BindingGroup

open class BindingGroup(pointer: <Error class: unknown class><<Error class: unknown class>>) : Object, KGTyped

GBindingGroup can be used to bind multiple properties from an object collectively.

Use the various methods to bind properties from a single source object to multiple destination objects. Properties can be bound bidirectionally and are connected when the source object is set with method@GObject.BindingGroup.set_source.

Skipped during bindings generation

  • method source: Property has no getter

Since

2.72

Constructors

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constructor()

Creates a new #GBindingGroup.

constructor(pointer: <Error class: unknown class><<Error class: unknown class>>)

Types

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Properties

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val gobjectBindingGroupPointer: <Error class: unknown class><<Error class: unknown class>>
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val gPointer: <Error class: unknown class><GObject>

Functions

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open fun addToggleRef(notify: ToggleNotify)

Increases the reference count of the object by one and sets a callback to be called when all other references to the object are dropped, or when this is already the last reference to the object and another reference is established.

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inline fun <T : KGTyped> Object.asType(): T

Convert object into type T.

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open fun bind(sourceProperty: String, target: Object, targetProperty: String, flags: BindingFlags)

Creates a binding between @source_property on the source object and @target_property on @target. Whenever the @source_property is changed the @target_property is updated using the same value. The binding flag %G_BINDING_SYNC_CREATE is automatically specified.

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open fun bindFull(sourceProperty: String, target: Object, targetProperty: String, flags: BindingFlags, transformTo: Closure? = null, transformFrom: Closure? = null)

Creates a binding between @source_property on the source object and

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open fun bindProperty(sourceProperty: String, target: Object, targetProperty: String, flags: BindingFlags): Binding

Creates a binding between @source_property on @source and @target_property on @target.

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open fun bindPropertyFull(sourceProperty: String, target: Object, targetProperty: String, flags: BindingFlags, transformTo: Closure, transformFrom: Closure): Binding

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.

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fun connectNotify(connectFlags: ConnectFlags = ConnectFlags(0u), handler: (pspec: ParamSpec) -> Unit): <Error class: unknown class>

The notify signal is emitted on an object when one of its properties has its value set through g_object_set_property(), g_object_set(), et al.

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open fun dupData(key: String, dupFunc: <Error class: unknown class>?): <Error class: unknown class>?

This is a variant of g_object_get_data() which returns a 'duplicate' of the value. @dup_func defines the meaning of 'duplicate' in this context, it could e.g. take a reference on a ref-counted object.

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open fun dupQdata(quark: <Error class: unknown class>, dupFunc: <Error class: unknown class>?): <Error class: unknown class>?

This is a variant of g_object_get_qdata() which returns a 'duplicate' of the value. @dup_func defines the meaning of 'duplicate' in this context, it could e.g. take a reference on a ref-counted object.

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open fun dupSource(): Object?

Gets the source object used for binding properties.

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open fun forceFloating()

This function is intended for #GObject implementations to re-enforce a 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().

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open fun freezeNotify()

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.

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open fun getData(key: String): <Error class: unknown class>?

Gets a named field from the objects table of associations (see g_object_set_data()).

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fun Object.getIntProperty(propertyName: String): Int
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open fun getProperty(propertyName: String, value: Value)

Gets a property of an object.

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open fun getQdata(quark: <Error class: unknown class>): <Error class: unknown class>?

This function gets back user data pointers stored via g_object_set_qdata().

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fun Object.getStringProperty(propertyName: String): String?
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open fun isFloating(): Boolean

Checks whether @object has a floating-ref reference.

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open fun notify(propertyName: String)

Emits a "notify" signal for the property @property_name on @object.

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open fun notifyByPspec(pspec: ParamSpec)

Emits a "notify" signal for the property specified by @pspec on @object.

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open fun ref(): Object

Increases the reference count of @object.

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open fun refSink(): Object

Increase the reference count of @object, and possibly remove the floating-ref reference, if @object has a floating reference.

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open fun removeToggleRef(notify: ToggleNotify)

Removes a reference added with g_object_add_toggle_ref(). The reference count of the object is decreased by one.

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open fun runDispose()

Releases all references to other objects. This can be used to break reference cycles.

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open fun setData(key: String, data: <Error class: unknown class>? = null)

Each object carries around a table of associations from strings to pointers. This function lets you set an association.

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open fun setProperty(propertyName: String, value: Value)

Sets a property on an object.

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fun Object.setProperty(propertyName: String, value: Boolean)
fun Object.setProperty(propertyName: String, value: Int)
fun Object.setProperty(propertyName: String, value: String?)
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open fun setQdata(quark: <Error class: unknown class>, data: <Error class: unknown class>? = null)

This sets an opaque, named pointer on an object. The name is specified through a #GQuark (retrieved e.g. via g_quark_from_static_string()), and the pointer can be gotten back from the @object with g_object_get_qdata() until the @object is finalized. Setting a previously set user data pointer, overrides (frees) the old pointer set, using #NULL as pointer essentially removes the data stored.

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open fun setSource(source: Object? = null)

Sets @source as the source object used for creating property bindings. If there is already a source object all bindings from it will be removed.

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open fun stealData(key: String): <Error class: unknown class>?

Remove a specified datum from the object's data associations, without invoking the association's destroy handler.

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open fun stealQdata(quark: <Error class: unknown class>): <Error class: unknown class>?

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);

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open fun takeRef(): Object

If @object is floating, sink it. Otherwise, do nothing.

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open fun thawNotify()

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.

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open fun unref()

Decreases the reference count of @object. When its reference count drops to 0, the object is finalized (i.e. its memory is freed).

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open fun watchClosure(closure: Closure)

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

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open fun weakRef(notify: WeakNotify)

Adds a weak reference callback to an object. Weak references are used for notification when an object is disposed. They are called "weak references" because they allow you to safely hold a pointer to an object without calling g_object_ref() (g_object_ref() adds a strong reference, that is, forces the object to stay alive).

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open fun weakUnref(notify: WeakNotify)

Removes a weak reference callback to an object.