* it should chain up to the parent's implementation
* @unrealize: virtual function, used to deallocate resources allocated
* in ::realize; it should chain up to the parent's implementation
+ * @map: virtual function for containers and composite actors, to
+ * map their children; it must chain up to the parent's implementation
+ * @unmap: virtual function for containers and composite actors, to
+ * unmap their children; it must chain up to the parent's implementation
* @paint: virtual function, used to paint the actor
* @get_preferred_width: virtual function, used when querying the minimum
* and natural widths of an actor for a given height; it is used by
G_TYPE_NONE, 0);
/**
- * ClutterAniamtion::completed:
+ * ClutterAnimation::completed:
* @animation: the animation that emitted the signal
*
* The ::completed signal is emitted once the animation has
* implementation of this virtual function is required.
* @foreach: virtual function for iterating over the container's children.
* The implementation of this virtual function is required.
+ * @foreach_with_internals: virtual functions for iterating over the
+ * container's children, both added using the #ClutterContainer API
+ * and internal children. The implementation of this virtual function
+ * is required only if the #ClutterContainer implementation has
+ * internal children.
* @raise: virtual function for raising a child
* @lower: virtual function for lowering a child
* @sort_depth_order: virtual function for sorting the children of a
guint clutter_threads_add_repaint_func (GSourceFunc func,
gpointer data,
GDestroyNotify notify);
-void clutter_threads_remove_repaint_func (guint handler_id);
+void clutter_threads_remove_repaint_func (guint handle_id);
void clutter_set_motion_events_enabled (gboolean enable);
gboolean clutter_get_motion_events_enabled (void);
/**
* clutter_texture_set_load_async:
* @texture: a #ClutterTexture
- * @load_sync: %TRUE if the texture should asynchronously load data
+ * @load_async: %TRUE if the texture should asynchronously load data
* from a filename
*
* Sets whether @texture should use a worker thread to load the data
* CoglMaterialLayerType:
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a
* <link linkend="cogl-Textures">Cogl texture</link>
+ *
+ * Available types of layers for a #CoglMaterial. This enumeration
+ * might be expanded in later versions.
+ *
+ * Since: 1.0
*/
typedef enum _CoglMaterialLayerType
{
* CoglShaderType:
* @COGL_SHADER_TYPE_VERTEX: A program for proccessing vertices
* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
+ *
+ * Types of shaders
+ *
+ * Since: 1.0
*/
typedef enum _CoglShaderType
{
* cogl_shader_get_type:
* @handle: #CoglHandle for a shader.
*
- * Returns: COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
- * or COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
+ * Retrieves the type of a shader #CoglHandle
+ *
+ * Return value: %COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
+ * or %COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
*/
CoglShaderType cogl_shader_get_type (CoglHandle handle);
* cogl_shader_is_compiled:
* @handle: #CoglHandle for a shader.
*
- * Returns: TRUE if the shader object has sucessfully be compiled else FALSE
+ * Retrieves whether a shader #CoglHandle has been compiled
+ *
+ * Return value: %TRUE if the shader object has sucessfully be compiled
*/
gboolean cogl_shader_is_compiled (CoglHandle handle);
/**
* CoglAttributeType:
- * @COGL_ATTRIBUTE_TYPE_BYTE:
- * @COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE:
- * @COGL_ATTRIBUTE_TYPE_SHORT:
- * @COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT:
- * @COGL_ATTRIBUTE_TYPE_FLOAT:
+ * @COGL_ATTRIBUTE_TYPE_BYTE: Data is the same size of a byte
+ * @COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE: Data is the same size of an
+ * unsigned byte
+ * @COGL_ATTRIBUTE_TYPE_SHORT: Data is the same size of a short integer
+ * @COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT: Data is the same size of
+ * an unsigned short integer
+ * @COGL_ATTRIBUTE_TYPE_FLOAT: Data is the same size of a float
*
+ * Data types for the components of cogl_vertex_buffer_add()
+ *
+ * Since: 1.0
*/
typedef enum _CoglAttributeType
{
/**
* CoglVerticesMode:
- * COGL_VERTICES_MODE_POINTS:
- * COGL_VERTICES_MODE_LINE_STRIP:
- * COGL_VERTICES_MODE_LINE_LOOP:
- * COGL_VERTICES_MODE_LINES:
- * COGL_VERTICES_MODE_TRIANGLE_STRIP:
- * COGL_VERTICES_MODE_TRIANGLE_FAN:
- * COGL_VERTICES_MODE_TRIANGLES:
- *
+ * @COGL_VERTICES_MODE_POINTS: FIXME, equivalent to %GL_POINTS
+ * @COGL_VERTICES_MODE_LINE_STRIP: FIXME, equivalent to %GL_LINE_STRIP
+ * @COGL_VERTICES_MODE_LINE_LOOP: FIXME, equivalent to %GL_LINE_LOOP
+ * @COGL_VERTICES_MODE_LINES: FIXME, equivalent to %GL_LINES
+ * @COGL_VERTICES_MODE_TRIANGLE_STRIP: FIXME, equivalent to %GL_TRIANGLE_STRIP
+ * @COGL_VERTICES_MODE_TRIANGLE_FAN: FIXME, equivalent to %GL_TRIANGLE_FAN
+ * @COGL_VERTICES_MODE_TRIANGLES: FIXME, equivalent to %GL_TRIANGLES
+ *
+ * How vertices passed to cogl_vertex_buffer_draw() and
+ * cogl_vertex_buffer_draw_elements() should be interpreted
+ *
+ * Since: 1.0
*/
typedef enum _CoglVerticesMode
{
* @COGL_BUFFER_BIT_COLOR: Selects the primary color buffer
* @COGL_BUFFER_BIT_DEPTH: Selects the depth buffer
* @COGL_BUFFER_BIT_STENCIL: Selects the stencil buffer
+ *
+ * Types of auxiliary buffers
+ *
+ * Since: 1.0
*/
typedef enum _CoglBufferBit
{
clutter_units_mm
clutter_units_pt
clutter_units_em
+clutter_units_em_for_font
clutter_units_pixels
clutter_units_to_pixels
clutter_texture_set_area_from_rgb_data
clutter_texture_get_base_size
clutter_texture_get_pixel_format
+clutter_texture_get_max_tile_waste
clutter_texture_get_filter_quality
clutter_texture_set_filter_quality
-clutter_texture_get_max_tile_waste
-clutter_texture_set_max_tile_waste
clutter_texture_get_cogl_texture
clutter_texture_set_cogl_texture
clutter_texture_get_cogl_material
clutter_threads_add_timeout_full
clutter_threads_add_frame_source
clutter_threads_add_frame_source_full
+clutter_threads_add_repaint_func
+clutter_threads_remove_repaint_func
<SUBSECTION>
clutter_get_keyboard_grab
<SUBSECTION>
clutter_cairo_texture_create
clutter_cairo_texture_create_region
+clutter_cairo_texture_clear
<SUBSECTION>
clutter_cairo_set_source_color
<SECTION>
<FILE>cogl-material-internals</FILE>
<TITLE>Material Internals</TITLE>
-cogl_material_get_cogl_enable_flags
-CoglMaterialFlushOption
-cogl_material_flush_gl_state
CoglMaterialLayer
cogl_material_get_layers
CoglMaterialLayerType
cogl_material_layer_get_type
-CoglMaterialLayerFlags
-cogl_material_layer_get_flags
cogl_material_layer_get_texture
-cogl_material_layer_flush_gl_sampler_state
</SECTION>