2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>

* clutter/clutter-actor.c: Add actor box diagram and notes.
This commit is contained in:
Emmanuele Bassi 2008-02-08 16:13:15 +00:00
parent 7ce1a60140
commit d192f73b78
2 changed files with 17 additions and 4 deletions

View File

@ -1,3 +1,7 @@
2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c: Add actor box diagram and notes.
2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-behaviour-path.c: Move the nice graph and

View File

@ -32,7 +32,14 @@
* be a #ClutterActor, either by using one of the classes provided by
* Clutter, or by implementing a new #ClutterActor subclass.
*
* Actor Transformations
* Every actor is a 2D surface in a 3D environment. The surface is contained
* inside its bounding box, described by the #ClutterActorBox structure:
*
* <figure id="actor-box">
* <title>Bounding box of an Actor</title>
* <graphic fileref="actor-box.png" format="PNG"/>
* </figure>
*
* The OpenGL modelview matrix for the actor is constructed from the actor
* settings by the following order of operations:
* <orderedlist>
@ -49,10 +56,10 @@
* </listitem>
* </orderedlist>
*
* NB: the position of any children is referenced from the top-left corner of
* the parent, not the parent's anchor point.
* <note>The position of any children is referenced from the top-left corner of
* the parent, not the parent's anchor point.</note>
*
* Event handling
* Events are handled in the following ways:
* <orderedlist>
* <listitem><para>Actors emit pointer events if set reactive, see
* clutter_actor_set_reactive()</para></listitem>
@ -84,6 +91,8 @@
* <graphic fileref="event-flow.png" format="PNG"/>
* </figure>
*
* Every '?' box in the diagram above is an entry point for application
* code.
*/
/**