clutter.Actor

clutter.Actor

Synopsis

class clutter.Actor(gobject.GInitiallyUnowned):
    def show()
def show_all()
def hide()
def hide_all()
def realize()
def unrealize()
def paint()
def pick(color)
def queue_redraw()
def destroy()
def set_geometry(geometry)
def get_geometry(geometry)
def set_size(width, height)
def set_position(x, y)
def get_position(x, y)
def set_x(x)
def set_y(y)
def get_width()
def get_height()
def set_width(width)
def set_height(height)
def get_x()
def get_y()
def set_rotation(axis, angle, x, y, z)
def get_rotation(axis, x, y, z)
def set_opacity(opacity)
def get_opacity()
def set_name(name)
def get_name()
def get_gid()
def set_clip(x_offset, y_offset, width, height)
def remove_clip()
def has_clip()
def set_parent(parent)
def get_parent()
def reparent(new_parent)
def unparent()
def raise_actor(below)
def lower_actor(above)
def raise_top()
def lower_bottom()
def set_depth(depth)
def get_depth()
def set_scale(scale_x, scale_y)
def get_scale(scale_x, scale_y)
def get_size(width, height)
def move_by(dx, dy)
def apply_transform_to_point(point, vertex)
def is_scaled()
def is_rotated()
def apply_relative_transform_to_point(ancestor, point, vertex)
def get_clip(xoff, yoff, width, height)
def set_reactive(reactive)
def get_reactive()
def event(event, capture)
def should_pick_paint()
def set_shader(shader)
def get_shader()
def set_shader_param(param, value)
def set_anchor_point(anchor_x, anchor_y)
def move_anchor_point(anchor_x, anchor_y)
def get_anchor_point(anchor_x, anchor_y)
def set_anchor_point_from_gravity(gravity)
def move_anchor_point_from_gravity(gravity)
def transform_stage_point(x, y, x_out, y_out)
def queue_relayout()
def get_preferred_width(for_height, min_width_p, natural_width_p)
def get_preferred_height(for_width, min_height_p, natural_height_p)
def get_preferred_size(min_width_p, min_height_p, natural_width_p, natural_height_p)
def allocate(box, absolute_origin_changed)
def allocate_preferred_size(absolute_origin_changed)
def get_allocation_coords(x_1, y_1, x_2, y_2)
def get_allocation_box(box)
def get_allocation_geometry(geom)
def get_allocation_vertices(ancestor, verts[4])
def set_sizeu(width, height)
def get_sizeu(width, height)
def get_transformed_size(width, height)
def get_transformed_sizeu(width, height)
def set_positionu(x, y)
def get_positionu(x, y)
def get_transformed_position(x, y)
def get_transformed_positionu(x, y)
def get_fixed_position_set()
def set_fixed_position_set(is_set)
def get_widthu()
def get_heightu()
def set_widthu(width)
def set_heightu(height)
def get_xu()
def get_yu()
def set_xu(x)
def set_yu(y)
def set_rotationx(axis, angle, x, y, z)
def set_rotationu(axis, angle, x, y, z)
def get_rotationx(axis, x, y, z)
def get_rotationu(axis, x, y, z)
def get_paint_opacity()
def set_clipu(xoff, yoff, width, height)
def get_clipu(xoff, yoff, width, height)
def get_stage()
def set_depthu(depth)
def get_depthu()
def set_scalex(scale_x, scale_y)
def get_scalex(scale_x, scale_y)
def move_byu(dx, dy)
def set_anchor_pointu(anchor_x, anchor_y)
def move_anchor_pointu(anchor_x, anchor_y)
def get_anchor_pointu(anchor_x, anchor_y)
def get_abs_allocation_vertices(verts[4])

