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 gtk.list_item_factory.ListItemFactory creates widgets for the items taken from a gio.list_model.ListModel.
This is one of the core concepts of handling list widgets such as gtk.list_view.ListView or gtk.grid_view.GridView.
The gtk.list_item_factory.ListItemFactory is tasked with creating widgets for items taken from the model when the views need them and updating them as the items displayed by the view change.
A view is usually only able to display anything after both a factory and a model have been set on the view. So it is important that you do not skip this step when setting up your first view.
Because views do not display the whole list at once but only a few items, they only need to maintain a few widgets at a time. They will instruct the gtk.list_item_factory.ListItemFactory to create these widgets and bind them to the items that are currently displayed.
As the list model changes or the user scrolls to the list, the items will change and the view will instruct the factory to bind the widgets to those new items.
The actual widgets used for displaying those widgets is provided by you.
When the factory needs widgets created, it will create a gtk.list_item.ListItem and hand it to your code to set up a widget for. This list item will provide various properties with information about what item to display and provide you with some opportunities to configure its behavior. See the gtk.list_item.ListItem documentation for further details.
Various implementations of gtk.list_item_factory.ListItemFactory exist to allow you different ways to provide those widgets. The most common implementations are gtk.builder_list_item_factory.BuilderListItemFactory which takes a gtk.builder.Builder .ui file and then creates widgets and manages everything automatically from the information in that file and gtk.signal_list_item_factory.SignalListItemFactory which allows you to connect to signals with your own code and retain full control over how the widgets are setup and managed.
A gtk.list_item_factory.ListItemFactory is supposed to be final - that means its behavior should not change and the first widget created from it should behave the same way as the last widget created from it. If you intend to do changes to the behavior, it is recommended that you create a new gtk.list_item_factory.ListItemFactory which will allow the views to recreate its widgets.
Once you have chosen your factory and created it, you need to set it on the view widget you want to use it with, such as via gtk.list_view.ListView.setFactory. Reusing factories across different views is allowed, but very uncommon.