Optionalproperties: Partial<Clutter.GridLayout.ConstructorProps>Internal$signalsCompile-time signal type information.
This instance property is generated only for TypeScript type checking. It is not defined at runtime and should not be accessed in JS code.
Static$gtypeThe orientation of the layout, either horizontal or vertical
Adds a widget to the grid.
The position of child is determined by left and top. The
number of 'cells' that child will occupy is determined by
width and height.
the Clutter.Actor to add
the column number to attach the left side of child to
the row number to attach the top side of child to
the number of columns that child will span
the number of rows that child will span
Adds a actor to the grid.
The actor is placed next to sibling, on the side determined by
side. When sibling is null, the actor is placed in row (for
left or right placement) or column 0 (for top or bottom placement),
at the end indicated by side.
Attaching widgets labeled [1], [2], [3] with sibling == null and
side == Clutter.GridPosition.LEFT yields a layout of [3][2][1].
the actor to add
the child of layout that child will be placed next to, or null to place child at the beginning or end
the side of sibling that child is positioned next to
the number of columns that child will span
the number of rows that child will span
SignalconnectSignalconnect_SignalemitReturns whether all columns of layout have the same width.
whether all columns of layout have the same width.
Retrieves the spacing set using Clutter.GridLayout.set_column_spacing
the spacing between coluns of layout
Returns whether all rows of layout have the same height.
whether all rows of layout have the same height.
Retrieves the spacing set using Clutter.GridLayout.set_row_spacing
the spacing between rows of layout
Inserts a column at the specified position.
Children which are attached at or to the right of this position are moved one column to the right. Children which span across this position are grown to span the new column.
the position to insert the column at
Inserts a row or column at the specified position.
The new row or column is placed next to sibling, on the side
determined by side. If side is Clutter.GridPosition.LEFT or
Clutter.GridPosition.BOTTOM, a row is inserted. If side is
Clutter.GridPosition.LEFT of Clutter.GridPosition.RIGHT,
a column is inserted.
the child of layout that the new row or column will be placed next to
the side of sibling that child is positioned next to
Inserts a row at the specified position.
Children which are attached at or below this position are moved one row down. Children which span across this position are grown to span the new row.
the position to insert the row at
Sets whether all columns of layout will have the same width.
true to make columns homogeneous
Sets the spacing between columns of layout
the spacing between columns of the layout, in pixels
Sets the orientation of the layout.
Clutter.GridLayout uses the orientation as a hint when adding children to the Clutter.Actor using it as a layout manager via Clutter.Actor.add_child; changing this value will not have any effect on children that are already part of the layout.
the orientation of the Clutter.GridLayout
Sets whether all rows of layout will have the same height.
true to make rows homogeneous
Sets the spacing between rows of layout
the spacing between rows of the layout, in pixels
StaticnewAllocates the children of container given an area
See also Clutter.Actor.allocate
the Clutter.Actor using manager
the Clutter.ActorBox containing the allocated area of container
Creates a binding between source_property on source and target_property
on target.
Whenever the source_property is changed the target_property is
updated using the same value. For instance:
g_object_bind_property (action, "active", widget, "sensitive", 0);
Will result in the "sensitive" property of the widget GObject.Object instance to be updated with the same value of the "active" property of the action GObject.Object instance.
If flags contains GObject.BindingFlags.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
GObject.Binding 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.Object can have multiple bindings.
the property on source to bind
the target GObject.Object
the property on target to bind
flags to pass to GObject.Binding
the GObject.Binding instance representing the binding between the two GObject.Object instances. The binding is released whenever the GObject.Binding reference count reaches zero.
Creates a binding between source_property on source and target_property
on target, allowing you to set the transformation functions to be used by
the binding.
This function is the language bindings friendly version of
g_object_bind_property_full(), using GClosures instead of
function pointers.
the property on source to bind
the target GObject.Object
the property on target to bind
flags to pass to GObject.Binding
a GObject.Closure wrapping the transformation function from the source to the target, or null to use the default
a GObject.Closure wrapping the transformation function from the target to the source, or null to use the default
the GObject.Binding instance representing the binding between the two GObject.Object instances. The binding is released whenever the GObject.Binding reference count reaches zero.