Ancestry

gobject.GObject
+-- gobject.GInitiallyUnowned
  +-- clutter.Actor

Properties

"clip"Read-WriteThe clip region for the actor.
"depth"Read-WriteDepth of the actor. Default value: 0. Since 0.6.
"has-clip"ReadWhether the actor has the clip property set or not. Allowed values: >= -2147483647. Default value: False.
"height"Read-WriteHeight of the actor (in pixels). Allowed values: >= 0. Default value: 0.
"name"Read-WriteThe name of the actor. Default value: None. Since 0.2.
"opacity"Read-WriteOpacity of the actor. Default value: 255.
"reactive"Read-WriteWhether the actor is reactive or not. Default value: False. Since 0.6.
"rotation-angle-x"Read-WriteThe rotation angle on the X axis. Allowed values: >= 0. Default value: 0.
"rotation-angle-y"Read-WriteThe rotation angle on the Y axis. Allowed values: >= 0. Default value: 0.
"rotation-angle-z"Read-WriteThe rotation angle on the Z axis. Allowed values: >= 0. Default value: 0.
"rotation-center-x"Read-WriteThe rotation center on the X axis.
"rotation-center-y"Read-WriteThe rotation center on the Y axis.
"rotation-center-z"Read-WriteThe rotation center on the Z axis.
"scale-x"Read-WriteScale X. Allowed values: >= 0. Default value: 1.
"scale-y"Read-WriteScale Y. Allowed values: >= 0. Default value: 1.
"scale-z"Read-WriteScale Z. Allowed values: >= 0. Default value: 1.
"visible"Read-WriteWhether the actor is visible or not. Default value: False.
"width"Read-WriteWidth of the actor (in pixels). Allowed values: >= 0. Default value: 0.
"x"Read-WriteX coordinate of the actor. Allowed values: >= -2147483647. Default value: 0.
"y"Read-WriteY coordinate of the actor. Allowed values: >= -2147483647. Default value: 0.

Signal Prototypes

"button-press-event"

def callback(actor, event, user_param1, ...)

"button-release-event"

def callback(actor, event, user_param1, ...)

"captured-event"

def callback(actor, event, user_param1, ...)

"destroy"

def callback(actor, user_param1, ...)

"enter-event"

def callback(actor, event, user_param1, ...)

"event"

def callback(actor, event, user_param1, ...)

"focus-in"

def callback(actor, user_param1, ...)

"focus-out"

def callback(actor, user_param1, ...)

"key-press-event"

def callback(actor, event, user_param1, ...)

"key-release-event"

def callback(actor, event, user_param1, ...)

"leave-event"

def callback(actor, event, user_param1, ...)

"motion-event"

def callback(actor, event, user_param1, ...)

"scroll-event"

def callback(actor, event, user_param1, ...)

"parent-set"

def callback(actor, old_parent, user_param1, ...)

"show"

def callback(actor, user_param1, ...)

"hide"

def callback(actor, user_param1, ...)

"paint"

def callback(actor, user_param1, ...)

"realize"

def callback(actor, user_param1, ...)

"unrealize"

def callback(actor, user_param1, ...)

Description

clutter.Actor is a base abstract class for all visual elements on the stage. Every object that must appear on the main clutter.Stage must also be a clutter.Actor, either by using one of the classes provided by Clutter, or by implementing a new clutter.Actor subclass.

Methods

clutter.Actor.show

    def show()

clutter.Actor.show_all

    def show_all()

clutter.Actor.hide

    def hide()

clutter.Actor.hide_all

    def hide_all()

clutter.Actor.realize

    def realize()

clutter.Actor.unrealize

    def unrealize()

clutter.Actor.paint

    def paint()

clutter.Actor.pick

    def pick(color)

color :

a clutter.Color

clutter.Actor.queue_redraw

    def queue_redraw()

clutter.Actor.destroy

    def destroy()

clutter.Actor.set_geometry

    def set_geometry(geometry)

geometry :

a clutter.Geometry

clutter.Actor.get_geometry

    def get_geometry(geometry)

geometry :

a ClutterGeometry*

clutter.Actor.set_size

    def set_size(width, height)

width :

a gint

height :

a gint

clutter.Actor.set_position

    def set_position(x, y)

x :

a gint

y :

a gint

clutter.Actor.get_position

    def get_position(x, y)

x :

a gint*

y :

a gint*

clutter.Actor.set_x

    def set_x(x)

x :

a gint

clutter.Actor.set_y

    def set_y(y)

y :

a gint

clutter.Actor.get_width

    def get_width()

Returns :

a guint

clutter.Actor.get_height

    def get_height()

Returns :

a guint

clutter.Actor.set_width

    def set_width(width)

width :

a guint

clutter.Actor.set_height

    def set_height(height)

height :

a guint

clutter.Actor.get_x

    def get_x()

Returns :

a gint

clutter.Actor.get_y

    def get_y()

Returns :

a gint

clutter.Actor.set_rotation

    def set_rotation(axis, angle, x, y, z)

axis :

a ClutterRotateAxis

angle :

a gdouble

x :

a gint

y :

a gint

z :

a gint

clutter.Actor.get_rotation

    def get_rotation(axis, x, y, z)

axis :

a ClutterRotateAxis

x :

a gint*

y :

a gint*

z :

a gint*

Returns :

a gdouble

clutter.Actor.set_opacity

    def set_opacity(opacity)

opacity :

a guint8

clutter.Actor.get_opacity

    def get_opacity()

