Sets our main struct and passes it to the parent class.
This signal ends processing of the frame. Applications should generally not handle this signal.
This signal begins processing of the frame. Applications should generally not handle this signal.
This signal is used to flush pending motion events that are being batched up and compressed together. Applications should not handle this signal.
This signal is emitted as the second step of toolkit and application processing of the frame. Any work to update sizes and positions of application elements should be performed. GTK+ normally handles this internally.
This signal is emitted as the third step of toolkit and application processing of the frame. The frame is repainted. GDK normally handles this internally and produces expose events, which are turned into GTK+ #GtkWidget::draw signals.
This signal is emitted after processing of the frame is finished, and is handled internally by GTK+ to resume normal event processing. Applications should not handle this signal.
This signal is emitted as the first step of toolkit and application processing of the frame. Animations should be updated using gdk_frame_clock_get_frame_time(). Applications can connect directly to this signal, or use gtk_widget_add_tick_callback() as a more convenient interface.
Starts updates for an animation. Until a matching call to gdk_frame_clock_end_updating() is made, the frame clock will continually request a new frame with the %GDK_FRAME_CLOCK_PHASE_UPDATE phase. This function may be called multiple times and frames will be requested until gdk_frame_clock_end_updating() is called the same number of times.
Stops updates for an animation. See the documentation for gdk_frame_clock_begin_updating().
Gets the frame timings for the current frame.
Get the main Gtk struct
A #GdkFrameClock maintains a 64-bit counter that increments for each frame drawn.
Gets the time that should currently be used for animations. Inside the processing of a frame, it’s the time used to compute the animation position of everything in a frame. Outside of a frame, it's the time of the conceptual “previous frame,” which may be either the actual previous frame time, or if that’s too old, an updated time.
#GdkFrameClock internally keeps a history of #GdkFrameTimings objects for recent frames that can be retrieved with gdk_frame_clock_get_timings(). The set of stored frames is the set from the counter values given by gdk_frame_clock_get_history_start() and gdk_frame_clock_get_frame_counter(), inclusive.
Using the frame history stored in the frame clock, finds the last known presentation time and refresh interval, and assuming that presentation times are separated by the refresh interval, predicts a presentation time that is a multiple of the refresh interval after the last presentation time, and later than @base_time.
the main Gtk struct as a void*
Retrieves a #GdkFrameTimings object holding timing information for the current frame or a recent frame. The #GdkFrameTimings object may not yet be complete: see gdk_frame_timings_get_complete().
Asks the frame clock to run a particular phase. The signal corresponding the requested phase will be emitted the next time the frame clock processes. Multiple calls to gdk_frame_clock_request_phase() will be combined together and only one frame processed. If you are displaying animated content and want to continually request the %GDK_FRAME_CLOCK_PHASE_UPDATE phase for a period of time, you should use gdk_frame_clock_begin_updating() instead, since this allows GTK+ to adjust system parameters to get maximally smooth animations.
the main Gtk struct
the main Gtk struct
Get the main Gtk struct
the main Gtk struct as a void*
Gets a D Object from the objects table of associations.
The notify signal is emitted on an object when one of its properties has been changed. Note that getting this signal doesn't guarantee that the value of the property has actually changed, it may also be emitted when the setter for the property is called to reinstate the previous value.
Find the #GParamSpec 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().
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 #GParamSpec, 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.
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().
Increases the reference count of the object by one and sets a callback to be called when all other references to the object are dropped, or when this is already the last reference to the object and another reference is established.
Adds a weak reference from weak_pointer to @object to indicate that the pointer located at @weak_pointer_location is only valid during the lifetime of @object. When the @object is finalized, @weak_pointer will be set to %NULL.
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:
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.
This is a variant of g_object_get_data() which returns a 'duplicate' of the value. @dup_func defines the meaning of 'duplicate' in this context, it could e.g. take a reference on a ref-counted object.
This is a variant of g_object_get_qdata() which returns a 'duplicate' of the value. @dup_func defines the meaning of 'duplicate' in this context, it could e.g. take a reference on a ref-counted object.
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().
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.
