pub struct MenuModel { /* private fields */ }
Expand description
GMenuModel
represents the contents of a menu — an ordered list of
menu items. The items are associated with actions, which can be
activated through them. Items can be grouped in sections, and may
have submenus associated with them. Both items and sections usually
have some representation data, such as labels or icons. The type of
the associated action (ie whether it is stateful, and what kind of
state it has) can influence the representation of the item.
The conceptual model of menus in GMenuModel
is hierarchical:
sections and submenus are again represented by GMenuModel
s.
Menus themselves do not define their own roles. Rather, the role
of a particular GMenuModel
is defined by the item that references
it (or, in the case of the ‘root’ menu, is defined by the context
in which it is used).
As an example, consider the visible portions of this menu:
§An example menu
While this kind of deeply nested menu is no longer considered good UI
practice, it serves as a good example of the concepts in GMenuModel
.
There are 8 ‘menus’ visible in the screenshot: one menubar, two
submenus and 5 sections:
- the toplevel menubar (containing 4 items)
- the View submenu (containing 3 sections)
- the first section of the View submenu (containing 2 items)
- the second section of the View submenu (containing 1 item)
- the final section of the View submenu (containing 1 item)
- the Highlight Mode submenu (containing 2 sections)
- the Sources section (containing 2 items)
- the Markup section (containing 2 items)
The example illustrates the conceptual connection between these 8 menus. Each large block in the figure represents a menu and the smaller blocks within the large block represent items in that menu. Some items contain references to other menus.
§A menu example
Notice that the separators visible in the example appear nowhere in the menu model. This is because separators are not explicitly represented in the menu model. Instead, a separator is inserted between any two non-empty sections of a menu. Section items can have labels just like any other item. In that case, a display system may show a section header instead of a separator.
The motivation for this abstract model of application controls is
that modern user interfaces tend to make these controls available
outside the application. Examples include global menus, jumplists,
dash boards, etc. To support such uses, it is necessary to ‘export’
information about actions and their representation in menus, which
is exactly what the action group exporter and the menu model exporter do for
ActionGroup
and MenuModel
. The client-side
counterparts to make use of the exported information are
DBusActionGroup
and DBusMenuModel
.
The API of GMenuModel
is very generic, with iterators for the
attributes and links of an item, see
MenuModelExt::iterate_item_attributes()
and
MenuModelExt::iterate_item_links()
. The ‘standard’ attributes and
link types have predefined names: G_MENU_ATTRIBUTE_LABEL
,
G_MENU_ATTRIBUTE_ACTION
, G_MENU_ATTRIBUTE_TARGET
, G_MENU_LINK_SECTION
and G_MENU_LINK_SUBMENU
.
Items in a GMenuModel
represent active controls if they refer to
an action that can get activated when the user interacts with the
menu item. The reference to the action is encoded by the string ID
in the G_MENU_ATTRIBUTE_ACTION
attribute. An action ID uniquely
identifies an action in an action group. Which action group(s) provide
actions depends on the context in which the menu model is used.
E.g. when the model is exported as the application menu of a
GtkApplication
,
actions can be application-wide or window-specific (and thus come from
two different action groups). By convention, the application-wide actions
have names that start with app.
, while the names of window-specific
actions start with win.
.
While a wide variety of stateful actions is possible, the following is the minimum that is expected to be supported by all users of exported menu information:
- an action with no parameter type and no state
- an action with no parameter type and boolean state
- an action with string parameter type and string state
§Stateless
A stateless action typically corresponds to an ordinary menu item.
Selecting such a menu item will activate the action (with no parameter).
§Boolean State
An action with a boolean state will most typically be used with a ‘toggle’ or ‘switch’ menu item. The state can be set directly, but activating the action (with no parameter) results in the state being toggled.
Selecting a toggle menu item will activate the action. The menu item should be rendered as ‘checked’ when the state is true.
§String Parameter and State
Actions with string parameters and state will most typically be used to represent an enumerated choice over the items available for a group of radio menu items. Activating the action with a string parameter is equivalent to setting that parameter as the state.
Radio menu items, in addition to being associated with the action, will have a target value. Selecting that menu item will result in activation of the action with the target value as the parameter. The menu item should be rendered as ‘selected’ when the state of the action is equal to the target value of the menu item.
This is an Abstract Base Class, you cannot instantiate it.
§Signals
§items-changed
Emitted when a change has occurred to the menu.
The only changes that can occur to a menu is that items are removed or added. Items may not change (except by being removed and added back in the same location). This signal is capable of describing both of those changes (at the same time).
The signal means that starting at the index @position, @removed items were removed and @added items were added in their place. If @removed is zero then only items were added. If @added is zero then only items were removed.
As an example, if the menu contains items a, b, c, d (in that order) and the signal (2, 1, 3) occurs then the new composition of the menu will be a, b, _, _, _, d (with each _ representing some new item).
Signal handlers may query the model (particularly the added items) and expect to see the results of the modification that is being reported. The signal is emitted after the modification.
§Implements
MenuModelExt
, [trait@glib::ObjectExt
]
GLib type: GObject with reference counted clone semantics.
Implementations§
Trait Implementations§
Source§impl HasParamSpec for MenuModel
impl HasParamSpec for MenuModel
Source§impl Ord for MenuModel
impl Ord for MenuModel
Source§fn cmp(&self, other: &Self) -> Ordering
fn cmp(&self, other: &Self) -> Ordering
Comparison for two GObjects.
Compares the memory addresses of the provided objects.
1.21.0 · Source§fn max(self, other: Self) -> Selfwhere
Self: Sized,
fn max(self, other: Self) -> Selfwhere
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Source§impl<OT: ObjectType> PartialEq<OT> for MenuModel
impl<OT: ObjectType> PartialEq<OT> for MenuModel
Source§impl<OT: ObjectType> PartialOrd<OT> for MenuModel
impl<OT: ObjectType> PartialOrd<OT> for MenuModel
Source§impl StaticType for MenuModel
impl StaticType for MenuModel
Source§fn static_type() -> Type
fn static_type() -> Type
Self
.impl Eq for MenuModel
impl IsA<MenuModel> for DBusMenuModel
impl IsA<MenuModel> for Menu
Auto Trait Implementations§
impl Freeze for MenuModel
impl RefUnwindSafe for MenuModel
impl !Send for MenuModel
impl !Sync for MenuModel
impl Unpin for MenuModel
impl UnwindSafe for MenuModel
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impl<O> MenuModelExt for O
Source§fn item_attribute_value(
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fn iterate_item_attributes(&self, item_index: i32) -> MenuAttributeIter
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fn iterate_item_links(&self, item_index: i32) -> MenuLinkIter
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) -> Rwhere
R: TryFromClosureReturnValue,
Source§fn emit_with_details_and_values(
&self,
signal_id: SignalId,
details: Quark,
args: &[Value],
) -> Option<Value>
fn emit_with_details_and_values( &self, signal_id: SignalId, details: Quark, args: &[Value], ) -> Option<Value>
Source§fn disconnect(&self, handler_id: SignalHandlerId)
fn disconnect(&self, handler_id: SignalHandlerId)
Source§fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read moreSource§fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify
signal of the object. Read moreSource§unsafe fn connect_notify_unsafe<F>(
&self,
name: Option<&str>,
f: F,
) -> SignalHandlerId
unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F, ) -> SignalHandlerId
notify
signal of the object. Read more