Creates a binding between source_property
on source
and target_property
on target
.
Whenever the source_property
is changed the target_property
is
updated using the same value. For instance:
g_object_bind_property (action, "active", widget, "sensitive", 0);
Will result in the "sensitive" property of the widget #GObject 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.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
Creates a binding between source_property
on source
and target_property
on target,
allowing you to set the transformation functions to be used by
the binding.
This function is the language bindings friendly version of g_object_bind_property_full(), using #GClosures instead of function pointers.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
a #GClosure wrapping the transformation function from the source
to the target,
or %NULL to use the default
a #GClosure wrapping the transformation function from the target
to the source,
or %NULL to use the default
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.
This is necessary for accessors that modify multiple properties to prevent premature notification while the object is still being modified.
Queries what components the given texture
stores internally as set
via cogl_texture_set_components().
For textures created by the ‘_with_size’ constructors the default is %COGL_TEXTURE_COMPONENTS_RGBA. The other constructors which take a %CoglBitmap or a data pointer default to the same components as the pixel format of the data.
Copies the pixel data from a cogl texture to system memory.
rowstride
argument, the rowstride should be the rowstride you
want for the destination data
buffer not the rowstride of the
source texture
Queries the GL handles for a GPU side texture through its #CoglTexture.
If the texture is spliced the data for the first sub texture will be queried.
Queries the height of a cogl texture.
Queries the maximum wasted (unused) pixels in one dimension of a GPU side texture.
Queries the pre-multiplied alpha status for internally stored red,
green and blue components for the given texture
as set by
cogl_texture_set_premultiplied().
By default the pre-multipled state is TRUE
.
Gets a property of an object.
The value
can be:
In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling g_value_unset().
Note that g_object_get_property() is really intended for language bindings, g_object_get() is much more convenient for C programming.
the name of the property to get
return location for the property value
This function gets back user data pointers stored via g_object_set_qdata().
A #GQuark, naming the user data pointer
Queries the width of a cogl texture.
Gets n_properties
properties for an object
.
Obtained properties will be set to values
. All properties must be valid.
Warnings will be emitted and undefined behaviour may result if invalid
properties are passed in.
the names of each property to get
the values of each property to get
Checks whether object
has a [floating][floating-ref] reference.
Queries if a texture is sliced (stored as multiple GPU side tecture objects).
Emits a "notify" signal for the property property_name
on object
.
When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.
Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.
the name of a property installed on the class of object
.
Emits a "notify" signal for the property specified by pspec
on object
.
This function omits the property name lookup, hence it is faster than g_object_notify().
One way to avoid using g_object_notify() from within the class that registered the properties, and using g_object_notify_by_pspec() instead, is to store the GParamSpec used with g_object_class_install_property() inside a static array, e.g.:
enum
{
PROP_0,
PROP_FOO,
PROP_LAST
};
static GParamSpec *properties[PROP_LAST];
static void
my_object_class_init (MyObjectClass *klass)
{
properties[PROP_FOO] = g_param_spec_int ("foo", "Foo", "The foo",
0, 100,
50,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_FOO,
properties[PROP_FOO]);
}
and then notify a change on the "foo" property with:
g_object_notify_by_pspec (self, properties[PROP_FOO]);
the #GParamSpec of a property installed on the class of 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().
Releases all references to other objects. This can be used to break reference cycles.
This function should only be called from object system implementations.
Affects the internal storage format for this texture by specifying what components will be required for sampling later.
This api affects how data is uploaded to the GPU since unused components can potentially be discarded from source data.
For textures created by the ‘_with_size’ constructors the default is %COGL_TEXTURE_COMPONENTS_RGBA. The other constructors which take a %CoglBitmap or a data pointer default to the same components as the pixel format of the data.
Note that the %COGL_TEXTURE_COMPONENTS_RG format is not available on all drivers. The availability can be determined by checking for the %COGL_FEATURE_ID_TEXTURE_RG feature. If this format is used on a driver where it is not available then %COGL_TEXTURE_ERROR_FORMAT will be raised when the texture is allocated. Even if the feature is not available then %COGL_PIXEL_FORMAT_RG_88 can still be used as an image format as long as %COGL_TEXTURE_COMPONENTS_RG isn't used as the texture's components.
texture
a #CoglTexture.
Sets all the pixels for a given mipmap level
by copying the pixel
data pointed to by the data
argument into the given texture
.
data
should point to the first pixel to copy corresponding
to the top left of the mipmap level
being set.
If rowstride
equals 0 then it will be automatically calculated
from the width of the mipmap level and the bytes-per-pixel for the
given format
.
A mipmap level
of 0 corresponds to the largest, base image of a
texture and level
1 is half the width and height of level 0. If
dividing any dimension of the previous level by two results in a
fraction then round the number down (floor()), but clamp to 1
something like this:
|[ next_width = MAX (1, floor (prev_width));
You can determine the number of mipmap levels for a given texture
like this:
|[
n_levels = 1 + floor (log2 (max_dimension));
Where %max_dimension is the larger of cogl_texture_get_width() and cogl_texture_get_height().
