#[repr(transparent)]pub struct Switch { /* private fields */ }
Expand description
Switch
is a “light switch” that has two states: on or off.
The user can control which state should be active by clicking the empty area, or by dragging the handle.
Switch
can also handle situations where the underlying state
changes with a delay. See signal::GtkSwitch::state-set
for details.
CSS nodes
switch
├── label
├── label
╰── slider
Switch
has four css nodes, the main node with the name switch and
subnodes for the slider and the on and off labels. Neither of them is
using any style classes.
Accessibility
Switch
uses the AccessibleRole::Switch
role.
Implements
WidgetExt
, glib::ObjectExt
, AccessibleExt
, BuildableExt
, ConstraintTargetExt
, ActionableExt
, WidgetExtManual
, AccessibleExtManual
, ActionableExtManual
Implementations§
source§impl Switch
impl Switch
sourcepub fn builder() -> SwitchBuilder
pub fn builder() -> SwitchBuilder
Creates a new builder-pattern struct instance to construct Switch
objects.
This method returns an instance of SwitchBuilder
which can be used to create Switch
objects.
sourcepub fn set_active(&self, is_active: bool)
pub fn set_active(&self, is_active: bool)
sourcepub fn connect_activate<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
pub fn connect_activate<F: Fn(&Self) + 'static>(&self, f: F) -> SignalHandlerId
Emitted to animate the switch.
Applications should never connect to this signal,
but use the property::Switch::active
property.
pub fn emit_activate(&self)
sourcepub fn connect_state_set<F: Fn(&Self, bool) -> Inhibit + 'static>(
&self,
f: F
) -> SignalHandlerId
pub fn connect_state_set<F: Fn(&Self, bool) -> Inhibit + 'static>(
&self,
f: F
) -> SignalHandlerId
Emitted to change the underlying state.
The ::state-set signal is emitted when the user changes the switch
position. The default handler keeps the state in sync with the
property::Switch::active
property.
To implement delayed state change, applications can connect to this
signal, initiate the change of the underlying state, and call
set_state()
when the underlying state change is
complete. The signal handler should return true
to prevent the
default handler from running.
Visually, the underlying state is represented by the trough color of
the switch, while the property::Switch::active
property is
represented by the position of the switch.
state
the new state of the switch
Returns
true
to stop the signal emission
pub fn connect_active_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
pub fn connect_state_notify<F: Fn(&Self) + 'static>(
&self,
f: F
) -> SignalHandlerId
Trait Implementations§
source§impl Ord for Switch
impl Ord for Switch
source§impl<OT: ObjectType> PartialEq<OT> for Switch
impl<OT: ObjectType> PartialEq<OT> for Switch
source§impl<OT: ObjectType> PartialOrd<OT> for Switch
impl<OT: ObjectType> PartialOrd<OT> for Switch
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self
and other
) and is used by the <=
operator. Read moresource§impl StaticType for Switch
impl StaticType for Switch
source§fn static_type() -> Type
fn static_type() -> Type
Self
.impl Eq for Switch
impl IsA<Accessible> for Switch
impl IsA<Actionable> for Switch
impl IsA<Buildable> for Switch
impl IsA<ConstraintTarget> for Switch
impl IsA<Widget> for Switch
Auto Trait Implementations§
impl RefUnwindSafe for Switch
impl !Send for Switch
impl !Sync for Switch
impl Unpin for Switch
impl UnwindSafe for Switch
Blanket Implementations§
source§impl<O> AccessibleExtManual for Owhere
O: IsA<Accessible>,
impl<O> AccessibleExtManual for Owhere
O: IsA<Accessible>,
source§fn update_property(&self, properties: &[Property<'_>])
fn update_property(&self, properties: &[Property<'_>])
source§fn update_relation(&self, relations: &[Relation<'_>])
fn update_relation(&self, relations: &[Relation<'_>])
source§fn update_state(&self, states: &[State])
fn update_state(&self, states: &[State])
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callback: F
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&self,
signal_id: SignalId,
details: Option<Quark>,
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callback: F
) -> SignalHandlerIdwhere
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after: bool,
callback: F
) -> SignalHandlerIdwhere
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signal_name: &str,
after: bool,
callback: F
) -> SignalHandlerIdwhere
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&self,
signal_id: SignalId,
details: Option<Quark>,
after: bool,
callback: F
) -> SignalHandlerIdwhere
F: Fn(&[Value]) -> Option<Value>,
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&self,
signal_id: SignalId,
details: Option<Quark>,
after: bool,
callback: F
) -> SignalHandlerIdwhere
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&self,
signal_name: &str,
after: bool,
closure: RustClosure
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after: bool,
closure: RustClosure
) -> SignalHandlerId
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signal_id: SignalId,
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closure: RustClosure
) -> SignalHandlerId
signal_id
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