* Calls `callback` for each child of `container,` including "internal"
* children built in to the container itself that were never added
* by the application.
*
* This function calls the #ClutterContainerIface.foreach_with_internals()
* virtual function, which has been deprecated.
* @param callback a function to be called for each child
*/
foreach_with_internals(callback: Clutter.Callback): void;
/**
* Retrieves the #ClutterChildMeta which contains the data about the
* `container` specific state for `actor`.
* @param actor a #ClutterActor that is a child of @container.
* @returns the #ClutterChildMeta for the @actor child of @container or %NULL if the specifiec actor does not exist or the container is not configured to provide #ClutterChildMetas
*/
get_child_meta(actor: Clutter.Actor): Clutter.ChildMeta;
/**
* Retrieves all the children of `container`.
* @returns a list of #ClutterActors. Use g_list_free() on the returned list when done.
*/
get_children(): Clutter.Actor[];
/**
* Lowers `actor` to `sibling` level, in the depth ordering.
*
* This function calls the #ClutterContainerIface.lower() virtual function,
* which has been deprecated. The default implementation will call
* clutter_actor_set_child_below_sibling().
* @param actor the actor to raise
* @param sibling the sibling to lower to, or %NULL to lower to the bottom
*/
lower_child(actor: Clutter.Actor, sibling?: Clutter.Actor | null): void;
/**
* Raises `actor` to `sibling` level, in the depth ordering.
*
* This function calls the #ClutterContainerIface.raise() virtual function,
* which has been deprecated. The default implementation will call
* clutter_actor_set_child_above_sibling().
* @param actor the actor to raise
* @param sibling the sibling to raise to, or %NULL to raise to the top
*/
raise_child(actor: Clutter.Actor, sibling?: Clutter.Actor | null): void;
/**
* Removes `actor` from `container`. The actor should be unparented, so
* if you want to keep it around you must hold a reference to it
* yourself, using g_object_ref(). When the actor has been removed,
* the "actor-removed" signal is emitted by `container`.
*
* This function will call #ClutterContainerIface.remove(), which is a
* deprecated virtual function. The default implementation will call
* clutter_actor_remove_child().
* @param actor a #ClutterActor
*/
remove_actor(actor: Clutter.Actor): void;
/**
* Sorts a container's children using their depth. This function should not
* be normally used by applications.
*/
sort_depth_order(): void;
/**
* class handler for #ClutterContainer::actor-added
* @param actor
*/
vfunc_actor_added(actor: Clutter.Actor): void;
/**
* class handler for #ClutterContainer::actor-removed
* @param actor
*/
vfunc_actor_removed(actor: Clutter.Actor): void;
/**
* Adds a #ClutterActor to `container`. This function will emit the
* "actor-added" signal. The actor should be parented to
* `container`. You cannot add a #ClutterActor to more than one
* #ClutterContainer.
*
* This function will call #ClutterContainerIface.add(), which is a
* deprecated virtual function. The default implementation will
* call clutter_actor_add_child().
* @param actor the first #ClutterActor to add
*/
vfunc_add(actor: Clutter.Actor): void;
/**
* Calls the #ClutterContainerIface.child_notify() virtual function
* of #ClutterContainer. The default implementation will emit the
* #ClutterContainer::child-notify signal.
* @param child a #ClutterActor
* @param pspec a #GParamSpec
*/
vfunc_child_notify(child: Clutter.Actor, pspec: GObject.ParamSpec): void;
/**
* Creates the #ClutterChildMeta wrapping `actor` inside the
* `container,` if the #ClutterContainerIface::child_meta_type
* class member is not set to %G_TYPE_INVALID.
*
* This function is only useful when adding a #ClutterActor to
* a #ClutterContainer implementation outside of the
* #ClutterContainer::add() virtual function implementation.
*
* Applications should not call this function.
* @param actor a #ClutterActor
*/
vfunc_create_child_meta(actor: Clutter.Actor): void;
/**
* Destroys the #ClutterChildMeta wrapping `actor` inside the
* `container,` if any.
*
* This function is only useful when removing a #ClutterActor to
* a #ClutterContainer implementation outside of the
* #ClutterContainer::add() virtual function implementation.
*
* Applications should not call this function.
* @param actor a #ClutterActor
*/
vfunc_destroy_child_meta(actor: Clutter.Actor): void;
/**
* Calls `callback` for each child of `container` that was added
* by the application (with clutter_container_add_actor()). Does
* not iterate over "internal" children that are part of the
* container's own implementation, if any.
*
* This function calls the #ClutterContainerIface.foreach()
* virtual function, which has been deprecated.
* @param callback a function to be called for each child
*/
vfunc_foreach(callback: Clutter.Callback): void;
/**
* Calls `callback` for each child of `container,` including "internal"
* children built in to the container itself that were never added
* by the application.
*
* This function calls the #ClutterContainerIface.foreach_with_internals()
* virtual function, which has been deprecated.