Returns :

a guint8

clutter.Actor.set_name

    def set_name(name)

name :

a string

clutter.Actor.get_name

    def get_name()

Returns :

a string

clutter.Actor.get_gid

    def get_gid()

Returns :

a guint32

clutter.Actor.set_clip

    def set_clip(x_offset, y_offset, width, height)

x_offset :

a gint

y_offset :

a gint

width :

a gint

height :

a gint

clutter.Actor.remove_clip

    def remove_clip()

clutter.Actor.has_clip

    def has_clip()

Returns :

a gboolean

clutter.Actor.set_parent

    def set_parent(parent)

parent :

a ClutterActor*

clutter.Actor.get_parent

    def get_parent()

Returns :

a ClutterActor*

clutter.Actor.reparent

    def reparent(new_parent)

new_parent :

a ClutterActor*

clutter.Actor.unparent

    def unparent()

clutter.Actor.raise_actor

    def raise_actor(below)

below :

a ClutterActor*

clutter.Actor.lower_actor

    def lower_actor(above)

above :

a ClutterActor*

clutter.Actor.raise_top

    def raise_top()

clutter.Actor.lower_bottom

    def lower_bottom()

clutter.Actor.set_depth

    def set_depth(depth)

depth :

a gint

clutter.Actor.get_depth

    def get_depth()

Returns :

a gint

clutter.Actor.set_scale

    def set_scale(scale_x, scale_y)

scale_x :

a gdouble

scale_y :

a gdouble

clutter.Actor.get_scale

    def get_scale(scale_x, scale_y)

scale_x :

a gdouble*

scale_y :

a gdouble*

clutter.Actor.get_size

    def get_size(width, height)

width :

a guint*

height :

a guint*

clutter.Actor.move_by

    def move_by(dx, dy)

dx :

a gint

dy :

a gint

clutter.Actor.apply_transform_to_point

    def apply_transform_to_point(point, vertex)

point :

a ClutterVertex*

vertex :

a ClutterVertex*

clutter.Actor.is_scaled

    def is_scaled()

Returns :

a gboolean

clutter.Actor.is_rotated

    def is_rotated()

Returns :

a gboolean

clutter.Actor.apply_relative_transform_to_point

    def apply_relative_transform_to_point(ancestor, point, vertex)

ancestor :

a ClutterActor*

point :

a ClutterVertex*

vertex :

a ClutterVertex*

clutter.Actor.get_clip

    def get_clip(xoff, yoff, width, height)

xoff :

a gint*

yoff :

a gint*

width :

a gint*

height :

a gint*

clutter.Actor.set_reactive

    def set_reactive(reactive)

reactive :

a gboolean

clutter.Actor.get_reactive

    def get_reactive()

Returns :

a gboolean

clutter.Actor.event

    def event(event, capture)

event :

a ClutterEvent*

capture :

a gboolean

Returns :

a gboolean

clutter.Actor.should_pick_paint

    def should_pick_paint()

Returns :

a gboolean

clutter.Actor.set_shader

    def set_shader(shader)

shader :

a ClutterShader*

Returns :

a gboolean

clutter.Actor.get_shader

    def get_shader()

Returns :

a ClutterShader*

clutter.Actor.set_shader_param

    def set_shader_param(param, value)

param :

a string

value :

a float

clutter.Actor.set_anchor_point

    def set_anchor_point(anchor_x, anchor_y)

anchor_x :

a gint

anchor_y :

a gint

clutter.Actor.move_anchor_point

    def move_anchor_point(anchor_x, anchor_y)

anchor_x :

a gint

anchor_y :

a gint

clutter.Actor.get_anchor_point

    def get_anchor_point(anchor_x, anchor_y)

anchor_x :

a gint*

anchor_y :

a gint*

clutter.Actor.set_anchor_point_from_gravity

    def set_anchor_point_from_gravity(gravity)

gravity :

a ClutterGravity

clutter.Actor.move_anchor_point_from_gravity

    def move_anchor_point_from_gravity(gravity)

gravity :

a ClutterGravity

clutter.Actor.transform_stage_point

    def transform_stage_point(x, y, x_out, y_out)

x :

a gint32

y :

a gint32

x_out :

a gint32*

y_out :

a gint32*

Returns :

a gboolean

clutter.Actor.queue_relayout

    def queue_relayout()

clutter.Actor.get_preferred_width

    def get_preferred_width(for_height, min_width_p, natural_width_p)

for_height :

