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@girs/mash-0.2

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GJS TypeScript type definitions for Mash-0.2, generated from library version 0.2.0

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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, ... */ import '@girs/gjs'; // Module dependencies import type freetype2 from '@girs/freetype2-2.0'; import type fontconfig from '@girs/fontconfig-2.0'; import type cairo from 'cairo'; import type GObject from '@girs/gobject-2.0'; import type GLib from '@girs/glib-2.0'; import type PangoFT2 from '@girs/pangoft2-1.0'; import type PangoFc from '@girs/pangofc-1.0'; import type Pango from '@girs/pango-1.0'; import type HarfBuzz from '@girs/harfbuzz-0.0'; import type Gio from '@girs/gio-2.0'; import type GModule from '@girs/gmodule-2.0'; import type PangoCairo from '@girs/pangocairo-1.0'; import type Json from '@girs/json-1.0'; import type GL from '@girs/gl-1.0'; import type CoglPango from '@girs/coglpango-1.0'; import type Cogl from '@girs/cogl-1.0'; import type Clutter from '@girs/clutter-1.0'; import type Atk from '@girs/atk-1.0'; export namespace Mash { /** * Mash-0.2 */ /** * Error enumeration for #MashData */ /** * Error enumeration for #MashData */ export namespace DataError { export const $gtype: GObject.GType<DataError>; } enum DataError { UNKNOWN_FORMAT, UNKNOWN, MISSING_PROPERTY, INVALID, UNSUPPORTED, } /** * Flags used for modifying the data as it is loaded. These can be * passed to mash_data_load(). * * If any of the negate flags are set then they cause the vertex and * normal coordinates for the specified axis to be negated. This could * be useful when loading a model from a tool which uses a different * coordinate system than the one used in your application. For * example, in Blender if the view is rotated such that the x-axis is * pointing to the right, and the z-axis is pointing out of the screen * then y-axis would be pointing directly up. However in Clutter the * default transformation is set up such that the y-axis would be * pointing down. Therefore if a model is loaded from Blender it would * appear upside-down. Also all of the front faces would be in * clockwise order. If backface culling is then enabled then the wrong * faces would be culled with the default Cogl settings. * * To avoid these issues when exporting from Blender it is common to * pass the %MASH_DATA_NEGATE_Y flag. */ /** * Flags used for modifying the data as it is loaded. These can be * passed to mash_data_load(). * * If any of the negate flags are set then they cause the vertex and * normal coordinates for the specified axis to be negated. This could * be useful when loading a model from a tool which uses a different * coordinate system than the one used in your application. For * example, in Blender if the view is rotated such that the x-axis is * pointing to the right, and the z-axis is pointing out of the screen * then y-axis would be pointing directly up. However in Clutter the * default transformation is set up such that the y-axis would be * pointing down. Therefore if a model is loaded from Blender it would * appear upside-down. Also all of the front faces would be in * clockwise order. If backface culling is then enabled then the wrong * faces would be culled with the default Cogl settings. * * To avoid these issues when exporting from Blender it is common to * pass the %MASH_DATA_NEGATE_Y flag. */ export namespace DataFlags { export const $gtype: GObject.GType<DataFlags>; } enum DataFlags { NONE, NEGATE_X, NEGATE_Y, NEGATE_Z, } namespace Data { // Signal signatures interface SignalSignatures extends GObject.Object.SignalSignatures {} // Constructor properties interface interface ConstructorProps extends GObject.Object.ConstructorProps {} } /** * The #MashData structure contains only private data. */ class Data extends GObject.Object { static $gtype: GObject.GType<Data>; /** * Compile-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. * @internal */ $signals: Data.SignalSignatures; // Constructors constructor(properties?: Partial<Data.ConstructorProps>, ...args: any[]); _init(...args: any[]): void; static ['new'](): Data; // Signals connect<K extends keyof Data.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, Data.SignalSignatures[K]>, ): number; connect(signal: string, callback: (...args: any[]) => any): number; connect_after<K extends keyof Data.