@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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TypeScript
/**
* 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