Optionalproperties: Partial<Clutter.Timeline.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 direction of the timeline, either Clutter.TimelineDirection.FORWARD or Clutter.TimelineDirection.BACKWARD.
Duration of the timeline in milliseconds, depending on the Timeline.frame_clock value.
The frame clock driving the timeline.
The frame clock driving the timeline.
Controls the way a Clutter.Timeline computes the normalized progress.
Controls the way a Clutter.Timeline computes the normalized progress.
Adds a named marker that will be hit when the timeline has reached
the specified progress.
Markers are unique string identifiers for a given position on the
timeline. Once timeline reaches the given progress of its duration,
if will emit a Clutter.Timeline::marker-reached signal for each marker
attached to that particular point.
A marker can be removed with Timeline.remove_marker. The timeline can be advanced to a marker using Timeline.advance_to_marker.
See also: Timeline.add_marker_at_time
the unique name for this marker
the normalized value of the position of the martke
Adds a named marker that will be hit when the timeline has been
running for msecs milliseconds.
Markers are unique string identifiers for a given position on the
timeline. Once timeline reaches the given msecs, it will emit
a Clutter.Timeline::marker-reached signal for each marker attached to that position.
A marker can be removed with Timeline.remove_marker. The timeline can be advanced to a marker using Timeline.advance_to_marker.
See also: Timeline.add_marker
the unique name for this marker
position of the marker in milliseconds
Advance timeline to the requested point. The point is given as a time in milliseconds since the timeline started.
The timeline will not emit the Clutter.Timeline::new-frame
signal for the given time. The first Clutter.Timeline::new-frame signal
after the call to Timeline.advance will be emit the skipped markers.
Time to advance to
Advances timeline to the time of the given marker_name.
Like Timeline.advance, this function will not
emit the Clutter.Timeline::new-frame for the time where marker_name
is set, nor it will emit Clutter.Timeline::marker-reached for
marker_name.
the name of the marker
SignalconnectSignalconnect_SignalemitRetrieves the value set by Timeline.set_auto_reverse.
true if the timeline should automatically reverse, and false otherwise
Retrieves the current repeat for a timeline.
Repeats start at 0.
the current repeat
Retrieves the amount of time elapsed since the last
Clutter.Timeline::new-frame signal.
This function is only useful inside handlers for the ::new-frame signal, and its behaviour is undefined if the timeline is not playing.
the amount of time in milliseconds elapsed since the last frame
Retrieves the direction of the timeline set with Timeline.set_direction.
the direction of the timeline
Retrieves the duration of a Clutter.Timeline in milliseconds. See Timeline.set_duration.
the duration of the timeline, in milliseconds.
Retrieves the full duration of the timeline, taking into account the
current value of the Timeline.repeat_count property.
If the Timeline.repeat_count property is set to -1, this function
will return G_MAXINT64.
The returned value is to be considered a hint, and it's only valid
as long as the timeline hasn't been changed.
the full duration of the Clutter.Timeline
Request the current time position of the timeline.
current elapsed time in milliseconds.
The position of the timeline in a normalized [-1, 2] interval.
The return value of this function is determined by the progress mode set using Timeline.set_progress_mode, or by the progress function set using Timeline.set_progress_func.
the normalized current position in the timeline.
Retrieves the progress mode set using Timeline.set_progress_mode or Timeline.set_progress_func.
Checks whether timeline has a marker set with the given name.
the name of the marker
true if the marker was found
Retrieves the list of markers at time msecs. If msecs is a
negative integer, all the markers attached to timeline will be
returned.
the time to check, or -1
a newly allocated, null terminated string array containing the names of the markers. Use GLib.strfreev when done.
Pauses the Clutter.Timeline on current frame
Removes marker_name, if found, from timeline.
the name of the marker to remove
Rewinds Clutter.Timeline to the first frame if its direction is Clutter.TimelineDirection.FORWARD and the last frame if it is Clutter.TimelineDirection.BACKWARD.
Sets whether timeline should reverse the direction after the
emission of the Clutter.Timeline::completed signal.
Setting the Timeline.auto_reverse property to true is the
equivalent of connecting a callback to the Clutter.Timeline::completed
signal and changing the direction of the timeline from that callback;
for instance, this code:
static void
reverse_timeline (ClutterTimeline *timeline)
{
ClutterTimelineDirection dir = clutter_timeline_get_direction (timeline);
if (dir == CLUTTER_TIMELINE_FORWARD)
dir = CLUTTER_TIMELINE_BACKWARD;
else
dir = CLUTTER_TIMELINE_FORWARD;
clutter_timeline_set_direction (timeline, dir);
}
...
timeline = clutter_timeline_new_for_actor (some_actor, 1000);
clutter_timeline_set_repeat_count (timeline, -1);
g_signal_connect (timeline, "completed",
G_CALLBACK (reverse_timeline),
NULL);
can be effectively replaced by:
timeline = clutter_timeline_new_for_actor (some_actor, 1000);
clutter_timeline_set_repeat_count (timeline, -1);
clutter_timeline_set_auto_reverse (timeline);
true if the timeline should reverse the direction
Sets the Timeline.progress_mode of timeline
to Clutter.AnimationMode.CUBIC_BEZIER, and sets the two control
points for the cubic bezier.
