* SECTION:clutter-behaviour-scale
* @Title: ClutterBehaviourScale
* @short_description: A behaviour controlling scale
- * @Deprecated: 1.6: Use clutter_actor_animate() with #ClutterActor:x-scale
- * and #ClutterActor:y-scale instead.
+ * @Deprecated: 1.6: Use clutter_actor_animate() with #ClutterActor:scale-x
+ * and #ClutterActor:scale-y instead.
*
* A #ClutterBehaviourScale interpolates actors size between two values.
*/
* @actor: an actor driven by @behaviour
* @data: optional data passed to the function
*
- * This function is passed to clutter_behaviour_foreach_actor() and
+ * This function is passed to clutter_behaviour_actors_foreach() and
* will be called for each actor driven by @behaviour.
*
* Since: 0.2
* <graphic fileref="constraints-example.png" format="PNG"/>
* </figure>
* <programlisting>
- * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="../../../../tests/interactive/test-snap-constraint.c" parse="text"><xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback></xi:include>
+ *<xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="../../../../tests/interactive/test-snap-constraint.c" parse="text"><xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback></xi:include>
* </programlisting>
* <para>You can try resizing interactively the #ClutterStage and verify
* that the three #ClutterActor<!-- -->s maintain the same position and
- * size relative to each other, and to the #CLutterStage.</para>
+ * size relative to each other, and to the #ClutterStage.</para>
* </example>
* <warning><para>It's important to note that Clutter does not avoid loops
* or competing constraints; if two or more #ClutterConstraint<!-- -->s
/**
* clutter_drag_action_set_drag_handle:
- * @action: a #ClutterDragHandle
+ * @action: a #ClutterDragAction
* @handle: a #ClutterActor
*
* Sets the actor to be used as the drag handle
*
* Return value: on error, zero is returned and @error is set
* accordingly. On success, the merge id for the UI definitions is
- * returned. You can use the merge id with clutter_script_unmerge().
+ * returned. You can use the merge id with clutter_script_unmerge_objects().
*
* Since: 0.6
*/
* top-level actor which can be used as another container. It works
* exactly like the default stage, but while clutter_stage_get_default()
* will always return the same instance, you will have to keep a pointer
- * to any #ClutterStage returned by clutter_stage_create().
+ * to any #ClutterStage returned by clutter_stage_new().
*
* The ability to support multiple stages depends on the current
* backend. Use clutter_feature_available() and
* @fullscreen: handler for the #ClutterStage::fullscreen signal
* @unfullscreen: handler for the #ClutterStage::unfullscreen signal
* @activate: handler for the #ClutterStage::activate signal
- * @deactivate: handler for the #ClutterStage::deactive signal
+ * @deactivate: handler for the #ClutterStage::deactivate signal
* @delete_event: handler for the #ClutterStage::delete-event signal
*
* The #ClutterStageClass structure contains only private data
* </listitem>
* <listitem>
* <para>Uploading pixel data to the texture (e.g by using
- * clutter_actor_set_from_file()) will destroy the offscreen texture data
- * and end redirection.</para>
+ * clutter_texture_set_from_file()) will destroy the offscreen texture
+ * data and end redirection.</para>
* </listitem>
* <listitem>
* <para>cogl_texture_get_data() with the handle returned by
* clutter_value_get_units:
* @value: a #GValue initialized to #CLUTTER_TYPE_UNIT
*
- * Gets the #ClutterUnit<!-- -->s contained in @value.
+ * Gets the #ClutterUnits contained in @value.
*
* Return value: the units inside the passed #GValue
*
<note>
<para>The core to understanding this example is understanding
- how to define keys for a <type>CutterAnimator</type>. As
+ how to define keys for a <type>ClutterAnimator</type>. As
this is an involved topic, further explanation
is given in <link linkend="animations-complex-discussion-keys">the
Discussion section</link>.</para>
<para>#ClutterStage is the top level #ClutterActor - it's the
representation of a window, or framebuffer. It is created automatically
when Clutter is initialised. #ClutterStage is a #ClutterGroup, a class
- implementing the #ClutterCointainer interface.</para>
+ implementing the #ClutterContainer interface.</para>
<para>Clutter allows explicit positioning and sizing through the
#ClutterFixedLayout layout manager; and implicit positioning and sizing
<para>The class that replaced the path description and manipulation
functionality is called #ClutterPath. A #ClutterPath allows
- describing a path using a sequence of #ClutterPahtNode<!-- -->s or
+ describing a path using a sequence of #ClutterPathNode<!-- -->s or
using a subset of the SVG path description syntax. A Path instance
also allows describing complex paths, with linear and Bezier segments
and with gaps.</para>