docs: Fixes for cross-references

This commit is contained in:
Emmanuele Bassi
2011-09-12 13:12:14 +01:00
parent 2a56cc799a
commit a9a104e109
9 changed files with 74 additions and 66 deletions

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@ -73,8 +73,8 @@
* <title>Defining a ClutterAlpha in ClutterScript</title>
* <para>The following JSON fragment defines a #ClutterAlpha
* using a #ClutterTimeline with id "sine-timeline" and an alpha
* function called my_sine_alpha(). The defined #ClutterAlpha
* instance can be reused in multiple #ClutterBehaviour
* function called <function>my_sine_alpha</function>. The defined
* #ClutterAlpha instance can be reused in multiple #ClutterBehaviour
* definitions or for #ClutterAnimation definitions.</para>
* <programlisting><![CDATA[
* {

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@ -29,10 +29,10 @@
* #ClutterAnimatable is an interface that allows a #GObject class
* to control how a #ClutterAnimation will animate a property.
*
* Each #ClutterAnimatable should implement the animate_property()
* virtual function of the interface to compute the animation state
* between two values of an interval depending on a progress factor,
* expressed as a floating point value.
* Each #ClutterAnimatable should implement the
* <function>animate_property</function> virtual function of the interface
* to compute the animation state between two values of an interval depending
* on a progress factor, expressed as a floating point value.
*
* If a #ClutterAnimatable is animated by a #ClutterAnimation
* instance, the #ClutterAnimation will call

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@ -60,8 +60,9 @@
* #ClutterAnimation<!-- -->s are distinguished from #ClutterBehaviour<!-- -->s
* because the former can only control #GObject properties of a single
* #GObject instance, while the latter can control multiple properties
* using accessor functions inside the #ClutterBehaviour::alpha_notify
* virtual function, and can control multiple #ClutterActor<!-- -->s as well.
* using accessor functions inside the #ClutterBehaviour
* <function>alpha_notify</function> virtual function, and can control
* multiple #ClutterActor<!-- -->s as well.
*
* For convenience, it is possible to use the clutter_actor_animate()
* function call which will take care of setting up and tearing down
@ -735,7 +736,7 @@ clutter_animation_validate_bind (ClutterAnimation *animation,
* about animations, see clutter_actor_animate().
*
* If you need to update the interval instance use
* clutter_animation_update_property() instead.
* clutter_animation_update_interval() instead.
*
* Return value: (transfer none): The animation itself.
* Since: 1.0

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@ -56,7 +56,7 @@ typedef struct _ClutterChildMetaClass ClutterChildMetaClass;
* about each individual child added to a container.
*
* In order to use it you should create your own subclass of
* #ClutterChildMeta and set the #ClutterContainerIface::child_meta_type
* #ClutterChildMeta and set the #ClutterContainerIface child_meta_type
* interface member to your subclass type, like:
*
* |[
@ -80,9 +80,10 @@ typedef struct _ClutterChildMetaClass ClutterChildMetaClass;
* act like g_object_set() and g_object_get().
*
* You can provide hooks for your own storage as well as control the
* instantiation by overriding #ClutterContainerIface::create_child_meta,
* #ClutterContainerIface::destroy_child_meta and
* #ClutterContainerIface::get_child_meta.
* instantiation by overriding the #ClutterContainerIface virtual functions
* <function>create_child_meta</function>,
* <function>destroy_child_meta</function>,
* and <function>get_child_meta</function>.
*
* Since: 0.8
*/

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@ -66,7 +66,7 @@
* the paint sequence. This is useful for example if the effect
* contains a cached image of the actor. In that case it can
* optimise painting by avoiding the actor paint and instead
* painting the cached image. The %CLUTTER_EFFECT_RUN_ACTOR_DIRTY
* painting the cached image. The %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
* flag is useful in this case. Clutter will set this flag when a
* redraw has been queued on the actor since it was last
* painted. The effect can use this information to decide if the
@ -345,7 +345,7 @@ _clutter_effect_get_paint_volume (ClutterEffect *effect,
*
* Queues a repaint of the effect. The effect can detect when the paint
* method is called as a result of this function because it will not
* have the %CLUTTER_EFFECT_RUN_ACTOR_DIRTY flag set. In that case the
* have the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag set. In that case the
* effect is free to assume that the actor has not changed its
* appearance since the last time it was painted so it doesn't need to
* call clutter_actor_continue_paint() if it can draw a cached
@ -366,17 +366,17 @@ _clutter_effect_get_paint_volume (ClutterEffect *effect,
* Note however that modifying the position of the parent of an actor
* may change the appearance of the actor because its transformation
* matrix would change. In this case a redraw wouldn't be queued on
* the actor itself so the %CLUTTER_EFFECT_RUN_ACTOR_DIRTY would still
* the actor itself so the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY would still
* not be set. The effect can detect this case by keeping track of the
* last modelview matrix that was used to render the actor and
* veryifying that it remains the same in the next paint.
*
* Any other effects that are layered on top of the passed in effect
* will still be passed the %CLUTTER_EFFECT_RUN_ACTOR_DIRTY flag. If
* will still be passed the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag. If
* anything queues a redraw on the actor without specifying an effect
* or with an effect that is lower in the chain of effects than this
* one then that will override this call. In that case this effect
* will instead be called with the %CLUTTER_EFFECT_RUN_ACTOR_DIRTY
* will instead be called with the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
* flag set.
*
* Since: 1.8

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@ -31,8 +31,8 @@
* #ClutterGestureAction is a sub-class of #ClutterAction that implements
* the logic for recognizing gesture gestures. It listens for low level events
* such as #ClutterButtonEvent and #ClutterMotionEvent on the stage to raise
* the signals #ClutterGestureAction::gesture-begin, #ClutterGestureAction::gesture-motion and
* #ClutterGestureAction::gesture-end.
* the #ClutterGestureAction::gesture-begin, #ClutterGestureAction::gesture-progress,
* and * #ClutterGestureAction::gesture-end signals.
*
* To use #ClutterGestureAction you just need to apply it to a #ClutterActor
* using clutter_actor_add_action() and connect to the signals:
@ -43,7 +43,7 @@
* clutter_actor_add_action (actor, action);
*
* g_signal_connect (action, "gesture-begin", G_CALLBACK (on_gesture_begin), NULL);
* g_signal_connect (action, "gesture-motion", G_CALLBACK (on_gesture_motion), NULL);
* g_signal_connect (action, "gesture-progress", G_CALLBACK (on_gesture_progress), NULL);
* g_signal_connect (action, "gesture-end", G_CALLBACK (on_gesture_end), NULL);
* ]|
*

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@ -3029,11 +3029,11 @@ clutter_check_version (guint major,
* clutter_get_default_text_direction:
*
* Retrieves the default direction for the text. The text direction is
* determined by the locale and/or by the %CLUTTER_TEXT_DIRECTION environment
* variable
* determined by the locale and/or by the <varname>CLUTTER_TEXT_DIRECTION</varname>
* environment variable.
*
* The default text direction can be overridden on a per-actor basis by using
* clutter_actor_set_text_direction()
* clutter_actor_set_text_direction().
*
* Return value: the default text direction
*

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@ -3727,7 +3727,7 @@ clutter_text_new_with_text (const gchar *font_name,
* Sets whether the #ClutterText actor should be editable.
*
* An editable #ClutterText with key focus set using
* clutter_actor_grab_key_focus() or clutter_stage_take_key_focus()
* clutter_actor_grab_key_focus() or clutter_stage_set_key_focus()
* will receive key events and will update its contents accordingly.
*
* Since: 1.0