#[repr(transparent)]
pub struct MenuItem { /* private fields */ }
Expand description

MenuItem is an opaque structure type. You must access it using the functions below.

Implements

glib::ObjectExt

Implementations

Creates a new MenuItem.

If label is non-None it is used to set the “label” attribute of the new item.

If detailed_action is non-None it is used to set the “action” and possibly the “target” attribute of the new item. See set_detailed_action() for more information.

label

the section label, or None

detailed_action

the detailed action string, or None

Returns

a new MenuItem

Creates a MenuItem as an exact copy of an existing menu item in a MenuModel.

item_index must be valid (ie: be sure to call MenuModelExt::n_items() first).

model

a MenuModel

item_index

the index of an item in model

Returns

a new MenuItem.

Creates a new MenuItem representing a section.

This is a convenience API around new() and set_section().

The effect of having one menu appear as a section of another is exactly as it sounds: the items from section become a direct part of the menu that menu_item is added to.

Visual separation is typically displayed between two non-empty sections. If label is non-None then it will be encorporated into this visual indication. This allows for labeled subsections of a menu.

As a simple example, consider a typical “Edit” menu from a simple program. It probably contains an “Undo” and “Redo” item, followed by a separator, followed by “Cut”, “Copy” and “Paste”.

This would be accomplished by creating three Menu instances. The first would be populated with the “Undo” and “Redo” items, and the second with the “Cut”, “Copy” and “Paste” items. The first and second menus would then be added as submenus of the third. In XML format, this would look something like the following:

<menu id='edit-menu'>
  <section>
    <item label='Undo'/>
    <item label='Redo'/>
  </section>
  <section>
    <item label='Cut'/>
    <item label='Copy'/>
    <item label='Paste'/>
  </section>
</menu>

The following example is exactly equivalent. It is more illustrative of the exact relationship between the menus and items (keeping in mind that the ‘link’ element defines a new menu that is linked to the containing one). The style of the second example is more verbose and difficult to read (and therefore not recommended except for the purpose of understanding what is really going on).

<menu id='edit-menu'>
  <item>
    <link name='section'>
      <item label='Undo'/>
      <item label='Redo'/>
    </link>
  </item>
  <item>
    <link name='section'>
      <item label='Cut'/>
      <item label='Copy'/>
      <item label='Paste'/>
    </link>
  </item>
</menu>
label

the section label, or None

section

a MenuModel with the items of the section

Returns

a new MenuItem

Creates a new MenuItem representing a submenu.

This is a convenience API around new() and set_submenu().

label

the section label, or None

a MenuModel with the items of the submenu

Returns

a new MenuItem

Queries the named attribute on self.

If expected_type is specified and the attribute does not have this type, None is returned. None is also returned if the attribute simply does not exist.

attribute

the attribute name to query

expected_type

the expected type of the attribute

Returns

the attribute value, or None

Queries the named link on self.

the link name to query

Returns

the link, or None

Sets or unsets the “action” and “target” attributes of self.

If action is None then both the “action” and “target” attributes are unset (and target_value is ignored).

If action is non-None then the “action” attribute is set. The “target” attribute is then set to the value of target_value if it is non-None or unset otherwise.

Normal menu items (ie: not submenu, section or other custom item types) are expected to have the “action” attribute set to identify the action that they are associated with. The state type of the action help to determine the disposition of the menu item. See Action and ActionGroup for an overview of actions.

In general, clicking on the menu item will result in activation of the named action with the “target” attribute given as the parameter to the action invocation. If the “target” attribute is not set then the action is invoked with no parameter.

If the action has no state then the menu item is usually drawn as a plain menu item (ie: with no additional decoration).

If the action has a boolean state then the menu item is usually drawn as a toggle menu item (ie: with a checkmark or equivalent indication). The item should be marked as ‘toggled’ or ‘checked’ when the boolean state is true.

If the action has a string state then the menu item is usually drawn as a radio menu item (ie: with a radio bullet or equivalent indication). The item should be marked as ‘selected’ when the string state is equal to the value of the target property.

See g_menu_item_set_action_and_target() or set_detailed_action() for two equivalent calls that are probably more convenient for most uses.

action

the name of the action for this item

target_value

a glib::Variant to use as the action target

Sets or unsets an attribute on self.

The attribute to set or unset is specified by attribute. This can be one of the standard attribute names MENU_ATTRIBUTE_LABEL, MENU_ATTRIBUTE_ACTION, MENU_ATTRIBUTE_TARGET, or a custom attribute name. Attribute names are restricted to lowercase characters, numbers and ‘-’. Furthermore, the names must begin with a lowercase character, must not end with a ‘-’, and must not contain consecutive dashes.

must consist only of lowercase ASCII characters, digits and ‘-’.

If value is non-None then it is used as the new value for the attribute. If value is None then the attribute is unset. If the value glib::Variant is floating, it is consumed.

See also g_menu_item_set_attribute() for a more convenient way to do the same.

attribute

the attribute to set

value

a glib::Variant to use as the value, or None

Sets the “action” and possibly the “target” attribute of self.