* @param callback a function to be called for each child
*/
vfunc_foreach_with_internals(callback: Clutter.Callback): void;
/**
* Retrieves the #ClutterChildMeta which contains the data about the
* `container` specific state for `actor`.
* @param actor a #ClutterActor that is a child of @container.
*/
vfunc_get_child_meta(actor: Clutter.Actor): Clutter.ChildMeta;
/**
* Lowers `actor` to `sibling` level, in the depth ordering.
*
* This function calls the #ClutterContainerIface.lower() virtual function,
* which has been deprecated. The default implementation will call
* clutter_actor_set_child_below_sibling().
* @param actor the actor to raise
* @param sibling the sibling to lower to, or %NULL to lower to the bottom
*/
vfunc_lower(actor: Clutter.Actor, sibling?: Clutter.Actor | null): void;
/**
* Raises `actor` to `sibling` level, in the depth ordering.
*
* This function calls the #ClutterContainerIface.raise() virtual function,
* which has been deprecated. The default implementation will call
* clutter_actor_set_child_above_sibling().
* @param actor the actor to raise
* @param sibling the sibling to raise to, or %NULL to raise to the top
*/
vfunc_raise(actor: Clutter.Actor, sibling?: Clutter.Actor | null): void;
/**
* Removes `actor` from `container`. The actor should be unparented, so
* if you want to keep it around you must hold a reference to it
* yourself, using g_object_ref(). When the actor has been removed,
* the "actor-removed" signal is emitted by `container`.
*
* This function will call #ClutterContainerIface.remove(), which is a
* deprecated virtual function. The default implementation will call
* clutter_actor_remove_child().
* @param actor a #ClutterActor
*/
vfunc_remove(actor: Clutter.Actor): void;
/**
* Sorts a container's children using their depth. This function should not
* be normally used by applications.
*/
vfunc_sort_depth_order(): void;
/**
* Retrieves the id of `scriptable` set using clutter_scriptable_set_id().
* @returns the id of the object. The returned string is owned by the scriptable object and should never be modified of freed
*/
get_id(): string;
/**
* Parses the passed JSON node. The implementation must set the type
* of the passed #GValue pointer using g_value_init().
* @param script the #ClutterScript creating the scriptable instance
* @param value the generic value to be set
* @param name the name of the node
* @param node the JSON node to be parsed
* @returns %TRUE if the node was successfully parsed, %FALSE otherwise.
*/
parse_custom_node(
script: Clutter.Script,
value: GObject.Value | any,
name: string,
node: Json.Node,
): boolean;
/**
* Overrides the common properties setting. The underlying virtual
* function should be used when implementing custom properties.
* @param script the #ClutterScript creating the scriptable instance
* @param name the name of the property
* @param value the value of the property
*/
set_custom_property(script: Clutter.Script, name: string, value: GObject.Value | any): void;
/**
* Sets `id_` as the unique Clutter script it for this instance of
* #ClutterScriptableIface.
*
* This name can be used by user interface designer applications to
* define a unique name for an object constructable using the UI
* definition language parsed by #ClutterScript.
* @param id_ the #ClutterScript id of the object
*/
set_id(id_: string): void;
/**
* Retrieves the id of `scriptable` set using clutter_scriptable_set_id().
*/
vfunc_get_id(): string;
/**
* Parses the passed JSON node. The implementation must set the type
* of the passed #GValue pointer using g_value_init().
* @param script the #ClutterScript creating the scriptable instance
* @param value the generic value to be set
* @param name the name of the node
* @param node the JSON node to be parsed
*/
vfunc_parse_custom_node(
script: Clutter.Script,
value: GObject.Value | any,
name: string,
node: Json.Node,
): boolean;
/**
* Overrides the common properties setting. The underlying virtual
* function should be used when implementing custom properties.
* @param script the #ClutterScript creating the scriptable instance
* @param name the name of the property
* @param value the value of the property
*/
vfunc_set_custom_property(script: Clutter.Script, name: string, value: GObject.Value | any): void;
/**
* Sets `id_` as the unique Clutter script it for this instance of
* #ClutterScriptableIface.
*
* This name can be used by user interface designer applications to
* define a unique name for an object constructable using the UI
* definition language parsed by #ClutterScript.
* @param id_ the #ClutterScript id of the object
*/
vfunc_set_id(id_: string): void;
/**
* 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;
}
namespace Embed {
// Constructor properties interface
interface ConstructorProps
extends Gtk.Container.ConstructorProps,
Atk.ImplementorIface.ConstructorProps,
Gtk.Buildable.ConstructorProps {
use_layout_size: boolean;
useLayoutSize: boolean;
}
}
/**
* A #GtkWidget containing the default Clutter stage.
*
* The GtkClutterEmbed structure contains only
* private data and should be accessed using the provided API.
*/
class Embed extends Gtk.Container implements Atk.ImplementorIface, Gtk.Buildable {
static $gtype: GObject.GType