TODO: Documentation. More...
Inherits Clutter::Group.
Public Member Functions | |
virtual | ~Box2D () |
ClutterBox2D* | gobj () |
Provides access to the underlying C GObject. | |
const ClutterBox2D* | gobj () const |
Provides access to the underlying C GObject. | |
ClutterBox2D* | gobj_copy () |
Provides access to the underlying C instance. The caller is responsible for unrefing it. Use when directly setting fields in structs. | |
void | set_simulating (bool simulating=true) |
bool | get_simulating () const |
ClutterBox2DJoint* | add_revolute_joint (const Glib::RefPtr< Clutter::Actor >& actor1, const Glib::RefPtr< Clutter::Actor >& actor2, const Clutter::Vertex& anchor1, const Clutter::Vertex& anchor2, double reference_angle) |
ClutterBox2DJoint* | add_revolute_joint (const Glib::RefPtr< Clutter::Actor >& actor1, const Glib::RefPtr< Clutter::Actor >& actor2, const Clutter::Vertex& anchor) |
ClutterBox2DJoint* | add_distance_joint (const Glib::RefPtr< Clutter::Actor >& actor1, const Glib::RefPtr< Clutter::Actor >& actor2, const Clutter::Vertex& anchor1, const Clutter::Vertex& anchor2, double length, double frequency=0.0, double damping_ratio=0.0) |
ClutterBox2DJoint* | add_prismatic_joint (const Glib::RefPtr< Clutter::Actor >& actor1, const Glib::RefPtr< Clutter::Actor >& actor2, const ClutterVertex* anchor1, const ClutterVertex* anchor2, double min_length, double max_length, const Clutter::Vertex& axis) |
ClutterBox2DJoint* | add_mouse_joint (const Glib::RefPtr< Clutter::Actor >& actor, const Clutter::Vertex& target) |
void | set_child_linear_velocity (const Glib::RefPtr< Clutter::Actor >& actor, const Clutter::Vertex& linear_velocity) |
Clutter::Vertex | get_child_linear_velocity (const Glib::RefPtr< const Clutter::Actor >& actor) const |
void | set_child_angular_velocity (const Glib::RefPtr< Clutter::Actor >& actor, const Clutter::Vertex& angular_velocity) |
Clutter::Vertex | get_child_angular_velocity (const Glib::RefPtr< const Clutter::Actor >& actor) const |
void | set_child_is_bullet (const Glib::RefPtr< Clutter::Actor >& actor, bool is_bullet=true) |
bool | get_child_is_bullet (const Glib::RefPtr< const Clutter::Actor >& actor) const |
void | set_child_mode (const Glib::RefPtr< Clutter::Actor >& actor, Type mode) |
Type | get_child_mode (const Glib::RefPtr< const Clutter::Actor >& actor) const |
void | set_child_manipulatable (const Glib::RefPtr< Clutter::Actor >& actor, bool manipulatable=true) |
bool | get_child_manipulatable (const Glib::RefPtr< const Clutter::Actor >& actor) const |
Glib::PropertyProxy_WriteOnly < Clutter::Vertex > | property_gravity () |
The gravity of . | |
Glib::PropertyProxy< bool > | property_simulating () |
Whether ClutterBox2D is performing physical simulation or not. | |
Glib::PropertyProxy_ReadOnly < bool > | property_simulating () const |
Whether ClutterBox2D is performing physical simulation or not. | |
Static Public Member Functions | |
static Glib::RefPtr< Box2D > | create () |
Protected Member Functions | |
Box2D () | |
Related Functions | |
(Note that these are not member functions.) | |
Glib::RefPtr < Clutter::Box2D::Box2D > | wrap (ClutterBox2D* object, bool take_copy=false) |
A Glib::wrap() method for this object. |
TODO: Documentation.
Use set_child_property() on the child actors.