The cubic bezier curve is between (0, 0) and (1, 1). The X coordinate of the two control points must be in the [ 0, 1 ] range, while the Y coordinate of the two control points can exceed this range.
Sets the delay, in milliseconds, before timeline should start.
delay in milliseconds
Sets the direction of timeline, either Clutter.TimelineDirection.FORWARD or
Clutter.TimelineDirection.BACKWARD.
the direction of the timeline
Sets the duration of the timeline, in milliseconds. The speed of the timeline depends on the Timeline.frame_clock setting.
duration of the timeline in milliseconds
Sets a custom progress function for timeline. The progress function will
be called by Timeline.get_progress and will be used to compute
the progress value based on the elapsed time and the total duration of the
timeline.
If func is not null, the Timeline.progress_mode property will
be set to Clutter.AnimationMode.CUSTOM_MODE.
If func is null, any previously set progress function will be unset, and
the Timeline.progress_mode property will be set to Clutter.AnimationMode.LINEAR.
a progress function, or null
Sets the progress function using a value from the AnimationMode
enumeration. The mode cannot be Clutter.AnimationMode.CUSTOM_MODE or bigger than
Clutter.AnimationMode.ANIMATION_LAST.
the progress mode, as a Clutter.AnimationMode
Sets the number of times the timeline should repeat.
If count is 0, the timeline never repeats.
If count is -1, the timeline will always repeat until
it's stopped.
the number of times the timeline should repeat
Sets the Timeline.progress_mode of the timeline to Clutter.AnimationMode.STEPS
and provides the parameters of the step function.
Advance timeline by the requested time in milliseconds
Amount of time to skip
Starts the Clutter.Timeline playing.
Stops the Clutter.Timeline and moves to frame 0
Virtualvfunc_class handler for the Clutter.Timeline::completed signal
Virtualvfunc_class handler for the Clutter.Timeline.SignalSignatures.marker_reached | Clutter.Timeline::marker-reached signal
Virtualvfunc_class handler for the Clutter.Timeline.SignalSignatures.new_frame | Clutter.Timeline::new-frame signal
Virtualvfunc_class handler for the Clutter.Timeline::paused signal
Virtualvfunc_class handler for the Clutter.Timeline::started signal
Virtualvfunc_Staticnew_Staticnew_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
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
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.
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.
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 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
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_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_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_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 class for time-based events
Clutter.Timeline is a base class for managing time-based event that cause Clutter to redraw a stage, such as animations.
Each Clutter.Timeline instance has a duration: once a timeline has been started, using Timeline.start, it will emit a signal that can be used to update the state of the actors.
It is important to note that Clutter.Timeline is not a generic API for calling closures after an interval; each Timeline is tied into a frame clock used to drive the frame cycle.
Users of Clutter.Timeline should connect to the
Clutter.Timeline::new-framesignal, which is emitted each time a timeline is advanced during the maste clock iteration. TheClutter.Timeline::new-framesignal provides the time elapsed since the beginning of the timeline, in milliseconds. A normalized progress value can be obtained by calling Timeline.get_progress. By using Timeline.get_delta it is possible to obtain the wallclock time elapsed since the last emission of theClutter.Timeline::new-framesignal.Initial state can be set up by using the
Clutter.Timeline::startedsignal, while final state can be set up by using theClutter.Timeline::stoppedsignal. The Clutter.Timeline guarantees the emission of at least a singleClutter.Timeline::new-framesignal, as well as the emission of theClutter.Timeline::completedsignal every time the Clutter.Timeline reaches its Timeline.duration.It is possible to connect to specific points in the timeline progress by adding markers using Timeline.add_marker_at_time and connecting to the
Clutter.Timeline::marker-reachedsignal.Timelines can be made to loop once they reach the end of their duration, by using
clutter_timeline_set_repeat_count(); a looping timeline will still emit theClutter.Timeline::completedsignal once it reaches the end of its duration at each repeat. If you want to be notified of the end of the last repeat, use theClutter.Timeline::stoppedsignal.Timelines have a Timeline.direction: the default direction is Clutter.TimelineDirection.FORWARD, and goes from 0 to the duration; it is possible to change the direction to Clutter.TimelineDirection.BACKWARD, and have the timeline go from the duration to 0. The direction can be automatically reversed when reaching completion by using the Timeline.auto_reverse property.
Timelines are used in the Clutter animation framework by classes like Transition.