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, Data.SignalSignatures[K]>, ): number; connect_after(signal: string, callback: (...args: any[]) => any): number; emit<K extends keyof Data.SignalSignatures>( signal: K, ...args: GObject.GjsParameters<Data.SignalSignatures[K]> extends [any, ...infer Q] ? Q : never ): void; emit(signal: string, ...args: any[]): void; // Static methods static error_quark(): GLib.Quark; // Methods /** * Gets the bounding cuboid of the vertices in `self`. The cuboid is * represented by two vertices representing the minimum and maximum * extents. The x, y and z components of `min_vertex` will contain the * minimum x, y and z values of all the vertices and `max_vertex` will * contain the maximum. The extents of the model are cached so it is * cheap to call this function. * @param min_vertex A location to return the minimum vertex * @param max_vertex A location to return the maximum vertex */ get_extents(min_vertex: Clutter.Vertex, max_vertex: Clutter.Vertex): void; /** * Loads the data from the file called `filename` into `self`. The * model can then be rendered using mash_data_render(). If * there is an error loading the file it will return %FALSE and `error` * will be set to a GError instance. * @param flags Flags used to specify load-time modifications to the data * @param filename The name of a file to load * @returns %TRUE if the load succeeded or %FALSE otherwise. */ load(flags: DataFlags | null, filename: string): boolean; /** * Renders the data contained in the model to the Clutter * scene. The current Cogl source material will be used to affect the * appearance of the model. This function is not usually called * directly but instead the #MashData instance is added to a * #MashModel and this function will be automatically called by * the paint method of the model. */ render(): void; } namespace DataLoader { // Signal signatures interface SignalSignatures extends GObject.Object.SignalSignatures {} // Constructor properties interface interface ConstructorProps extends GObject.Object.ConstructorProps {} } /** * The #MashDataLoader structure contains only private data. */ abstract class DataLoader extends GObject.Object { static $gtype: GObject.GType<DataLoader>; /** * Compile-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. * @internal */ $signals: DataLoader.SignalSignatures; // Constructors constructor(properties?: Partial<DataLoader.ConstructorProps>, ...args: any[]); _init(...args: any[]): void; // Signals connect<K extends keyof DataLoader.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, DataLoader.SignalSignatures[K]>, ): number; connect(signal: string, callback: (...args: any[]) => any): number; connect_after<K extends keyof DataLoader.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, DataLoader.SignalSignatures[K]>, ): number; connect_after(signal: string, callback: (...args: any[]) => any): number; emit<K extends keyof DataLoader.SignalSignatures>( signal: K, ...args: GObject.GjsParameters<DataLoader.SignalSignatures[K]> extends [any, ...infer Q] ? Q : never ): void; emit(signal: string, ...args: any[]): void; // Virtual methods vfunc_get_data(loader_data: DataLoaderData): void; /** * Obtains the loaded data after calling mash_data_loader_load(). * This function is not usually called by applications. * @param flags * @param filename */ vfunc_load(flags: DataFlags, filename: string): boolean; // Methods get_data(loader_data: DataLoaderData): void; // Conflicted with GObject.Object.get_data get_data(...args: never[]): any; /** * Obtains the loaded data after calling mash_data_loader_load(). * This function is not usually called by applications. * @param flags * @param filename */ load(flags: DataFlags | null, filename: string): boolean; } namespace DirectionalLight { // Signal signatures interface SignalSignatures extends Light.SignalSignatures { 'notify::ambient': (pspec: GObject.ParamSpec) => void; 'notify::diffuse': (pspec: GObject.ParamSpec) => void; 'notify::specular': (pspec: GObject.ParamSpec) => void; 'notify::actions': (pspec: GObject.ParamSpec) => void; 'notify::allocation': (pspec: GObject.ParamSpec) => void; 'notify::anchor-gravity': (pspec: GObject.ParamSpec) => void; 'notify::anchor-x': (pspec: GObject.ParamSpec) => void; 'notify::anchor-y': (pspec: GObject.ParamSpec) => void; 'notify::background-color': (pspec: GObject.ParamSpec) => void; 'notify::background-color-set': (pspec: GObject.ParamSpec) => void; 'notify::child-transform': (pspec: GObject.ParamSpec) => void; 'notify::child-transform-set': (pspec: GObject.ParamSpec) => void; 'notify::clip': (pspec: GObject.ParamSpec) => void; 'notify::clip-rect': (pspec: GObject.ParamSpec) => void; 'notify::clip-to-allocation': (pspec: GObject.ParamSpec) => void; 'notify::constraints': (pspec: GObject.ParamSpec) => void; 'notify::content': (pspec: GObject.ParamSpec) => void; 'notify::content-box': (pspec: GObject.ParamSpec) => void; 'notify::content-gravity': (pspec: GObject.ParamSpec) => void; 'notify::content-repeat': (pspec: GObject.ParamSpec) => void; 'notify::depth': (pspec: GObject.ParamSpec) => void; 'notify::effect': (pspec: GObject.ParamSpec) => void; 'notify::first-child': (pspec: GObject.ParamSpec) => void; 'notify::fixed-position-set': (pspec: GObject.ParamSpec) => void; 'notify::fixed-x': (pspec: GObject.ParamSpec) => void; 'notify::fixed-y': (pspec: GObject.ParamSpec) => void; 'notify::has-clip': (pspec: GObject.ParamSpec) => void; 'notify::has-pointer': (pspec: GObject.ParamSpec) => void; 'notify::height': (pspec: GObject.ParamSpec) => void; 'notify::last-child': (pspec: GObject.ParamSpec) => void; 'notify::layout-manager': (pspec: GObject.ParamSpec) => void; 'notify::magnification-filter': (pspec: GObject.ParamSpec) => void; 'notify::mapped': (pspec: GObject.ParamSpec) => void; 'notify::margin-bottom': (pspec: GObject.ParamSpec) => void; 'notify::margin-left': (pspec: GObject.ParamSpec) => void; 'notify::margin-right': (pspec: GObject.ParamSpec) => void; 'notify::margin-top': (pspec: GObject.ParamSpec) => void; 'notify::min-height': (pspec: GObject.ParamSpec) => void; 'notify::min-height-set': (pspec: GObject.ParamSpec) => void; 'notify::min-width': (pspec: GObject.ParamSpec) => void; 'notify::min-width-set': (pspec: GObject.ParamSpec) => void; 'notify::minification-filter': (pspec: GObject.ParamSpec) => void; 'notify::name': (pspec: GObject.ParamSpec) => void; 'notify::natural-height': (pspec: GObject.ParamSpec) => void; 'notify::natural-height-set': (pspec: GObject.ParamSpec) => void; 'notify::natural-width': (pspec: GObject.ParamSpec) => void; 'notify::natural-width-set': (pspec: GObject.ParamSpec) => void; 'notify::offscreen-redirect': (pspec: GObject.ParamSpec) => void; 'notify::opacity': (pspec: GObject.ParamSpec) => void; 'notify::pivot-point': (pspec: GObject.ParamSpec) => void; 'notify::pivot-point-z': (pspec: GObject.ParamSpec) => void; 'notify::position': (pspec: GObject.ParamSpec) => void; 'notify::reactive': (pspec: GObject.ParamSpec) => void; 'notify::realized': (pspec: GObject.ParamSpec) => void; 'notify::request-mode': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-x': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-y': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-z': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-x': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-y': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-z': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-z-gravity': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-zgravity': (pspec: GObject.ParamSpec) => void; 'notify::scale-center-x': (pspec: GObject.ParamSpec) => void; 'notify::scale-center-y': (pspec: GObject.ParamSpec) => void; 'notify::scale-gravity': (pspec: GObject.ParamSpec) => void; 'notify::scale-x': (pspec: GObject.ParamSpec) => void; 'notify::scale-y': (pspec: GObject.ParamSpec) => void; 'notify::scale-z': (pspec: GObject.ParamSpec) => void; 'notify::show-on-set-parent': (pspec: GObject.ParamSpec) => void; 'notify::size': (pspec: GObject.ParamSpec) => void; 'notify::text-direction': (pspec: GObject.ParamSpec) => void; 'notify::transform': (pspec: GObject.ParamSpec) => void; 'notify::transform-set': (pspec: GObject.ParamSpec) => void; 'notify::translation-x': (pspec: GObject.ParamSpec) => void; 'notify::translation-y': (pspec: GObject.ParamSpec) => void; 'notify::translation-z': (pspec: GObject.ParamSpec) => void; 'notify::visible': (pspec: GObject.ParamSpec) => void; 'notify::width': (pspec: GObject.ParamSpec) => void; 'notify::x': (pspec: GObject.ParamSpec) => void; 'notify::x-align': (pspec: GObject.ParamSpec) => void; 'notify::x-expand': (pspec: GObject.ParamSpec) => void; 'notify::y': (pspec: GObject.ParamSpec) => void; 'notify::y-align': (pspec: GObject.ParamSpec) => void; 'notify::y-expand': (pspec: GObject.ParamSpec) => void; 'notify::z-position': (pspec: GObject.ParamSpec) => void; } // Constructor properties interface interface