virtual Clutter::Box2D::Box2D::~Box2D | ( | ) | [virtual] |
Clutter::Box2D::Box2D::Box2D | ( | ) | [protected] |
ClutterBox2DJoint* Clutter::Box2D::Box2D::add_distance_joint | ( | const Glib::RefPtr< Clutter::Actor > & | actor1, | |
const Glib::RefPtr< Clutter::Actor > & | actor2, | |||
const Clutter::Vertex & | anchor1, | |||
const Clutter::Vertex & | anchor2, | |||
double | length, | |||
double | frequency = 0.0 , |
|||
double | damping_ratio = 0.0 | |||
) |
ClutterBox2DJoint* Clutter::Box2D::Box2D::add_mouse_joint | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
const Clutter::Vertex & | target | |||
) |
ClutterBox2DJoint* Clutter::Box2D::Box2D::add_prismatic_joint | ( | const Glib::RefPtr< Clutter::Actor > & | actor1, | |
const Glib::RefPtr< Clutter::Actor > & | actor2, | |||
const ClutterVertex * | anchor1, | |||
const ClutterVertex * | anchor2, | |||
double | min_length, | |||
double | max_length, | |||
const Clutter::Vertex & | axis | |||
) |
ClutterBox2DJoint* Clutter::Box2D::Box2D::add_revolute_joint | ( | const Glib::RefPtr< Clutter::Actor > & | actor1, | |
const Glib::RefPtr< Clutter::Actor > & | actor2, | |||
const Clutter::Vertex & | anchor | |||
) |
ClutterBox2DJoint* Clutter::Box2D::Box2D::add_revolute_joint | ( | const Glib::RefPtr< Clutter::Actor > & | actor1, | |
const Glib::RefPtr< Clutter::Actor > & | actor2, | |||
const Clutter::Vertex & | anchor1, | |||
const Clutter::Vertex & | anchor2, | |||
double | reference_angle | |||
) |
static Glib::RefPtr<Box2D> Clutter::Box2D::Box2D::create | ( | ) | [static] |
Clutter::Vertex Clutter::Box2D::Box2D::get_child_angular_velocity | ( | const Glib::RefPtr< const Clutter::Actor > & | actor | ) | const |
bool Clutter::Box2D::Box2D::get_child_is_bullet | ( | const Glib::RefPtr< const Clutter::Actor > & | actor | ) | const |
Clutter::Vertex Clutter::Box2D::Box2D::get_child_linear_velocity | ( | const Glib::RefPtr< const Clutter::Actor > & | actor | ) | const |
bool Clutter::Box2D::Box2D::get_child_manipulatable | ( | const Glib::RefPtr< const Clutter::Actor > & | actor | ) | const |
Type Clutter::Box2D::Box2D::get_child_mode | ( | const Glib::RefPtr< const Clutter::Actor > & | actor | ) | const |
bool Clutter::Box2D::Box2D::get_simulating | ( | ) | const |
const ClutterBox2D* Clutter::Box2D::Box2D::gobj | ( | ) | const [inline] |
Provides access to the underlying C GObject.
ClutterBox2D* Clutter::Box2D::Box2D::gobj | ( | ) | [inline] |
Provides access to the underlying C GObject.
ClutterBox2D* Clutter::Box2D::Box2D::gobj_copy | ( | ) |
Provides access to the underlying C instance. The caller is responsible for unrefing it. Use when directly setting fields in structs.
Glib::PropertyProxy_WriteOnly<Clutter::Vertex> Clutter::Box2D::Box2D::property_gravity | ( | ) |
The gravity of .
You rarely need to use properties because there are get_ and set_ methods for almost all of them.
Glib::PropertyProxy_ReadOnly<bool> Clutter::Box2D::Box2D::property_simulating | ( | ) | const |
Whether ClutterBox2D is performing physical simulation or not.
You rarely need to use properties because there are get_ and set_ methods for almost all of them.
Glib::PropertyProxy<bool> Clutter::Box2D::Box2D::property_simulating | ( | ) |
Whether ClutterBox2D is performing physical simulation or not.
You rarely need to use properties because there are get_ and set_ methods for almost all of them.
void Clutter::Box2D::Box2D::set_child_angular_velocity | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
const Clutter::Vertex & | angular_velocity | |||
) |
void Clutter::Box2D::Box2D::set_child_is_bullet | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
bool | is_bullet = true | |||
) |
void Clutter::Box2D::Box2D::set_child_linear_velocity | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
const Clutter::Vertex & | linear_velocity | |||
) |
void Clutter::Box2D::Box2D::set_child_manipulatable | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
bool | manipulatable = true | |||
) |
void Clutter::Box2D::Box2D::set_child_mode | ( | const Glib::RefPtr< Clutter::Actor > & | actor, | |
Type | mode | |||
) |
void Clutter::Box2D::Box2D::set_simulating | ( | bool | simulating = true |
) |
Glib::RefPtr< Clutter::Box2D::Box2D > wrap | ( | ClutterBox2D * | object, | |
bool | take_copy = false | |||
) | [related] |
A Glib::wrap() method for this object.
object | The C instance. | |
take_copy | False if the result should take ownership of the C instance. True if it should take a new copy or ref. |