Gets a named field from the objects table of associations (see g_object_set_data()).
Gets a property of an object. @value must have been initialized to the expected type of the property (or a type to which the expected type can be transformed) using g_value_init().
This function gets back user data pointers stored via g_object_set_qdata().
Gets properties of an object.
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.
Checks whether @object has a floating[floating-ref] reference.
Emits a "notify" signal for the property @property_name on @object.
Emits a "notify" signal for the property specified by @pspec on @object.
Increases the reference count of @object.
Increase the reference count of @object, and possibly remove the floating[floating-ref] reference, if @object has a floating reference.
Removes a reference added with g_object_add_toggle_ref(). The reference count of the object is decreased by one.
Removes a weak reference from @object that was previously added using g_object_add_weak_pointer(). The @weak_pointer_location has to match the one used with g_object_add_weak_pointer().
Compares the user data for the key @key on @object with @oldval, and if they are the same, replaces @oldval with @newval.
Compares the user data for the key @quark on @object with @oldval, and if they are the same, replaces @oldval with @newval.
Releases all references to other objects. This can be used to break reference cycles.
Each object carries around a table of associations from strings to pointers. This function lets you set an association.
Like g_object_set_data() except it adds notification for when the association is destroyed, either by setting it to a different value or when the object is destroyed.
Sets a property on an object.
This sets an opaque, named pointer on an object. The name is specified through a #GQuark (retrived e.g. via g_quark_from_static_string()), and the pointer can be gotten back from the @object with g_object_get_qdata() until the @object is finalized. Setting a previously set user data pointer, overrides (frees) the old pointer set, using #NULL as pointer essentially removes the data stored.
This function works like g_object_set_qdata(), but in addition, a void (*destroy) (gpointer) function may be specified which is called with @data as argument when the @object is finalized, or the data is being overwritten by a call to g_object_set_qdata() with the same @quark.
Sets properties on an object.
Sets @n_properties properties for an @object. Properties to be set will be taken from @values. All properties must be valid. Warnings will be emitted and undefined behaviour may result if invalid properties are passed in.
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
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: |[<!-- language="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"); // retrive the old string list GList *list = g_object_steal_qdata (object, quark_string_list);
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.
Decreases the reference count of @object. When its reference count drops to 0, the object is finalized (i.e. its memory is freed).
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.
Adds a weak reference callback to an object. Weak references are used for notification when an object is finalized. They are called "weak references" because they allow you to safely hold a pointer to an object without calling g_object_ref() (g_object_ref() adds a strong reference, that is, forces the object to stay alive).
Removes a weak reference callback to an object.
Clears a reference to a #GObject.
A #GdkFrameClock tells the application when to update and repaint a window. This may be synced to the vertical refresh rate of the monitor, for example. Even when the frame clock uses a simple timer rather than a hardware-based vertical sync, the frame clock helps because it ensures everything paints at the same time (reducing the total number of frames). The frame clock can also automatically stop painting when it knows the frames will not be visible, or scale back animation framerates.
#GdkFrameClock is designed to be compatible with an OpenGL-based implementation or with mozRequestAnimationFrame in Firefox, for example.
A frame clock is idle until someone requests a frame with gdk_frame_clock_request_phase(). At some later point that makes sense for the synchronization being implemented, the clock will process a frame and emit signals for each phase that has been requested. (See the signals of the #GdkFrameClock class for documentation of the phases. %GDK_FRAME_CLOCK_PHASE_UPDATE and the #GdkFrameClock::update signal are most interesting for application writers, and are used to update the animations, using the frame time given by gdk_frame_clock_get_frame_time().
The frame time is reported in microseconds and generally in the same timescale as g_get_monotonic_time(), however, it is not the same as g_get_monotonic_time(). The frame time does not advance during the time a frame is being painted, and outside of a frame, an attempt is made so that all calls to gdk_frame_clock_get_frame_time() that are called at a “similar” time get the same value. This means that if different animations are timed by looking at the difference in time between an initial value from gdk_frame_clock_get_frame_time() and the value inside the #GdkFrameClock::update signal of the clock, they will stay exactly synchronized.