a gint32

min_width_p :

a gint32*

natural_width_p :

a gint32*

clutter.Actor.get_preferred_height

    def get_preferred_height(for_width, min_height_p, natural_height_p)

for_width :

a gint32

min_height_p :

a gint32*

natural_height_p :

a gint32*

clutter.Actor.get_preferred_size

    def get_preferred_size(min_width_p, min_height_p, natural_width_p, natural_height_p)

min_width_p :

a gint32*

min_height_p :

a gint32*

natural_width_p :

a gint32*

natural_height_p :

a gint32*

clutter.Actor.allocate

    def allocate(box, absolute_origin_changed)

box :

a clutter.ActorBox

absolute_origin_changed :

a boolean

clutter.Actor.allocate_preferred_size

    def allocate_preferred_size(absolute_origin_changed)

absolute_origin_changed :

a gboolean

clutter.Actor.get_allocation_coords

      def get_allocation_coords()

x_1 :

a gint*

y_1 :

a gint*

x_2 :

a gint*

y_2 :

a gint*

clutter.Actor.get_allocation_box

    def get_allocation_box(box)

box :

a ClutterActorBox*

clutter.Actor.get_allocation_geometry

    def get_allocation_geometry(geom)

geom :

a ClutterGeometry*

clutter.Actor.get_allocation_vertices

    def get_allocation_vertices(ancestor, verts[4])

ancestor :

a ClutterActor*

verts[4] :

a ClutterVertex

clutter.Actor.set_sizeu

    def set_sizeu(width, height)

width :

a gint32

height :

a gint32

clutter.Actor.get_sizeu

    def get_sizeu(width, height)

width :

a gint32*

height :

a gint32*

clutter.Actor.get_transformed_size

    def get_transformed_size(width, height)

width :

a guint*

height :

a guint*

clutter.Actor.get_transformed_sizeu

    def get_transformed_sizeu(width, height)

width :

a gint32*

height :

a gint32*

clutter.Actor.set_positionu

    def set_positionu(x, y)

x :

a gint32

y :

a gint32

clutter.Actor.get_positionu

    def get_positionu(x, y)

x :

a gint32*

y :

a gint32*

clutter.Actor.get_transformed_position

    def get_transformed_position(x, y)

x :

a gint*

y :

a gint*

clutter.Actor.get_transformed_positionu

    def get_transformed_positionu(x, y)

x :

a gint32*

y :

a gint32*

clutter.Actor.get_fixed_position_set

    def get_fixed_position_set()

Returns :

a gboolean

clutter.Actor.set_fixed_position_set

    def set_fixed_position_set(is_set)

is_set :

a gboolean

clutter.Actor.get_widthu

    def get_widthu()

Returns :

a gint32

clutter.Actor.get_heightu

    def get_heightu()

Returns :

a gint32

clutter.Actor.set_widthu

    def set_widthu(width)

width :

a gint32

clutter.Actor.set_heightu

    def set_heightu(height)

height :

a gint32

clutter.Actor.get_xu

    def get_xu()

Returns :

a gint32

clutter.Actor.get_yu

    def get_yu()

Returns :

a gint32

clutter.Actor.set_xu

    def set_xu(x)

x :

a gint32

clutter.Actor.set_yu

    def set_yu(y)

y :

a gint32

clutter.Actor.set_rotationx

    def set_rotationx(axis, angle, x, y, z)

axis :

a ClutterRotateAxis

angle :

a ClutterFixed

x :

a gint

y :

a gint

z :

a gint

clutter.Actor.set_rotationu

    def set_rotationu(axis, angle, x, y, z)

axis :

a ClutterRotateAxis

angle :

a gdouble

x :

a gint32

y :

a gint32

z :

a gint32

clutter.Actor.get_rotationx

    def get_rotationx(axis, x, y, z)

axis :

a ClutterRotateAxis

x :

a gint*

y :

a gint*

z :

a gint*

Returns :

a ClutterFixed

clutter.Actor.get_rotationu

    def get_rotationu(axis, x, y, z)

axis :

a ClutterRotateAxis

x :

a gint32*

y :

a gint32*

z :

a gint32*

Returns :

a gdouble

clutter.Actor.get_paint_opacity

    def get_paint_opacity()

Returns :

a guint8

clutter.Actor.set_clipu

    def set_clipu(xoff, yoff, width, height)

xoff :

a gint32

yoff :

a gint32

width :

a gint32

height :

a gint32

clutter.Actor.get_clipu

    def get_clipu(xoff, yoff, width, height)

xoff :

a gint32*

yoff :

a gint32*

width :

a gint32*

height :

a gint32*

clutter.Actor.get_stage

    def get_stage()

