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<link title="Cogl" rel="Chapter" href="Cogl.html"><title>ClutterOcaml : ClutterEffects.Actor</title>
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<center><h1>Module <a href="type_ClutterEffects.Actor.html">ClutterEffects.Actor</a></h1></center>
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<pre><span class="keyword">module</span> Actor: <code class="type">ClutterActor</code></pre><hr width="100%">
<pre><span class="keyword">class type</span> <a name="TYPEactor_o"></a><a href="ClutterActor.actor_o.html">actor_o</a> = <code class="code">object</code> <a href="ClutterActor.actor_o.html">..</a> <code class="code">end</code></pre><pre><span class="keyword">class</span> <a name="TYPEactor_signals_impl"></a><a href="ClutterActor.actor_signals_impl.html">actor_signals_impl</a> : <code class="type">[> `actor ] <a href="Clutter.html#TYPEobj">Clutter.obj</a> -> </code><code class="code">object</code> <a href="ClutterActor.actor_signals_impl.html">..</a> <code class="code">end</code></pre><pre><span class="keyword">class</span> <a name="TYPEactor_skel"></a><span class="keyword">virtual</span> <code class="type">[[> `actor ]]</code> <a href="ClutterActor.actor_skel.html">actor_skel</a> : <code class="type"><a href="Clutter.html#TYPEactor">Clutter.actor</a> <a href="Clutter.html#TYPEobj">Clutter.obj</a> -> </code><code class="code">object</code> <a href="ClutterActor.actor_skel.html">..</a> <code class="code">end</code></pre><pre><span class="keyword">val</span> <a name="VALto_actor"></a><a href="code_VALClutterActor.to_actor.html">to_actor</a> : <code class="type">< allocate : <a href="Clutter.html#TYPEactorbox">Clutter.actorbox</a> -> bool -> unit;<br>         allocate_preferred_size : bool -> unit; allocation : <a href="Clutter.html#TYPEactorbox">Clutter.actorbox</a>;<br>         anchor_x : int; anchor_y : int;<br>         apply_relative_transform_to_point : ancestor:[< <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj<br>                                                      option -><br>                                             point:<a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -><br>                                             vertex:<a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -> unit;<br>         apply_transform_to_point : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -> <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>;<br>         as_actor : [> <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj; clip : <a href="Clutter.html#TYPEgeometry">Clutter.geometry</a>;<br>         depth : int; destroy : unit;<br>         event : [> <a href="ClutterEnums.html#TYPEclutter_event_type">ClutterEnums.clutter_event_type</a> ] <a href="Event.html#TYPEevent">Event.event</a> -> bool -> bool;<br>         fixed_position_set : bool; fixed_x : int; fixed_y : int;<br>         get_abs_allocation_vertices : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> * <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> *<br>                                       <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> * <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>;<br>         get_allocation_box : <a href="Clutter.html#TYPEactorbox">Clutter.actorbox</a>;<br>         get_allocation_coords : int * int * int * int;<br>         get_allocation_geometry : <a href="Clutter.html#TYPEgeometry">Clutter.geometry</a>;<br>         get_allocation_vertices : [< <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj option -><br>                                   <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> * <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> *<br>                                   <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> * <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>;<br>         get_anchor_point : int * int; get_geometry : <a href="Clutter.html#TYPEgeometry">Clutter.geometry</a>;<br>         get_gid : int; get_paint_opacity : int;<br>         get_parent : [> <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj; get_position : int * int;<br>         get_preferred_height : <a href="Clutter.html#TYPEunits">Clutter.units</a> -> <a href="Clutter.html#TYPEunits">Clutter.units</a> * <a href="Clutter.html#TYPEunits">Clutter.units</a>;<br>         get_preferred_size : <a href="Clutter.html#TYPEunits">Clutter.units</a> * <a href="Clutter.html#TYPEunits">Clutter.units</a> * <a href="Clutter.html#TYPEunits">Clutter.units</a> *<br>                              <a href="Clutter.html#TYPEunits">Clutter.units</a>;<br>         get_preferred_width : <a href="Clutter.html#TYPEunits">Clutter.units</a> -> <a href="Clutter.html#TYPEunits">Clutter.units</a> * <a href="Clutter.html#TYPEunits">Clutter.units</a>;<br>         get_rotation : [> <a href="ClutterEnums.html#TYPErotate_axis_type">ClutterEnums.rotate_axis_type</a> ] -><br>                        float * int * int * int;<br>         get_size : int * int; get_transformed_position : int * int;<br>         get_transformed_size : int * int; has_clip : bool; height : int;<br>         hide : unit; hide_all : unit; id : int; is_rotated : bool;<br>         is_scaled : bool; lower : [< <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj -> unit;<br>         lower_bottom : unit; min_height : int; min_height_set : bool;<br>         