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state: added more documentation
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@ -25,8 +25,11 @@
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* SECTION:clutter-state
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* SECTION:clutter-state
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* @short_description: State machine with animated transitions
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* @short_description: State machine with animated transitions
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*
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*
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* #ClutterState controls the tweening of properties on multiple
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* #ClutterState is an object controlling the tweening of properties on
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* actors between a set of named states.
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* multiple actors between a set of named states. #ClutterStateKey<!-- -->s
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* define how the properties are animated. If the source_state_name for a key
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* is NULL it is used for transition to the target state unless a specific key
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* exists for transitioning from the current state to the requested state.
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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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@ -822,7 +825,9 @@ clutter_state_get_state (ClutterState *state,
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/**
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/**
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* clutter_state_set_key:
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* clutter_state_set_key:
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* @state: a #ClutterState instance.
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* @state: a #ClutterState instance.
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* @source_state_name: the source transition to specify transition for
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* @source_state_name: the source transition to specify transition for or NULL
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* to specify the default fallback when a more specific source_state doesn't
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* exist.
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* @target_state_name: the name of the transition to set a key value for.
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* @target_state_name: the name of the transition to set a key value for.
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* @object: the #GObject to set a key for
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* @object: the #GObject to set a key for
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* @property_name: the property to set a key for
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* @property_name: the property to set a key for
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