The format of detailed_action is the same format parsed by Action::parse_detailed_name().

See g_menu_item_set_action_and_target() or set_action_and_target_value() for more flexible (but slightly less convenient) alternatives.

See also set_action_and_target_value() for a description of the semantics of the action and target attributes.

detailed_action

the “detailed” action string

Sets (or unsets) the icon on self.

This call is the same as calling IconExt::serialize() and using the result as the value to set_attribute_value() for MENU_ATTRIBUTE_ICON.

This API is only intended for use with “noun” menu items; things like bookmarks or applications in an “Open With” menu. Don’t use it on menu items corresponding to verbs (eg: stock icons for ‘Save’ or ‘Quit’).

If icon is None then the icon is unset.

icon

a Icon, or None

Sets or unsets the “label” attribute of self.

If label is non-None it is used as the label for the menu item. If it is None then the label attribute is unset.

label

the label to set, or None to unset

Creates a link from self to model if non-None, or unsets it.

Links are used to establish a relationship between a particular menu item and another menu. For example, MENU_LINK_SUBMENU is used to associate a submenu with a particular menu item, and MENU_LINK_SECTION is used to create a section. Other types of link can be used, but there is no guarantee that clients will be able to make sense of them. Link types are restricted to lowercase characters, numbers and ‘-’. Furthermore, the names must begin with a lowercase character, must not end with a ‘-’, and must not contain consecutive dashes.

type of link to establish or unset

model

the MenuModel to link to (or None to unset)

Sets or unsets the “section” link of self to section.

The effect of having one menu appear as a section of another is exactly as it sounds: the items from section become a direct part of the menu that self is added to. See new_section() for more information about what it means for a menu item to be a section.

section

a MenuModel, or None

Sets or unsets the “submenu” link of self to submenu.

If submenu is non-None, it is linked to. If it is None then the link is unset.

The effect of having one menu appear as a submenu of another is exactly as it sounds.

a MenuModel, or None

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Formats the value using the given formatter. Read more

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

This method returns an Ordering between self and other. Read more

Compares and returns the maximum of two values. Read more

Compares and returns the minimum of two values. Read more

Restrict a value to a certain interval. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

This method returns an ordering between self and other values if one exists. Read more

This method tests less than (for self and other) and is used by the < operator. Read more

This method tests less than or equal to (for self and other) and is used by the <= operator. Read more

This method tests greater than (for self and other) and is used by the > operator. Read more

This method tests greater than or equal to (for self and other) and is used by the >= operator. Read more

Returns the type identifier of Self.

Auto Trait Implementations

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Upcasts an object to a superclass or interface T. Read more

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Calls U::from(self).

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Returns the class of the object.

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Similar to Self::set_property but fails instead of panicking.

Sets the property property_name of the object to value value. Read more

Similar to Self::set_property but fails instead of panicking.

Sets the property property_name of the object to value value. Read more

Similar to Self::set_properties but fails instead of panicking.

Sets multiple properties of the object at once. Read more

Similar to Self::set_properties_from_value but fails instead of panicking.

Sets multiple properties of the object at once. Read more

Similar to Self::property but fails instead of panicking.

Gets the property property_name of the object and cast it to the type V. Read more

Similar to Self::property_value but fails instead of panicking.

Gets the property property_name of the object. Read more

Check if the object has a property property_name of the given type_. Read more

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Return all ParamSpec of the properties of this object.

Freeze all property notifications until the return guard object is dropped. Read more

Set arbitrary data on this object with the given key. Read more

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Retrieve previously set arbitrary data of this object with the given key. Read more

Set arbitrary data on this object with the given key. Read more

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Block a given signal handler. Read more

Unblock a given signal handler.

Stop emission of the currently emitted signal.

Stop emission of the currently emitted signal by the (possibly detailed) signal name.

Similar to Self::connect but fails instead of panicking.

Connect to the signal signal_name on this object. Read more

Similar to Self::connect_id but fails instead of panicking.

Connect to the signal signal_id on this object. Read more

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Connect to the signal signal_name on this object. Read more

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Connect to the signal signal_id on this object. Read more

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Connect a closure to the signal signal_name on this object. Read more

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Connect a closure to the signal signal_id on this object. Read more

Limits the lifetime of closure to the lifetime of the object. When the object’s reference count drops to zero, the closure will be invalidated. An invalidated closure will ignore any calls to invoke_with_values, or invoke when using Rust closures. Read more

Connect to the signal signal_id on this object. Read more

Similar to Self::emit but fails instead of panicking.

Emit signal by signal id. Read more

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Emit signal by its name. Read more

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Emit signal by signal id with details. Read more

Disconnect a previously connected signal handler.

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Notify that the given property has changed its value. Read more

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Downgrade this object to a weak reference.

Add a callback to be notified when the Object is disposed.

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The resulting type after obtaining ownership.

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🔬 This is a nightly-only experimental API. (toowned_clone_into)

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The type returned in the event of a conversion error.

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