2008-02-15 Matthew Allum <mallum@openedhand.com>

* clutter-docs.sgml:
        Overhaul the overview.
This commit is contained in:
Matthew Allum 2008-02-15 11:33:55 +00:00
parent 409cda1166
commit 37828de057
2 changed files with 64 additions and 18 deletions

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@ -1,3 +1,8 @@
2008-02-15 Matthew Allum <mallum@openedhand.com>
* clutter-docs.sgml:
Overhaul the overview.
2008-02-15 Emmanuele Bassi <ebassi@openedhand.com> 2008-02-15 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-animation.sgml: Fix some of the grammar; add a timeout-based * clutter-animation.sgml: Fix some of the grammar; add a timeout-based

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