Returns :

a ClutterActor*

clutter.Actor.set_depthu

    def set_depthu(depth)

depth :

a gint32

clutter.Actor.get_depthu

    def get_depthu()

Returns :

a gint32

clutter.Actor.set_scalex

    def set_scalex(scale_x, scale_y)

scale_x :

a ClutterFixed

scale_y :

a ClutterFixed

clutter.Actor.get_scalex

    def get_scalex(scale_x, scale_y)

scale_x :

a ClutterFixed*

scale_y :

a ClutterFixed*

clutter.Actor.move_byu

    def move_byu(dx, dy)

dx :

a gint32

dy :

a gint32

clutter.Actor.set_anchor_pointu

    def set_anchor_pointu(anchor_x, anchor_y)

anchor_x :

a gint32

anchor_y :

a gint32

clutter.Actor.move_anchor_pointu

    def move_anchor_pointu(anchor_x, anchor_y)

anchor_x :

a gint32

anchor_y :

a gint32

clutter.Actor.get_anchor_pointu

    def get_anchor_pointu(anchor_x, anchor_y)

anchor_x :

a gint32*

anchor_y :

a gint32*

clutter.Actor.get_abs_allocation_vertices

    def get_abs_allocation_vertices(verts[4])

verts[4] :

a ClutterVertex

Signals

The "button-press-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the object which received the event

event :

a clutter.ButtonEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "button-press-event" signal is emitted each time a mouse button is pressed on actor.

The "button-release-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the object which received the event

event :

a clutter.ButtonEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "button-release-event" signal is emitted each time a mouse button is released on actor.

The "captured-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the object which received the signal

event :

a clutter.Event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "captured-event" signal is emitted when an event is captured by Clutter. This signal will be emitted starting from the top-level container (the clutter.Stage) to the actor which received the event going down the hierarchy. This signal can be used to intercept every event before the specialized events (like "button-press-event" or "key-released-event") are emitted.

The "destroy" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the object which received the signal

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "destroy" signal is emitted when an actor is destroyed, either by direct invocation of clutter.Actor.destroy() or when the clutter.Group that contains the actor is destroyed.

The "enter-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the object which the pointer has entered

event :

a clutter.CrossingEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "event-event" signal is emitted when the pointer enters the actor.

The "event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the object which received the event

event :

a clutter.Event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "event" signal is emitted each time an event is received by the actor. This signal will be emitted on every actor, following the hierarchy chain, until it reaches the top-level container (the clutter.Stage).

The "focus-in" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which now now has key focus

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "focus-in" signal is emitted when actor recieves key focus.

The "focus-out" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which now now has key focus

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "focus-out" signal is emitted when actor loses key focus.

The "hide" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the object which received the signal

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "hide" signal is emitted when an actor is no longer visible.

The "key-press-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the actor which received the event

event :

a clutter.KeyEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "key-press-event" signal is emitted each time a keyboard button is pressed on actor.

The "key-release-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the actor which received the event

event :

a clutter.KeyEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "key-press-event" signal is emitted each time a keyboard button is released on actor.

The "leave-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the actor which the pointer has left

event :

a clutter.CrossingEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "leave-event" signal is emitted when the pointer leaves the actor.

The "motion-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the actor which the pointer has moved on

event :

a clutter.MotionEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "motion-event" signal is emitted each time the mouse pointer is moved on actor.

The "parent-set" clutter.Actor signal

    def callback(actor, old_parent, user_param1, ...)

actor :

the actor which received the signal

old_parent :

the previous parent of the actor, or None

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "parent-set" signal is emitted when the parent of the actor changes.

The "scroll-event" clutter.Actor signal

    def callback(actor, event, user_param1, ...)

actor :

the actor which received the event

event :

a clutter.ScrollEvent

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

Returns :

True if the event has been handled by the actor, or False to continue the emission.

The "scroll-event" signal is emitted each time the mouse is scrolled on actor.

The "show" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which received the event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "show" signal is emitted when an actor becomes visible.

The "paint" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which received the event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "paint" signal is emitted when an actor is being painted.

The "realize" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which received the event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "realize" signal is emitted when an actor is being realized.

The "unrealize" clutter.Actor signal

    def callback(actor, user_param1, ...)

actor :

the actor which received the event

user_param1 :

the first user parameter (if any) specified with the connect() method

... :

additional user parameters (if any)

The "unrealize" signal is emitted when an actor is being unrealized.