Blocks a handler of an instance so it will not be called during any signal emissions
Handler ID of the handler to be blocked
Gets a property on the Clutter.LayoutMeta created by manager and
attached to a child of container
The GObject.Value must already be initialized to the type of the property
and has to be unset with g_value_unset() after extracting the real
value out of it
a Clutter.Actor using manager
a Clutter.Actor child of container
the name of the property to get
a GObject.Value with the value of the property to get
Sets a property on the Clutter.LayoutMeta created by manager and
attached to a child of container
a Clutter.Actor using manager
a Clutter.Actor child of container
the name of the property to set
a GObject.Value with the value of the property to set
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.
Handler ID of the handler to be disconnected
Retrieves the GObject.ParamSpec for the layout property name inside
the Clutter.LayoutMeta sub-class used by manager
the name of the property
a GObject.ParamSpec describing the property, or null if no property with that name exists. The returned GObject.ParamSpec is owned by the layout manager and should not be modified or freed
This function is intended for GObject.Object 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().
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.Object::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.
Retrieves the Clutter.LayoutMeta that the layout manager associated
to the actor child of container, eventually by creating one if the
Clutter.LayoutManager supports layout properties
a Clutter.Actor using manager
a Clutter.Actor child of container
a Clutter.LayoutMeta, or null if the Clutter.LayoutManager does not have layout properties. The returned layout meta instance is owned by the Clutter.LayoutManager and it should not be unreferenced
Gets a named field from the objects table of associations (see g_object_set_data()).
name of the key for that association
the data if found, or null if no such data exists.
Computes the minimum and natural heights of the container according
to manager.
See also Clutter.Actor.get_preferred_height
the Clutter.Actor using manager
the width for which the height should be computed, or -1
Computes the minimum and natural widths of the container according
to manager.
See also Clutter.Actor.get_preferred_width
the Clutter.Actor using manager
the height for which the width should be computed, or -1
Gets a property of an object.
The value can be:
In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling 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.
The name of the property to get
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
This function gets back user data pointers stored via
g_object_set_qdata().
A GLib.Quark, naming the user data pointer
The user data pointer set, or 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.
the names of each property to get
the values of each property to get
Checks whether object has a [floating][floating-ref] reference.
true if object has a floating reference
Emits the Clutter.LayoutManager::layout-changed signal on manager
This function should only be called by implementations of the Clutter.LayoutManager class
Retrieves all the GObject.ParamSpecs for the layout properties
stored inside the Clutter.LayoutMeta sub-class used by manager
the newly-allocated, null-terminated array of GObject.ParamSpecs. Use g_free() to free the resources allocated for the array
Emits a "notify" signal for the property property_name on object.
When possible, eg. when signaling a property change from within the class
that registered the property, you should use g_object_notify_by_pspec()
instead.
Note that emission of the notify signal may be blocked with
g_object_freeze_notify(). In this case, the signal emissions are queued
and will be emitted (in reverse order) when g_object_thaw_notify() is
called.
the name of a property installed on the class of object.
Emits a "notify" signal for the property specified by pspec on object.
This function omits the property name lookup, hence it is faster than
g_object_notify().
One way to avoid using g_object_notify() from within the
class that registered the properties, and using g_object_notify_by_pspec()
instead, is to store the GParamSpec used with
g_object_class_install_property() inside a static array, e.g.:
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:
g_object_notify_by_pspec (self, properties[PROP_FOO]);
the GObject.ParamSpec of a property installed on the class of object.
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.
the same 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().
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.
Sets multiple properties of an object at once. The properties argument should be a dictionary mapping property names to values.
Object containing the properties to set
If the Clutter.LayoutManager sub-class allows it, allow
adding a weak reference of the container using manager
from within the layout manager
The layout manager should not increase the reference
count of the container
a Clutter.Actor using manager
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 GLib.Quark 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 GLib.Quark storage growing unbounded.
name of the key
data to associate with that key
Sets a property on an object.
The name of the property to set
The value to set the property to
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
name of the key
the data if found, or null if no such data exists.
This function gets back user data pointers stored via
g_object_set_qdata() and removes the data from object
without invoking its destroy() function (if any was
set).