min_width : int; min_width_set : bool;<br>         move_anchor_point : x:int -> y:int -> unit;<br>         move_anchor_point_from_gravity : [> <a href="ClutterEnums.html#TYPEgravity_type">ClutterEnums.gravity_type</a> ] -> unit;<br>         move_by : dx:int -> dy:int -> unit; name : string; natural_height : <br>         int; natural_height_set : bool; natural_width : int;<br>         natural_width_set : bool; obj : [> `actor ] Gobject.obj; opacity : <br>         char; paint : unit; queue_redraw : unit; queue_relayout : unit;<br>         raise : [< <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj -> unit; raise_top : unit;<br>         reactive : bool; realize : unit; remove_clip : unit;<br>         reparent : [< <a href="Clutter.html#TYPEactor">Clutter.actor</a> ] Gobject.obj -> unit;<br>         request_mode : [< <a href="ClutterEnums.html#TYPErequest_mode_type">ClutterEnums.request_mode_type</a> ];<br>         rotation_angle_x : float; rotation_angle_y : float;<br>         rotation_angle_z : float; rotation_center_x : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>;<br>         rotation_center_y : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>; rotation_center_z : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a>;<br>         scale_x : float; scale_y : float;<br>         set_anchor_point : x:int -> y:int -> unit;<br>         set_anchor_point_from_gravity : [> <a href="ClutterEnums.html#TYPEgravity_type">ClutterEnums.gravity_type</a> ] -> unit;<br>         set_anchor_x : int -> unit; set_anchor_y : int -> unit;<br>         set_clip : <a href="Clutter.html#TYPEgeometry">Clutter.geometry</a> -> unit; set_depth : int -> unit;<br>         set_fixed_position_set : bool -> unit; set_fixed_x : int -> unit;<br>         set_fixed_y : int -> unit; set_geometry : <a href="Clutter.html#TYPEgeometry">Clutter.geometry</a> -> unit;<br>         set_height : int -> unit; set_min_height : int -> unit;<br>         set_min_height_set : bool -> unit; set_min_width : int -> unit;<br>         set_min_width_set : bool -> unit; set_name : string -> unit;<br>         set_natural_height : int -> unit; set_natural_height_set : bool -> unit;<br>         set_natural_width : int -> unit; set_natural_width_set : bool -> unit;<br>         set_opacity : char -> unit; set_parent : unit;<br>         set_position : x:int -> y:int -> unit; set_reactive : bool -> unit;<br>         set_request_mode : [> <a href="ClutterEnums.html#TYPErequest_mode_type">ClutterEnums.request_mode_type</a> ] -> unit;<br>         set_rotation : [> <a href="ClutterEnums.html#TYPErotate_axis_type">ClutterEnums.rotate_axis_type</a> ] -><br>                        angle:float -> x:int -> y:int -> z:int -> unit;<br>         set_rotation_angle_x : float -> unit; set_rotation_angle_y : float -> unit;<br>         set_rotation_angle_z : float -> unit;<br>         set_rotation_center_x : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -> unit;<br>         set_rotation_center_y : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -> unit;<br>         set_rotation_center_z : <a href="Clutter.html#TYPEvertex">Clutter.vertex</a> -> unit;<br>         set_scale : xscale:float -> yscale:float -> unit;<br>         set_scale_x : float -> unit; set_scale_y : float -> unit;<br>         set_show_on_set_parent : bool -> unit;<br>         set_size : width:int -> height:int -> unit; set_visible : bool -> unit;<br>         set_width : int -> unit; set_x : int -> unit; set_y : int -> unit;<br>         show : unit; show_all : unit; show_on_set_parent : bool;<br>         transform_stage_point : x:<a href="Clutter.html#TYPEunits">Clutter.units</a> -><br>                                 y:<a href="Clutter.html#TYPEunits">Clutter.units</a> -><br>                                 <a href="Clutter.html#TYPEunits">Clutter.units</a> * <a href="Clutter.html#TYPEunits">Clutter.units</a> * bool;<br>         unrealize : unit; visible : bool; width : int; x : int; y : int; .. > -><br>       [ `actor ] <a href="ClutterActor.actor_skel.html">actor_skel</a></code></pre><pre><span class="keyword">class</span> <a name="TYPEactor"></a><a href="ClutterActor.actor.html">actor</a> : <code class="type"><a href="Clutter.html#TYPEactor">Clutter.actor</a> <a href="Clutter.html#TYPEobj">Clutter.obj</a> -> </code><code class="code">object</code> <a href="ClutterActor.actor.html">..</a> <code class="code">end</code></pre><pre><span class="keyword">module</span> <a href="ClutterActor.Entry.html">Entry</a>: <code class="code">sig</code> <a href="ClutterActor.Entry.html">..</a> <code class="code">end</code></pre><div class="info">
ClutterEntry: A single line text entry actor
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<pre><span class="keyword">module</span> <a href="ClutterActor.Label.html">Label</a>: <code class="code">sig</code> <a href="ClutterActor.Label.html">..</a> <code class="code">end</code></pre><div class="info">
ClutterLabel: Actor for displaying text
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<pre><span class="keyword">module</span> <a href="ClutterActor.CloneTexture.html">CloneTexture</a>: <code class="code">sig</code> <a href="ClutterActor.CloneTexture.html">..</a> <code class="code">end</code></pre><div class="info">
CloneTexture: Actor for cloning existing textures in an efficient way.
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