ConstructorProps extends Light.ConstructorProps, Atk.ImplementorIface.ConstructorProps, Clutter.Animatable.ConstructorProps, Clutter.Container.ConstructorProps, Clutter.Scriptable.ConstructorProps {} } /** * The #MashDirectionalLight structure contains only private data. */ class DirectionalLight extends Light implements Atk.ImplementorIface, Clutter.Animatable, Clutter.Container, Clutter.Scriptable { static $gtype: GObject.GType<DirectionalLight>; /** * Compile-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. * @internal */ $signals: DirectionalLight.SignalSignatures; // Constructors constructor(properties?: Partial<DirectionalLight.ConstructorProps>, ...args: any[]); _init(...args: any[]): void; static ['new'](): DirectionalLight; // Signals connect<K extends keyof DirectionalLight.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, DirectionalLight.SignalSignatures[K]>, ): number; connect(signal: string, callback: (...args: any[]) => any): number; connect_after<K extends keyof DirectionalLight.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, DirectionalLight.SignalSignatures[K]>, ): number; connect_after(signal: string, callback: (...args: any[]) => any): number; emit<K extends keyof DirectionalLight.SignalSignatures>( signal: K, ...args: GObject.GjsParameters<DirectionalLight.SignalSignatures[K]> extends [any, ...infer Q] ? Q : never ): void; emit(signal: string, ...args: any[]): 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; } namespace Light { // Signal signatures interface SignalSignatures extends Clutter.Actor.SignalSignatures { 'notify::ambient': (pspec: GObject.ParamSpec) => void; 'notify::diffuse': (pspec: GObject.ParamSpec) => void; 'notify::specular': (pspec: GObject.ParamSpec) => void; 'notify::actions': (pspec: GObject.ParamSpec) => void; 'notify::allocation': (pspec: GObject.ParamSpec) => void; 'notify::anchor-gravity': (pspec: GObject.ParamSpec) => void; 'notify::anchor-x': (pspec: GObject.ParamSpec) => void; 'notify::anchor-y': (pspec: GObject.ParamSpec) => void; 'notify::background-color': (pspec: GObject.ParamSpec) => void; 'notify::background-color-set': (pspec: GObject.ParamSpec) => void; 'notify::child-transform': (pspec: GObject.ParamSpec) => void; 'notify::child-transform-set': (pspec: GObject.ParamSpec) => void; 'notify::clip': (pspec: GObject.ParamSpec) => void; 'notify::clip-rect': (pspec: GObject.ParamSpec) => void; 'notify::clip-to-allocation': (pspec: GObject.ParamSpec) => void; 'notify::constraints': (pspec: GObject.ParamSpec) => void; 'notify::content': (pspec: GObject.ParamSpec) => void; 'notify::content-box': (pspec: GObject.ParamSpec) => void; 'notify::content-gravity': (pspec: GObject.ParamSpec) => void; 'notify::content-repeat': (pspec: GObject.ParamSpec) => void; 'notify::depth': (pspec: GObject.ParamSpec) => void; 'notify::effect': (pspec: GObject.ParamSpec) => void; 'notify::first-child': (pspec: GObject.ParamSpec) => void; 'notify::fixed-position-set': (pspec: GObject.ParamSpec) => void; 'notify::fixed-x': (pspec: GObject.ParamSpec) => void; 'notify::fixed-y': (pspec: GObject.ParamSpec) => void; 'notify::has-clip': (pspec: GObject.ParamSpec) => void; 'notify::has-pointer': (pspec: GObject.ParamSpec) => void; 'notify::height': (pspec: GObject.ParamSpec) => void; 'notify::last-child': (pspec: GObject.ParamSpec) => void; 'notify::layout-manager': (pspec: GObject.ParamSpec) => void; 'notify::magnification-filter': (pspec: GObject.ParamSpec) => void; 'notify::mapped': (pspec: GObject.ParamSpec) => void; 'notify::margin-bottom': (pspec: GObject.ParamSpec) => void; 'notify::margin-left': (pspec: GObject.ParamSpec) => void; 'notify::margin-right': (pspec: GObject.ParamSpec) => void; 'notify::margin-top': (pspec: GObject.ParamSpec) => void; 'notify::min-height': (pspec: GObject.ParamSpec) => void; 'notify::min-height-set': (pspec: GObject.ParamSpec) => void; 'notify::min-width': (pspec: GObject.ParamSpec) => void; 'notify::min-width-set': (pspec: GObject.ParamSpec) => void; 'notify::minification-filter': (pspec: GObject.ParamSpec) => void; 'notify::name': (pspec: GObject.ParamSpec) => void; 'notify::natural-height': (pspec: GObject.ParamSpec) => void; 'notify::natural-height-set': (pspec: GObject.ParamSpec) => void; 'notify::natural-width': (pspec: GObject.ParamSpec) => void; 'notify::natural-width-set': (pspec: GObject.ParamSpec) => void; 'notify::offscreen-redirect': (pspec: GObject.ParamSpec) => void; 'notify::opacity': (pspec: GObject.ParamSpec) => void; 'notify::pivot-point': (pspec: GObject.ParamSpec) => void; 'notify::pivot-point-z': (pspec: GObject.ParamSpec) => void; 'notify::position': (pspec: GObject.ParamSpec) => void; 'notify::reactive': (pspec: GObject.ParamSpec) => void; 'notify::realized': (pspec: GObject.ParamSpec) => void; 'notify::request-mode': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-x': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-y': (pspec: GObject.ParamSpec) => void; 'notify::rotation-angle-z': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-x': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-y': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-z': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-z-gravity': (pspec: GObject.ParamSpec) => void; 'notify::rotation-center-zgravity': (pspec: GObject.ParamSpec) => void; 'notify::scale-center-x': (pspec: GObject.ParamSpec) => void; 'notify::scale-center-y': (pspec: GObject.ParamSpec) => void; 'notify::scale-gravity': (pspec: GObject.ParamSpec) => void; 'notify::scale-x': (pspec: GObject.ParamSpec) => void; 'notify::scale-y': (pspec: GObject.ParamSpec) => void; 'notify::scale-z': (pspec: GObject.ParamSpec) => void; 'notify::show-on-set-parent': (pspec: GObject.ParamSpec) => void; 'notify::size': (pspec: GObject.ParamSpec) => void; 'notify::text-direction': (pspec: GObject.ParamSpec) => void; 'notify::transform': (pspec: GObject.ParamSpec) => void; 'notify::transform-set': (pspec: GObject.ParamSpec) => void; 'notify::translation-x': (pspec: GObject.ParamSpec) => void; 'notify::translation-y': (pspec: GObject.ParamSpec) => void; 'notify::translation-z': (pspec: GObject.ParamSpec) => void; 'notify::visible': (pspec: GObject.ParamSpec) => void; 'notify::width': (pspec: GObject.ParamSpec) => void; 'notify::x': (pspec: GObject.ParamSpec) => void; 'notify::x-align': (pspec: GObject.ParamSpec) => void; 'notify::x-expand': (pspec: GObject.ParamSpec) => void; 'notify::y': (pspec: GObject.ParamSpec) => void; 'notify::y-align': (pspec: GObject.ParamSpec) => void; 'notify::y-expand': (pspec: GObject.ParamSpec) => void; 'notify::z-position': (pspec: GObject.ParamSpec) => void; } // Constructor properties interface interface ConstructorProps extends Clutter.Actor.ConstructorProps, Atk.ImplementorIface.ConstructorProps, Clutter.Animatable.ConstructorProps, Clutter.Container.ConstructorProps, Clutter.Scriptable.ConstructorProps { ambient: Clutter.Color; diffuse: Clutter.Color; specular: Clutter.Color; } } /** * The #MashLight structure contains only private data. */ abstract class Light extends Clutter.Actor implements Atk.ImplementorIface, Clutter.Animatable, Clutter.Container, Clutter.Scriptable { static $gtype: GObject.GType<Light>; // Properties get ambient(): Clutter.Color; set ambient(val: Clutter.Color); get diffuse(): Clutter.Color; set diffuse(val: Clutter.Color); get specular(): Clutter.Color; set specular(val: Clutter.Color); /** * Compile-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. * @internal */ $signals: Light.SignalSignatures; // Constructors constructor(properties?: Partial<Light.ConstructorProps>, ...args: any[]); _init(...args: any[]): void; // Signals connect<K extends keyof Light.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, Light.SignalSignatures[K]>, ): number; connect(signal: string, callback: (...args: any[]) => any): number; connect_after<K extends keyof Light.SignalSignatures>( signal: K, callback: GObject.SignalCallback<this, Light.SignalSignatures[K]>, ): number; connect_after(signal: string, callback: (...args: any[]) => any): number; emit<K extends keyof Light.SignalSignatures>( signal: K, ...args: GObject.GjsParameters<Light.SignalSignatures[K]> extends [any, ...infer Q] ? Q : never ): void; emit(signal: string, ...args: any[]): void; // Virtual methods /** * This function is used to generate the shader code required to * implement a paraticular. It would not usually need to be called * from an application. Instead it is called automatically by * #MashLightSet. * * This function can be overriden in subclasses of #MashLight to * implement custom lighting algorithms. The function will be called * before the first actor that is using the light set is painted * whenever it deems that the shader needs to be regenerated. It * currently will do this whenever a light is added or removed from * the box. The implementation should append any GLSL code to * `uniform_source` and `main_source` needed to