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[docs] Various gtk-docs fixes
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@ -357,7 +357,7 @@ clutter_event_get_key_code (ClutterEvent *event)
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/**
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/**
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* clutter_event_get_key_unicode:
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* clutter_event_get_key_unicode:
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* @keyev: A #ClutterKeyEvent
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* @event: A #ClutterKeyEvent
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*
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*
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* Retrieves the unicode value for the key that caused @keyev.
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* Retrieves the unicode value for the key that caused @keyev.
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*
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*
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@ -1049,7 +1049,7 @@ clutter_stage_get_perspective (ClutterStage *stage,
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/**
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/**
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* clutter_stage_set_fullscreen:
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* clutter_stage_set_fullscreen:
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* @stage: a #ClutterStage
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* @stage: a #ClutterStage
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( @fullscreen: %TRUE to to set the stage fullscreen
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* @fullscreen: %TRUE to to set the stage fullscreen
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*
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*
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* Asks to place the stage window in the fullscreen or unfullscreen
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* Asks to place the stage window in the fullscreen or unfullscreen
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* states.
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* states.
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@ -29,54 +29,6 @@
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*
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*
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* #ClutterTimeline is a base class for managing time based events such
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* #ClutterTimeline is a base class for managing time based events such
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* as animations.
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* as animations.
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*
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* Every timeline shares the same #ClutterTimeoutPool to decrease the
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* possibility of starving the main loop when using many timelines
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* at the same time; this might cause problems if you are also using
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* a library making heavy use of threads with no GLib main loop integration.
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*
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* In that case you might disable the common timeline pool by setting
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* the %CLUTTER_TIMELINE=no-pool environment variable prior to launching
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* your application.
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*
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* One way to visualise a timeline is as a path with marks along its length.
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* When creating a timeline of N frames via clutter_timeline_new(), then the
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* number of frames can be seen as the paths length, and each unit of
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* length (each frame) is delimited by a mark.
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*
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* For a non looping timeline there will be (N frames + 1) marks along its
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* length. For a looping timeline, the two ends are joined with one mark.
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* Technically this mark represents two discrete frame numbers, but for a
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* looping timeline the start and end frame numbers are considered equivalent.
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*
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* When you create a timeline it will be initialized so that the current
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* frame, as returned by clutter_timeline_get_current_frame(), will be 0.
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*
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* After starting a timeline, the first timeout is for frame number
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* one (notably it isn't zero since there is a delay before the first
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* #ClutterTimeline::new-frame signal, so re-asserting the frame number
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* zero wouldn't make sense).
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*
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* This implies that actors you intend to be affected by the timeline's
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* progress should be manually primed or positioned for frame zero which
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* will be displayed before the first timeout (if you are not careful about
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* this point you will likely see flashes of incorrect actor state in your
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* program).
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*
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* For a non looping timeline the last timeout would be for the number
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* of frames in the timeline, as returned by clutter_timeline_get_n_frames().
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*
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* For a looping timeline the timeout for the last frame would be followed
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* by a timeout for frame number 1.
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*
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* There may be times when a system is not able to meet the frame rate
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* requested for a timeline, and in this case the frame number will be
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* interpolated at the next timeout event. The interpolation is calculated from
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* the time that the timeline was started, not from the time of the last
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* timeout, so a given timeline should basically elapse in the same - real
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* world - time on any given system. An invariable here though is that
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* the last frame will always be signaled, but notably frame number 1 can
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* be interpolated past and thus never signaled.
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*/
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*/
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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@ -929,7 +881,7 @@ clutter_timeline_clone (ClutterTimeline *timeline)
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}
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}
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/**
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/**
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* clutter_timeline_new_for_duration:
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* clutter_timeline_new:
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* @msecs: Duration of the timeline in milliseconds
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* @msecs: Duration of the timeline in milliseconds
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*
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*
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* Creates a new #ClutterTimeline with a duration of @msecs.
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* Creates a new #ClutterTimeline with a duration of @msecs.
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@ -317,7 +317,7 @@ clutter_units_free (ClutterUnits *units)
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* clutter_units_to_pixels:
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* clutter_units_to_pixels:
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* @units: units to convert
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* @units: units to convert
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*
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*
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* Converts a value in #ClutterUnit<!-- -->s to pixels
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* Converts a value in #ClutterUnits to pixels
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*
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*
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* Return value: the value in pixels
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* Return value: the value in pixels
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*
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*
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@ -363,9 +363,9 @@ clutter_units_to_pixels (ClutterUnits *units)
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*
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*
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* |[
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* |[
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* number: [0-9]
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* number: [0-9]
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* unit_value: <numbers>+
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* unit_value: <numbers>+
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* unit_name: px|pt|mm|em
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* unit_name: px|pt|mm|em
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* units: <unit_value> <unit_name>
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* units: <unit_value> <unit_name>
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* ]|
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* ]|
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*
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*
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* For instance, these are valid strings:
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* For instance, these are valid strings:
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@ -114,7 +114,7 @@ gboolean clutter_units_from_string (ClutterUnits *units,
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#define CLUTTER_IS_PARAM_SPEC_UNITS(pspec) (G_TYPE_CHECK_INSTANCE_TYPE ((pspec), CLUTTER_TYPE_PARAM_UNITS))
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#define CLUTTER_IS_PARAM_SPEC_UNITS(pspec) (G_TYPE_CHECK_INSTANCE_TYPE ((pspec), CLUTTER_TYPE_PARAM_UNITS))
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/**
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/**
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* CLUTTER_VALUE_HOLDS_UNIT:
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* CLUTTER_VALUE_HOLDS_UNITS:
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* @x: a #GValue
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* @x: a #GValue
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*
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*
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* Evaluates to %TRUE if @x holds a #ClutterUnits value
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* Evaluates to %TRUE if @x holds a #ClutterUnits value
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@ -23,6 +23,13 @@
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* Boston, MA 02111-1307, USA.
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* Boston, MA 02111-1307, USA.
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*/
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*/
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/**
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* SECTION:clutter-eglnative
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* @short_description: EGL specific API
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*
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* The EGL backend for Clutter provides some specific API.
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*/
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#ifndef __CLUTTER_EGL_H__
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#ifndef __CLUTTER_EGL_H__
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#define __CLUTTER_EGL_H__
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#define __CLUTTER_EGL_H__
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@ -295,7 +295,7 @@ _clutter_backend_impl_get_type (void)
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}
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}
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/**
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/**
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* clutter_egl_display
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* clutter_eglx_display:
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*
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*
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* Gets the current EGLDisplay.
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* Gets the current EGLDisplay.
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*
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*
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@ -23,6 +23,14 @@
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* Boston, MA 02111-1307, USA.
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* Boston, MA 02111-1307, USA.
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*/
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*/
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/**
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* SECTION:clutter-eglx
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* @short_description: EGLX specific API
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*
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* The EGLX backend for Clutter provides some specific API on
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* top of the X11-specific one
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*/
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#ifndef __CLUTTER_EGL_H__
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#ifndef __CLUTTER_EGL_H__
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#define __CLUTTER_EGL_H__
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#define __CLUTTER_EGL_H__
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@ -289,6 +289,7 @@ clutter_actor_map
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clutter_actor_unmap
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clutter_actor_unmap
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<SUBSECTION>
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<SUBSECTION>
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ClutterAllocationFlags
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clutter_actor_allocate
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clutter_actor_allocate
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clutter_actor_allocate_preferred_size
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clutter_actor_allocate_preferred_size
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clutter_actor_allocate_available_size
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clutter_actor_allocate_available_size
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