2008-02-15 Matthew Allum <mallum@openedhand.com>
* clutter-docs.sgml: Overhaul the overview.
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2008-02-15 Matthew Allum <mallum@openedhand.com>
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* clutter-docs.sgml:
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Overhaul the overview.
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2008-02-15 Emmanuele Bassi <ebassi@openedhand.com>
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2008-02-15 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter-animation.sgml: Fix some of the grammar; add a timeout-based
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* clutter-animation.sgml: Fix some of the grammar; add a timeout-based
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@ -13,7 +13,7 @@
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<releaseinfo>Version &version;</releaseinfo>
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<releaseinfo>Version &version;</releaseinfo>
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<copyright>
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<copyright>
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<year>2007</year>
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<year>2008</year>
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<holder>OpenedHand LTD</holder>
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<holder>OpenedHand LTD</holder>
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</copyright>
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</copyright>
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@ -51,23 +51,64 @@
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rich graphical user interfaces.
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rich graphical user interfaces.
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</para>
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</para>
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<para>
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<para>
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Clutter semantics work by having a stage (a window) and then
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Clutter essentially works by manipulating a scene graph of 2D
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adding actors (widgets) to the stage and manipulating via the
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surfaces (actors) in 3D space.
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actor api. Actors can contain child actors (ClutterGroup for
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example) and be manipulated as a whole.
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</para>
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</para>
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<para>
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<para>
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Animations and visual effects can be created via the use of
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#ClutterActor is the base class for such surfaces. All
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timelines and behaviours. Timelines provide accurate frame based
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#ClutterActors can we positioned and rotated in 3D space, scaled,
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animations. Behaviours further extend this by taking a timeline, a
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clipped, have children, have there opacity and origin set.
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control function (ClutterAlpha) and then applying to actors as to
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Tranforms applied to a parent actor also apply to any children.
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modify a property as a function of time.
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Actors are also able to receive events.
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</para>
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</para>
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<para>
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Sub classes of #ClutterActor include #ClutterStage, #ClutterTexture,
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#ClutterLabel, #ClutterRectangle, #ClutterStage, #ClutterEntry and
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#ClutterGroup. #ClutterActors are added to a parent, transformed
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and the made visible.
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</para>
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<para>
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#ClutterStage is the top level #ClutterActor - its essentially a
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window or framebuffer. It is created automatically when Clutter is
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initialised. #ClutterStage is a #ClutterGroup, a class
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implementing the #ClutterCointainer interface. Clutter currently
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only supports a single stage.
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</para>
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<para>
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#ClutterTimeline's provide the basis for Clutters animation
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utilitys. Building on this include the #ClutterScore, for
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syncronising multiple timelines and the #ClutterBehaviour's and
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#ClutterEffect's for creating animation effects such as transitions.
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</para>
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<para>
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Clutter further contains a number of utilities including;
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#ClutterScript - for loading 'UI definition' files formatted in
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JSON, #ClutterShader - a class for applying GPU shaders to actors,
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#ClutterModel - a utility class for MVC list type implementations
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and #ClutterFixed - fixed point math utilitys
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</para>
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</partintro>
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</part>
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<part id="clutterbuilding">
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<title>Building Clutter</title>
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<partintro>
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<para>
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<para>
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@ -105,19 +146,19 @@
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<para>GDK-Pixbuf is a library for loading and manipulating
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<para>GDK-Pixbuf is a library for loading and manipulating
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various image file formats.</para>
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various image file formats.</para>
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</listitem>
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</listitem>
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<term>Backend Windowing System Library</term>
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<listitem>
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<para>GLX, EGL (1.1), SDL and Cocoa (OS X)</para>
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</listitem>
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<term>Graphics Rendering </term>
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<listitem>
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<para>Open GL (1.2+) ir Open GL ES (1.1) </para>
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</listitem>
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</varlistentry>
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</varlistentry>
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</variablelist>
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</variablelist>
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</para>
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</para>
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</partintro>
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</part>
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<part id="clutterbuilding">
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<title>Building Clutter</title>
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<partintro>
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<para>
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<para>
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FIXME: Linux, Windows, OSX. Embedded?
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FIXME: Linux, Windows, OSX. Embedded?
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</para>
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</para>
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