From 1ad7eb969cbc5be9a22d18e1a7d76b4bc62f814f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C3=98yvind=20Kol=C3=A5s?= Date: Thu, 24 Jun 2010 16:52:23 +0100 Subject: [PATCH] state: added more documentation --- clutter/clutter-state.c | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/clutter/clutter-state.c b/clutter/clutter-state.c index 91fdd57b4..4de4293bd 100644 --- a/clutter/clutter-state.c +++ b/clutter/clutter-state.c @@ -25,8 +25,11 @@ * SECTION:clutter-state * @short_description: State machine with animated transitions * - * #ClutterState controls the tweening of properties on multiple - * actors between a set of named states. + * #ClutterState is an object controlling the tweening of properties on + * multiple actors between a set of named states. #ClutterStateKeys + * define how the properties are animated. If the source_state_name for a key + * is NULL it is used for transition to the target state unless a specific key + * exists for transitioning from the current state to the requested state. */ #ifdef HAVE_CONFIG_H @@ -822,7 +825,9 @@ clutter_state_get_state (ClutterState *state, /** * clutter_state_set_key: * @state: a #ClutterState instance. - * @source_state_name: the source transition to specify transition for + * @source_state_name: the source transition to specify transition for or NULL + * to specify the default fallback when a more specific source_state doesn't + * exist. * @target_state_name: the name of the transition to set a key value for. * @object: the #GObject to set a key for * @property_name: the property to set a key for