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.
Gets a named field from the objects table of associations (see g_object_set_data()).
name of the key for that association
Queries the item at position item_index
in model
for the attribute
specified by attribute
.
If expected_type
is non-%NULL then it specifies the expected type of
the attribute. If it is %NULL then any type will be accepted.
If the attribute exists and matches expected_type
(or if the
expected type is unspecified) then the value is returned.
If the attribute does not exist, or does not match the expected type then %NULL is returned.
the index of the item
the attribute to query
the expected type of the attribute, or %NULL
Queries the item at position item_index
in model
for the link
specified by link
.
If the link exists, the linked #GMenuModel is returned. If the link does not exist, %NULL is returned.
the index of the item
the link to query
Query the number of items in model
.
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
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 model
is mutable.
An immutable #GMenuModel will never emit the #GMenuModel::items-changed signal. Consumers of the model may make optimisations accordingly.
Requests emission of the #GMenuModel::items-changed signal on model
.
This function should never be called except by #GMenuModel subclasses. Any other calls to this function will very likely lead to a violation of the interface of the model.
The implementation should update its internal representation of the menu before emitting the signal. The implementation should further expect to receive queries about the new state of the menu (and particularly added menu items) while signal handlers are running.
The implementation must dispatch this call directly from a mainloop entry and not in response to calls -- particularly those from the #GMenuModel API. Said another way: the menu must not change while user code is running without returning to the mainloop.
the position of the change
the number of items removed
the number of items added
Creates a #GMenuAttributeIter to iterate over the attributes of
the item at position item_index
in model
.
You must free the iterator with g_object_unref() when you are done.
the index of the item
Creates a #GMenuLinkIter to iterate over the links of the item at
position item_index
in model
.
You must free the iterator with g_object_unref() when you are done.
the index of the item
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.
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.
name of the key
data to associate with that key
Sets a property on an object.
the name of the property to set
the value
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.
Queries the item at position item_index
in model
for the attribute
specified by attribute
.
If expected_type
is non-%NULL then it specifies the expected type of
the attribute. If it is %NULL then any type will be accepted.
If the attribute exists and matches expected_type
(or if the
expected type is unspecified) then the value is returned.
If the attribute does not exist, or does not match the expected type then %NULL is returned.
the index of the item
the attribute to query
the expected type of the attribute, or %NULL
Gets all the attributes associated with the item in the menu model.
The #GMenuItem to query
Queries the item at position item_index
in model
for the link
specified by link
.
If the link exists, the linked #GMenuModel is returned. If the link does not exist, %NULL is returned.
the index of the item
the link to query
Gets all the links associated with the item in the menu model.
The #GMenuItem to query
Query the number of items in model
.
Queries if model
is mutable.
An immutable #GMenuModel will never emit the #GMenuModel::items-changed signal. Consumers of the model may make optimisations accordingly.
Creates a #GMenuAttributeIter to iterate over the attributes of
the item at position item_index
in model
.
You must free the iterator with g_object_unref() when you are done.
the index of the item
Creates a #GMenuLinkIter to iterate over the links of the item at
position item_index
in model
.
You must free the iterator with g_object_unref() when you are done.
the index of the item
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
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
#GMenuModel represents the contents of a menu -- an ordered list of menu items. The items are associated with actions, which can be activated through them. Items can be grouped in sections, and may have submenus associated with them. Both items and sections usually have some representation data, such as labels or icons. The type of the associated action (ie whether it is stateful, and what kind of state it has) can influence the representation of the item.
The conceptual model of menus in #GMenuModel is hierarchical: sections and submenus are again represented by #GMenuModels. Menus themselves do not define their own roles. Rather, the role of a particular #GMenuModel is defined by the item that references it (or, in the case of the 'root' menu, is defined by the context in which it is used).
As an example, consider the visible portions of this menu:
An example menu # {#menu-example}
There are 8 "menus" visible in the screenshot: one menubar, two submenus and 5 sections:
The [example][menu-model] illustrates the conceptual connection between these 8 menus. Each large block in the figure represents a menu and the smaller blocks within the large block represent items in that menu. Some items contain references to other menus.
A menu example # {#menu-model}
Notice that the separators visible in the [example][menu-example] appear nowhere in the [menu model][menu-model]. This is because separators are not explicitly represented in the menu model. Instead, a separator is inserted between any two non-empty sections of a menu. Section items can have labels just like any other item. In that case, a display system may show a section header instead of a separator.
The motivation for this abstract model of application controls is that modern user interfaces tend to make these controls available outside the application. Examples include global menus, jumplists, dash boards, etc. To support such uses, it is necessary to 'export' information about actions and their representation in menus, which is exactly what the [GActionGroup exporter][gio-GActionGroup-exporter] and the [GMenuModel exporter][gio-GMenuModel-exporter] do for #GActionGroup and #GMenuModel. The client-side counterparts to make use of the exported information are #GDBusActionGroup and #GDBusMenuModel.
The API of #GMenuModel is very generic, with iterators for the attributes and links of an item, see g_menu_model_iterate_item_attributes() and g_menu_model_iterate_item_links(). The 'standard' attributes and link types have predefined names: %G_MENU_ATTRIBUTE_LABEL, %G_MENU_ATTRIBUTE_ACTION, %G_MENU_ATTRIBUTE_TARGET, %G_MENU_LINK_SECTION and %G_MENU_LINK_SUBMENU.
Items in a #GMenuModel represent active controls if they refer to an action that can get activated when the user interacts with the menu item. The reference to the action is encoded by the string id in the %G_MENU_ATTRIBUTE_ACTION attribute. An action id uniquely identifies an action in an action group. Which action group(s) provide actions depends on the context in which the menu model is used. E.g. when the model is exported as the application menu of a #GtkApplication, actions can be application-wide or window-specific (and thus come from two different action groups). By convention, the application-wide actions have names that start with "app.", while the names of window-specific actions start with "win.".
While a wide variety of stateful actions is possible, the following is the minimum that is expected to be supported by all users of exported menu information:
Stateless
A stateless action typically corresponds to an ordinary menu item.
Selecting such a menu item will activate the action (with no parameter).
Boolean State
An action with a boolean state will most typically be used with a "toggle" or "switch" menu item. The state can be set directly, but activating the action (with no parameter) results in the state being toggled.
Selecting a toggle menu item will activate the action. The menu item should be rendered as "checked" when the state is true.
String Parameter and State
Actions with string parameters and state will most typically be used to represent an enumerated choice over the items available for a group of radio menu items. Activating the action with a string parameter is equivalent to setting that parameter as the state.
Radio menu items, in addition to being associated with the action, will have a target value. Selecting that menu item will result in activation of the action with the target value as the parameter. The menu item should be rendered as "selected" when the state of the action is equal to the target value of the menu item.