It is an error to pass a level
number >= the number of levels that
texture
can have according to the above calculation.
texture
has not previously been allocated then this
api can return %FALSE and throw an exceptional error
if there is
not enough memory to allocate storage for texture
.
Affects the internal storage format for this texture by specifying whether red, green and blue color components should be stored as pre-multiplied alpha values.
This api affects how data is uploaded to the GPU since Cogl will convert source data to have premultiplied or unpremultiplied components according to this state.
For example if you create a texture via cogl_texture_2d_new_with_size() and then upload data via cogl_texture_set_data() passing a source format of %COGL_PIXEL_FORMAT_RGBA_8888 then Cogl will internally multiply the red, green and blue components of the source data by the alpha component, for each pixel so that the internally stored data has pre-multiplied alpha components. If you instead upload data that already has pre-multiplied components by passing %COGL_PIXEL_FORMAT_RGBA_8888_PRE as the source format to cogl_texture_set_data() then the data can be uploaded without being converted.
By default the premultipled
state is TRUE
.
Whether any internally stored red, green or blue components are pre-multiplied by an alpha component.
Sets a property on an object.
the name of the property to set
the value
Sets the pixels in a rectangular subregion of texture
from an in-memory
buffer containing pixel data.
data<
/note>
upper left coordinate to use from source data.
upper left coordinate to use from source data.
upper left destination horizontal coordinate.
upper left destination vertical coordinate.
width of destination region to write. (Must be less than or equal to width)
height of destination region to write. (Must be less than or equal to height)
width of source data buffer.
height of source data buffer.
the #CoglPixelFormat used in the source buffer.
rowstride of source buffer (computed from width if none specified)
the actual pixel data.
Copies a specified source region from bitmap
to the position
(src_x,
src_y)
of the given destination texture handle
.
upper left coordinate to use from the source bitmap.
upper left coordinate to use from the source bitmap
upper left destination horizontal coordinate.
upper left destination vertical coordinate.
width of destination region to write. (Must be less than or equal to the bitmap width)
height of destination region to write. (Must be less than or equal to the bitmap height)
The source bitmap to read from
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
name of the key
This function gets back user data pointers stored via
g_object_set_qdata() and removes the data
from object
without invoking its destroy() function (if any was
set).
Usually, calling this function is only required to update
user data pointers with a destroy notifier, for example:
void
object_add_to_user_list (GObject *object,
const gchar *new_string)
{
// the quark, naming the object data
GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
// retrieve the old string list
GList *list = g_object_steal_qdata (object, quark_string_list);
// prepend new string
list = g_list_prepend (list, g_strdup (new_string));
// this changed 'list', so we need to set it again
g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
}
static void
free_string_list (gpointer data)
{
GList *node, *list = data;
for (node = list; node; node = node->next)
g_free (node->data);
g_list_free (list);
}
Using g_object_get_qdata() in the above example, instead of g_object_steal_qdata() would have left the destroy function set, and thus the partial string list would have been freed upon g_object_set_qdata_full().
A #GQuark, naming the user data pointer
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.
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.
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.
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.
#GClosure to watch
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().
any interface vtable for the interface, or the default vtable for the interface
name of a property to look up.
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.
This function is meant to be called from the interface's default
vtable initialization function (the class_init
member of
#GTypeInfo.) It must not be called after after class_init
has
been called for any object types implementing this interface.
If pspec
is a floating reference, it will be consumed.
any interface vtable for the interface, or the default vtable for the interface.
the #GParamSpec for the new 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().
any interface vtable for the interface, or the default vtable for the interface
Allocates a new #CoglTextureRectangle texture which will be
initialized with the pixel data from bitmap
. This texture is a
low-level texture that the GPU can sample from directly unlike
high-level textures such as #CoglTexture2DSliced and
#CoglAtlasTexture.
width,
height)
where width
and height
are the width and height of the texture.
The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated.
Wraps an existing GL_TEXTURE_RECTANGLE texture object as a #CoglTextureRectangle. This can be used for integrating Cogl with software using OpenGL directly.
width,
height)
where width
and height
are the width and height of the texture.
gl_handle
or if width
or height
don't have the correct texture
geometry.
The texture is still configurable until it has been allocated so for example you can declare whether the texture is premultiplied with cogl_texture_set_premultiplied().
A #CoglContext
A GL handle for a GL_TEXTURE_RECTANGLE texture object
Width of the foreign GL texture
Height of the foreign GL texture
The format of the texture
Creates a new #CoglTextureRectangle texture with a given width,
and height
. This texture is a low-level texture that the GPU can
sample from directly unlike high-level textures such as
#CoglTexture2DSliced and #CoglAtlasTexture.
width,
height)
where width
and height
are the width and height of the texture.
The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated.
A #CoglContext pointer
The texture width to allocate
The texture height to allocate
Creates a new instance of a #GObject subtype and sets its properties.
Construction parameters (see %G_PARAM_CONSTRUCT, %G_PARAM_CONSTRUCT_ONLY) which are not explicitly specified are set to their default values.
the type id of the #GObject subtype to instantiate
an array of #GParameter
Explicitly allocates the storage for the given
texture
which allows you to be sure that there is enough memory for the texture and if not then the error can be handled gracefully.