Connect to Done signal.
Gets whether self should be skipped when animations are globally disabled.
Gets the current value of self.
Gets the target self animates.
Gets the current value of self.
Gets the widget self was created for.
Pauses a playing animation for self.
Starts the animation for self.
Resets the animation for self.
Resumes a paused animation for self.
Sets whether to skip self when animations are globally disabled.
Sets the target self animates to target.
Skips the animation for self.
Set the GObject of a D ObjectG wrapper.
Get a pointer to the underlying C object.
Calls g_object_ref() on a GObject.
Calls g_object_unref() on a GObject.
Get the GType of an object.
GObject GType property.
Convenience method to return this cast to a type. For use in D with statements.
Template to get the D object from a C GObject and cast it to the given D object type.
Connect a D closure to an object signal.
Template for setting a GObject property.
Template for getting a GObject property.
Creates a binding between source_property on source and target_property on target.
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 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 gobject.object.ObjectG.refSink.
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 gobject.object.ObjectG.setData).
Gets a property of an object.
This function gets back user data pointers stored via gobject.object.ObjectG.setQdata.
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.
Increase the reference count of object, and possibly remove the floating[floating-ref] reference, if object has a floating reference.
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.
Sets a property on an object.
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 gobject.object.ObjectG.setQdata 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:
Reverts the effect of a previous call to gobject.object.ObjectG.freezeNotify. The freeze count is decreased on object and when it reaches zero, queued "notify" signals are emitted.
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 gobject.closure.Closure.invalidate on it, in order to prevent invocations of the closure with a finalized (nonexisting) object. Also, gobject.object.ObjectG.ref_ and gobject.object.ObjectG.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.
Connect to Notify signal.
A base class for animations.
adw.animation.Animation 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: class@TimedAnimation and class@SpringAnimation.
adw.animation.Animation will automatically skip the animation if property@Animation:widget is unmapped, or if property@Gtk.Settings:gtk-enable-animations is FALSE.
The signal@Animation::done signal can be used to perform an action after the animation ends, for example hiding a widget after animating its gtk.widget.Widget.gdouble to 0.
adw.animation.Animation 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:
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 adw.animation.Animation object can be reused.