Usually, calling this function is only required to update
user data pointers with a destroy notifier, for example:
void
object_add_to_user_list (GObject *object,
const gchar *new_string)
{
// the quark, naming the object data
GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
// retrieve the old string list
GList *list = g_object_steal_qdata (object, quark_string_list);
// prepend new string
list = g_list_prepend (list, g_strdup (new_string));
// this changed 'list', so we need to set it again
g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
}
static void
free_string_list (gpointer data)
{
GList *node, *list = data;
for (node = list; node; node = node->next)
g_free (node->data);
g_list_free (list);
}
Using g_object_get_qdata() in the above example, instead of
g_object_steal_qdata() would have left the destroy function set,
and thus the partial string list would have been freed upon
g_object_set_qdata_full().
A GLib.Quark, naming the user data pointer
The user data pointer set, or null
Stops a signal's emission by the given signal name. This will prevent the default handler and any subsequent signal handlers from being invoked.
Name of the signal to stop emission of
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.Object::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.
Unblocks a handler so it will be called again during any signal emissions
Handler ID of the handler to be unblocked
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.Object 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.Object instance. Use g_clear_object() for this.
Virtualvfunc_Allocates the children of container given an area
See also Clutter.Actor.allocate
the Clutter.Actor using manager
the Clutter.ActorBox containing the allocated area of container
Virtualvfunc_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.
Virtualvfunc_Virtualvfunc_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.
Virtualvfunc_instance finalization function, should finish the finalization of
the instance begun in dispose and chain up to the finalize method of the
parent class.
Virtualvfunc_virtual function; override to return the GObject.GType of the Clutter.LayoutMeta sub-class used by the Clutter.LayoutManager
Virtualvfunc_Computes the minimum and natural heights of the container according
to manager.
See also Clutter.Actor.get_preferred_height
the Clutter.Actor using manager
the width for which the height should be computed, or -1
Virtualvfunc_Computes the minimum and natural widths of the container according
to manager.
See also Clutter.Actor.get_preferred_width
the Clutter.Actor using manager
the height for which the width should be computed, or -1
Virtualvfunc_Virtualvfunc_Emits the Clutter.LayoutManager::layout-changed signal on manager
This function should only be called by implementations of the Clutter.LayoutManager class
Virtualvfunc_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.
Virtualvfunc_If the Clutter.LayoutManager sub-class allows it, allow
adding a weak reference of the container using manager
from within the layout manager
The layout manager should not increase the reference
count of the container
a Clutter.Actor using manager
Virtualvfunc_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.
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.
GObject.Closure to watch
Static_Staticcompat_Staticfind_Staticinstall_Staticinstall_the id for the new property
the GObject.ParamSpec for the new property
Staticinterface_Find the GObject.ParamSpec with the given name for an
interface. Generally, the interface vtable passed in as g_iface
will be the default vtable from g_type_default_interface_ref(), or,
if you know the interface has already been loaded,
g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
name of a property to look up.
Staticinterface_Add a property to an interface; this is only useful for interfaces
that are added to GObject-derived types. Adding a property to an
interface forces all objects classes with that interface to have a
compatible property. The compatible property could be a newly
created GObject.ParamSpec, but normally
g_object_class_override_property() will be used so that the object
class only needs to provide an implementation and inherits the
property description, default value, bounds, and so forth from the
interface property.
This function is meant to be called from the interface's default
vtable initialization function (the class_init member of
GObject.TypeInfo.) It must not be called after after class_init has
been called for any object types implementing this interface.
If pspec is a floating reference, it will be consumed.
any interface vtable for the interface, or the default vtable for the interface.
the GObject.ParamSpec for the new property
Staticinterface_Lists the properties of an interface.Generally, the interface
vtable passed in as g_iface will be the default vtable from
g_type_default_interface_ref(), or, if you know the interface has
already been loaded, g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
Staticlist_StaticnewvStaticoverride_the new property ID
the name of a property registered in a parent class or in an interface of this class.
A layout manager for a grid of actors
Clutter.GridLayout is a layout manager which arranges its child widgets in rows and columns. It is a very similar to Clutter.BoxLayout, but it consistently uses Clutter.Actor's alignment and expansion flags instead of custom child properties.
Children are added using Clutter.GridLayout.attach. They can span multiple rows or columns. It is also possible to add a child next to an existing child, using Clutter.GridLayout.attach_next_to. The behaviour of Clutter.GridLayout when several children occupy the same grid cell is undefined.
Clutter.GridLayout can be used like a Clutter.BoxLayout by just using Clutter.Actor.add_child, which will place children next to each other in the direction determined by the Clutter.GridLayout.orientation property.