* cannot produce data in %GST_STATE_PAUSED.
* This typically happens with live sources.
*
- * The possible return values from a state change function. Only
- * @GST_STATE_CHANGE_FAILURE is a real failure.
+ * The possible return values from a state change function such as
+ * gst_element_set_state(). Only @GST_STATE_CHANGE_FAILURE is a real failure.
*/
typedef enum {
GST_STATE_CHANGE_FAILURE = 0,
* Streaming threads are started.
* </para></listitem>
* <listitem><para>
- * Some elements might need to return ASYNC and complete the state change
- * when they have enough information. It is a requirement for sinks to
- * return ASYNC and complete the state change when they receive the first
- * buffer or EOS event (preroll). Sinks also block the dataflow when in
- * PAUSED.
+ * Some elements might need to return %GST_STATE_CHANGE_ASYNC and complete
+ * the state change when they have enough information. It is a requirement
+ * for sinks to return %GST_STATE_CHANGE_ASYNC and complete the state change
+ * when they receive the first buffer or %GST_EVENT_EOS (preroll).
+ * Sinks also block the dataflow when in PAUSED.
* </para></listitem>
* <listitem><para>
* A pipeline resets the running_time to 0.
* </para></listitem>
* <listitem><para>
- * Live sources return NO_PREROLL and don't generate data.
+ * Live sources return %GST_STATE_CHANGE_NO_PREROLL and don't generate data.
* </para></listitem>
* </itemizedlist>
* @GST_STATE_CHANGE_PAUSED_TO_PLAYING: state change from PAUSED to PLAYING.
* Most elements ignore this state change.
* </para></listitem>
* <listitem><para>
- * The pipeline selects a clock and distributes this to all the children
+ * The pipeline selects a #GstClock and distributes this to all the children
* before setting them to PLAYING. This means that it is only alowed to
- * synchronize on the clock in the PLAYING state.
+ * synchronize on the #GstClock in the PLAYING state.
* </para></listitem>
* <listitem><para>
- * The pipeline uses the clock and the running_time to calculate the
+ * The pipeline uses the #GstClock and the running_time to calculate the
* base_time. The base_time is distributed to all children when performing
* the state change.
* </para></listitem>
* rendering the data.
* </para></listitem>
* <listitem><para>
- * Sinks can post the EOS message in the PLAYING state. It is not allowed to
- * post EOS when not in the PLAYING state.
+ * Sinks can post %GST_MESSAGE_EOS in the PLAYING state. It is not allowed
+ * to post %GST_MESSAGE_EOS when not in the PLAYING state.
* </para></listitem>
* <listitem><para>
* While streaming in PAUSED or PLAYING elements can create and remove
* sometimes pads.
* </para></listitem>
* <listitem><para>
- * Live sources start generating data and return SUCCESS.
+ * Live sources start generating data and return %GST_STATE_CHANGE_SUCCESS.
* </para></listitem>
* </itemizedlist>
* @GST_STATE_CHANGE_PLAYING_TO_PAUSED: state change from PLAYING to PAUSED.
* Most elements ignore this state change.
* </para></listitem>
* <listitem><para>
- * The pipeline calculates the running_time based on the last selected clock
- * and the base_time. It stores this information to continue playback when
- * going back to the PLAYING state.
+ * The pipeline calculates the running_time based on the last selected
+ * #GstClock and the base_time. It stores this information to continue
+ * playback when going back to the PLAYING state.
* </para></listitem>
* <listitem><para>
- * Sinks unblock any clock wait calls.
+ * Sinks unblock any #GstClock wait calls.
* </para></listitem>
* <listitem><para>
- * When a sink does not have a pending buffer to play, it returns ASYNC from
- * this state change and completes the state change when it receives a new
- * buffer or an EOS event.
+ * When a sink does not have a pending buffer to play, it returns
+ * %GST_STATE_CHANGE_ASYNC from this state change and completes the state
+ * change when it receives a new buffer or an %GST_EVENT_EOS.
* </para></listitem>
* <listitem><para>
- * Any queued EOS messages are removed since they will be reposted when going
- * back to the PLAYING state. The EOS messages are queued in GstBins.
+ * Any queued %GST_MESSAGE_EOS items are removed since they will be reposted
+ * when going back to the PLAYING state. The EOS messages are queued in
+ * #GstBin containers.
* </para></listitem>
* <listitem><para>
- * Live sources stop generating data and return NO_PREROLL.
+ * Live sources stop generating data and return %GST_STATE_CHANGE_NO_PREROLL.
* </para></listitem>
* </itemizedlist>
* @GST_STATE_CHANGE_PAUSED_TO_READY : state change from PAUSED to READY.
* Elements unblock any waits on devices
* </para></listitem>
* <listitem><para>
- * Chain or get_range functions return WRONG_STATE.
+ * Chain or get_range functions return %GST_FLOW_WRONG_STATE.
* </para></listitem>
* <listitem><para>
* The element pads are deactivated so that streaming becomes impossible and