2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c: Add actor box diagram and notes.
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-actor.c: Add actor box diagram and notes.
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-behaviour-path.c: Move the nice graph and
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@ -32,7 +32,14 @@
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* be a #ClutterActor, either by using one of the classes provided by
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* Clutter, or by implementing a new #ClutterActor subclass.
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*
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* Actor Transformations
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* Every actor is a 2D surface in a 3D environment. The surface is contained
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* inside its bounding box, described by the #ClutterActorBox structure:
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*
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* <figure id="actor-box">
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* <title>Bounding box of an Actor</title>
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* <graphic fileref="actor-box.png" format="PNG"/>
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* </figure>
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*
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* The OpenGL modelview matrix for the actor is constructed from the actor
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* settings by the following order of operations:
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* <orderedlist>
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@ -49,10 +56,10 @@
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* </listitem>
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* </orderedlist>
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*
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* NB: the position of any children is referenced from the top-left corner of
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* the parent, not the parent's anchor point.
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* <note>The position of any children is referenced from the top-left corner of
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* the parent, not the parent's anchor point.</note>
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*
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* Event handling
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* Events are handled in the following ways:
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* <orderedlist>
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* <listitem><para>Actors emit pointer events if set reactive, see
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* clutter_actor_set_reactive()</para></listitem>
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@ -84,6 +91,8 @@
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* <graphic fileref="event-flow.png" format="PNG"/>
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* </figure>
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*
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* Every '?' box in the diagram above is an entry point for application
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* code.
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*/
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/**
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