Struct libbismuth::Animation
source · pub struct Animation { /* private fields */ }
Expand description
A base class for animations.
BisAnimation
represents an animation on a widget. It has a target that
provides a value to animate, and a state indicating whether the
animation hasn’t been started yet, is playing, paused or finished.
Currently there are two concrete animation types:
TimedAnimation
and SpringAnimation
.
BisAnimation
will automatically skip the animation if
widget
is unmapped, or if
[gtk-enable-animations
][struct@crate::Gtk::Settings#gtk-enable-animations] is FALSE
.
The done
signal can be used to perform an action after
the animation ends, for example hiding a widget after animating its
[opacity
][struct@crate::gtk::Widget#opacity] to 0.
BisAnimation
will be kept alive while the animation is playing. As such,
it’s safe to create an animation, start it and immediately unref it:
A fire-and-forget animation:
⚠️ The following code is in c ⚠️
static void
animation_cb (double value,
MyObject *self)
{
// Do something with @value
}
static void
my_object_animate (MyObject *self)
{
BisAnimationTarget *target =
bis_callback_animation_target_new ((BisAnimationTargetFunc) animation_cb,
self, NULL);
g_autoptr (BisAnimation) animation =
bis_timed_animation_new (widget, 0, 1, 250, target);
bis_animation_play (animation);
}
If there’s a chance the previous animation for the same target hasn’t yet
finished, the previous animation should be stopped first, or the existing
BisAnimation
object can be reused.
This is an Abstract Base Class, you cannot instantiate it.
§Properties
§state
The animation state.
The state indicates whether the animation is currently playing, paused, finished or hasn’t been started yet.
Readable
§target
The target to animate.
Readable | Writeable | Construct
§value
The current value of the animation.
Readable
§widget
The animation widget.
It provides the frame clock for the animation. It’s not strictly necessary for this widget to be same as the one being animated.
The widget must be mapped in order for the animation to work. If it’s not mapped, or if it gets unmapped during an ongoing animation, the animation will be automatically skipped.
Readable | Writeable | Construct Only
§Signals
§done
This signal is emitted when the animation has been completed, either on its
own or via calling AnimationExt::skip()
.
§Implements
AnimationExt
, [trait@glib::ObjectExt
]
GLib type: GObject with reference counted clone semantics.
Implementations§
Trait Implementations§
source§impl Ord for Animation
impl Ord for Animation
source§fn cmp(&self, other: &Self) -> Ordering
fn cmp(&self, other: &Self) -> Ordering
Comparison for two GObjects.
Compares the memory addresses of the provided objects.
1.21.0 · source§fn max(self, other: Self) -> Selfwhere
Self: Sized,
fn max(self, other: Self) -> Selfwhere
Self: Sized,
source§impl<OT: ObjectType> PartialEq<OT> for Animation
impl<OT: ObjectType> PartialEq<OT> for Animation
source§impl<OT: ObjectType> PartialOrd<OT> for Animation
impl<OT: ObjectType> PartialOrd<OT> for Animation
source§fn partial_cmp(&self, other: &OT) -> Option<Ordering>
fn partial_cmp(&self, other: &OT) -> Option<Ordering>
Partial comparison for two GObjects.
Compares the memory addresses of the provided objects.
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self
and other
) and is used by the <=
operator. Read moresource§impl StaticType for Animation
impl StaticType for Animation
source§fn static_type() -> Type
fn static_type() -> Type
Self
.impl Eq for Animation
impl IsA<Animation> for SpringAnimation
impl IsA<Animation> for TimedAnimation
Auto Trait Implementations§
impl Freeze for Animation
impl RefUnwindSafe for Animation
impl !Send for Animation
impl !Sync for Animation
impl Unpin for Animation
impl UnwindSafe for Animation
Blanket Implementations§
source§impl<O> AnimationExt for Owhere
O: IsA<Animation>,
impl<O> AnimationExt for Owhere
O: IsA<Animation>,
source§fn state(&self) -> AnimationState
fn state(&self) -> AnimationState
source§fn target(&self) -> AnimationTarget
fn target(&self) -> AnimationTarget
source§fn set_target(&self, target: &impl IsA<AnimationTarget>)
fn set_target(&self, target: &impl IsA<AnimationTarget>)
source§fn connect_done<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
fn connect_done<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
skip()
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fn connect_value_notify<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
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§fn emit_by_name_with_values(
&self,
signal_name: &str,
args: &[Value],
) -> Option<Value>
fn emit_by_name_with_values( &self, signal_name: &str, args: &[Value], ) -> Option<Value>
§fn emit_by_name_with_details<R>(
&self,
signal_name: &str,
details: Quark,
args: &[&dyn ToValue],
) -> Rwhere
R: TryFromClosureReturnValue,
fn emit_by_name_with_details<R>(
&self,
signal_name: &str,
details: Quark,
args: &[&dyn ToValue],
) -> Rwhere
R: TryFromClosureReturnValue,
§fn emit_by_name_with_details_and_values(
&self,
signal_name: &str,
details: Quark,
args: &[Value],
) -> Option<Value>
fn emit_by_name_with_details_and_values( &self, signal_name: &str, details: Quark, args: &[Value], ) -> Option<Value>
§fn emit_with_details<R>(
&self,
signal_id: SignalId,
details: Quark,
args: &[&dyn ToValue],
) -> Rwhere
R: TryFromClosureReturnValue,
fn emit_with_details<R>(
&self,
signal_id: SignalId,
details: Quark,
args: &[&dyn ToValue],
) -> Rwhere
R: TryFromClosureReturnValue,
§fn emit_with_details_and_values(
&self,
signal_id: SignalId,
details: Quark,
args: &[Value],
) -> Option<Value>
fn emit_with_details_and_values( &self, signal_id: SignalId, details: Quark, args: &[Value], ) -> Option<Value>
§fn disconnect(&self, handler_id: SignalHandlerId)
fn disconnect(&self, handler_id: SignalHandlerId)
§fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read more§fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read more§unsafe fn connect_notify_unsafe<F>(
&self,
name: Option<&str>,
f: F,
) -> SignalHandlerId
unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F, ) -> SignalHandlerId
notify
signal of the object. Read more