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docs: Fix Effect subclassing section
It still mentions the long since removed "prepare" function.
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@ -39,29 +39,17 @@
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* <refsect2 id="ClutterEffect-implementation">
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* <refsect2 id="ClutterEffect-implementation">
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* <title>Implementing a ClutterEffect</title>
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* <title>Implementing a ClutterEffect</title>
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* <para>Creating a sub-class of #ClutterEffect requires the implementation
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* <para>Creating a sub-class of #ClutterEffect requires the implementation
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* of three virtual functions:</para>
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* of two virtual functions:</para>
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* <itemizedlist>
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* <itemizedlist>
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* <listitem><simpara><function>prepare()</function>, which is called when
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* attaching the #ClutterEffect to a #ClutterActor through the
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* clutter_actor_add_effect() function or when the actor is being
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* painted;</simpara></listitem>
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* <listitem><simpara><function>pre_paint()</function>, which is called
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* <listitem><simpara><function>pre_paint()</function>, which is called
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* before painting the #ClutterActor.</simpara></listitem>
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* before painting the #ClutterActor.</simpara></listitem>
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* <listitem><simpara><function>post_paint()</function>, which is called
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* <listitem><simpara><function>post_paint()</function>, which is called
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* after painting the #ClutterActor.</simpara></listitem>
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* after painting the #ClutterActor.</simpara></listitem>
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* </itemizedlist>
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* </itemizedlist>
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* <para>The <function>prepare()</function> function receives the
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* #ClutterActor to which the effect has been attached to, and it should be
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* used to set up the initial state of the effect, for instance depending on
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* the actor that has been passed. The function returns a boolean value,
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* which is used to determine whether the #ClutterEffect has been prepared or
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* not. An unprepared shader will be asked to prepare itself again during the
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* actor's paint sequence, and if it fails again it will be ignored.</para>
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* <para>The <function>pre_paint()</function> function should be used to set
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* <para>The <function>pre_paint()</function> function should be used to set
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* up the #ClutterEffect right before the #ClutterActor's paint
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* up the #ClutterEffect right before the #ClutterActor's paint
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* sequence. This function, like <function>prepare()</function> can fail, and
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* sequence. This function can fail, and return %FALSE; in that case, no
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* return %FALSE; in that case, no <function>post_paint()</function>
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* <function>post_paint()</function> invocation will follow.</para>
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* invocation will follow.</para>
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* <para>The <function>post_paint()</function> function is called after the
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* <para>The <function>post_paint()</function> function is called after the
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* #ClutterActor's paint sequence.</para>
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* #ClutterActor's paint sequence.</para>
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* <para>The <function>pre_paint()</function> phase could be seen as a custom
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* <para>The <function>pre_paint()</function> phase could be seen as a custom
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@ -73,8 +61,8 @@
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* <title>A simple ClutterEffect implementation</title>
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* <title>A simple ClutterEffect implementation</title>
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* <para>The example below creates two rectangles: one will be painted
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* <para>The example below creates two rectangles: one will be painted
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* "behind" the actor, while another will be painted "on top" of the actor.
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* "behind" the actor, while another will be painted "on top" of the actor.
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* The <function>prepare()</function> phase will create the two materials
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* The <function>set_actor()</function> implementation will create the two
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* used for the two different rectangles; the
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* materials used for the two different rectangles; the
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* <function>pre_paint()</function> function will paint the first material
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* <function>pre_paint()</function> function will paint the first material
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* using cogl_rectangle(), while the <function>post_paint()</function>
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* using cogl_rectangle(), while the <function>post_paint()</function>
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* phase will paint the second material.</para>
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* phase will paint the second material.</para>
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