Starts updates for an animation. Until a matching call to gdk.frame_clock.FrameClock.endUpdating is made, the frame clock will continually request a new frame with the gdk.types.FrameClockPhase.Update phase. This function may be called multiple times and frames will be requested until gdk.frame_clock.FrameClock.endUpdating is called the same number of times.
Connect to AfterPaint signal.
Connect to BeforePaint signal.
Connect to FlushEvents signal.
Connect to Layout signal.
Connect to Paint signal.
Connect to ResumeEvents signal.
Connect to Update signal.
Stops updates for an animation. See the documentation for gdk.frame_clock.FrameClock.beginUpdating.
Gets the frame timings for the current frame.
A #GdkFrameClock maintains a 64-bit counter that increments for each frame drawn.
Gets the time that should currently be used for animations. Inside the processing of a frame, it’s the time used to compute the animation position of everything in a frame. Outside of a frame, it's the time of the conceptual “previous frame,” which may be either the actual previous frame time, or if that’s too old, an updated time.
#GdkFrameClock internally keeps a history of #GdkFrameTimings objects for recent frames that can be retrieved with gdk.frame_clock.FrameClock.getTimings. The set of stored frames is the set from the counter values given by gdk.frame_clock.FrameClock.getHistoryStart and gdk.frame_clock.FrameClock.getFrameCounter, inclusive.
Using the frame history stored in the frame clock, finds the last known presentation time and refresh interval, and assuming that presentation times are separated by the refresh interval, predicts a presentation time that is a multiple of the refresh interval after the last presentation time, and later than base_time.
Retrieves a #GdkFrameTimings object holding timing information for the current frame or a recent frame. The #GdkFrameTimings object may not yet be complete: see gdk.frame_timings.FrameTimings.getComplete.
Asks the frame clock to run a particular phase. The signal corresponding the requested phase will be emitted the next time the frame clock processes. Multiple calls to gdk.frame_clock.FrameClock.requestPhase will be combined together and only one frame processed. If you are displaying animated content and want to continually request the gdk.types.FrameClockPhase.Update phase for a period of time, you should use gdk.frame_clock.FrameClock.beginUpdating instead, since this allows GTK+ to adjust system parameters to get maximally smooth animations.
Returns this, for use in with statements.
Get builder for gdk.frame_clock.FrameClock
Set the GObject of a D ObjectWrap 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.ObjectWrap.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.ObjectWrap.setData).
Gets a property of an object.
This function gets back user data pointers stored via gobject.object.ObjectWrap.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.ObjectWrap.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.ObjectWrap.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.ObjectWrap.ref_ and gobject.object.ObjectWrap.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 #GdkFrameClock tells the application when to update and repaint a window. This may be synced to the vertical refresh rate of the monitor, for example. Even when the frame clock uses a simple timer rather than a hardware-based vertical sync, the frame clock helps because it ensures everything paints at the same time (reducing the total number of frames). The frame clock can also automatically stop painting when it knows the frames will not be visible, or scale back animation framerates.
#GdkFrameClock is designed to be compatible with an OpenGL-based implementation or with mozRequestAnimationFrame in Firefox, for example.
A frame clock is idle until someone requests a frame with gdk.frame_clock.FrameClock.requestPhase. At some later point that makes sense for the synchronization being implemented, the clock will process a frame and emit signals for each phase that has been requested. (See the signals of the #GdkFrameClock class for documentation of the phases. gdk.types.FrameClockPhase.Update and the #GdkFrameClock::update signal are most interesting for application writers, and are used to update the animations, using the frame time given by gdk.frame_clock.FrameClock.getFrameTime.
The frame time is reported in microseconds and generally in the same timescale as glib.global.getMonotonicTime, however, it is not the same as glib.global.getMonotonicTime. The frame time does not advance during the time a frame is being painted, and outside of a frame, an attempt is made so that all calls to gdk.frame_clock.FrameClock.getFrameTime that are called at a “similar” time get the same value. This means that if different animations are timed by looking at the difference in time between an initial value from gdk.frame_clock.FrameClock.getFrameTime and the value inside the #GdkFrameClock::update signal of the clock, they will stay exactly synchronized.