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[doc] Miscellaneous documentation fixes
Remove private symbols, and add missing public ones.
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@ -304,7 +304,7 @@ void cogl_material_get_specular (CoglHandle material, CoglColor *specular);
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/**
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* cogl_material_set_shininess:
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* @material: A CoglMaterial object
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* shininess: The desired shininess; range: [0.0, 1.0]
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* @shininess: The desired shininess; range: [0.0, 1.0]
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*
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* This function sets the materials shininess which determines how
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* specular highlights are calculated. A higher shininess will produce
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@ -441,7 +441,7 @@ void cogl_material_set_alpha_test_function (CoglHandle material,
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* <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
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* </programlisting>
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*
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* <b>NOTE: The brackets around blend factors are currently not optional!</b>
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* <warning>The brackets around blend factors are currently not optional!</warning>
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*
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* This is the list of source-names usable as blend factors:
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* <itemizedlist>
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@ -548,7 +548,7 @@ void cogl_material_remove_layer (CoglHandle material,
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* @layer_index: Specifies the layer you want define a combine function for
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* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
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* describing the desired texture combine function.
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* @error: A GError that may report parse errors or lack of GPU/driver support.
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* @error: A #GError that may report parse errors or lack of GPU/driver support.
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* May be %NULL, in which case a warning will be printed out if an
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* error is encountered.
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*
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@ -606,25 +606,26 @@ void cogl_material_remove_layer (CoglHandle material,
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* cogl_material_set_color()
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* </listitem>
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* </itemizedlist>
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* <section>
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* <refsect2>
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* <title>Example</title>
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* This is effectively what the default blending is:
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* <programlisting>
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* "RGBA = MODULATE (PREVIOUS, TEXTURE)"
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* </programlisting>
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* |[
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* RGBA = MODULATE (PREVIOUS, TEXTURE)
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* ]|
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* This could be used to cross-fade between two images, using the alpha
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* component of a constant as the interpolator. The constant color
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* is given by calling cogl_material_set_layer_constant.
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* <programlisting>
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* |[
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* RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A])
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* </programlisting>
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* </section>
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* <b>Note: you can't give a multiplication factor for arguments as you can
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* with blending.</b>
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* ]|
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* </refsect2>
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*
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* Returns: TRUE if the blend string was successfully parsed, and the described
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* texture combining is supported by the underlying driver/hardware.
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* If there was an error, it returns FALSE.
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* <note>You can't give a multiplication factor for arguments as you can
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* with blending.</note>
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*
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* Returns: %TRUE if the blend string was successfully parsed, and the
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* described texture combining is supported by the underlying driver and
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* or hardware. If there was an error, it returns FALSE.
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*
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* Since: 1.0
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*/
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@ -653,6 +654,8 @@ void cogl_material_set_layer_combine_constant (CoglHandle material,
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/**
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* cogl_material_set_layer_matrix:
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* @material: A CoglMaterial object
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* @layer_index: the index for the layer inside @material
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* @matrix: the transformation matrix for the layer
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*
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* This function lets you set a matrix that can be used to e.g. translate
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* and rotate a single layer of a material used to fill your geometry.
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@ -663,21 +666,24 @@ void cogl_material_set_layer_matrix (CoglHandle material,
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/**
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* cogl_material_get_layers:
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* @material: A CoglMaterial object
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* @material: a #CoglHandle for a material
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*
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* This function lets you access a materials internal list of layers
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* for iteration.
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*
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* Returns: A list of #CoglHandle<!-- -->'s that can be passed to the
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* cogl_material_layer_* functions.
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* cogl_material_layer_* functions. The list is owned by COGL and it
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* should not be modified or freed
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*/
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const GList *cogl_material_get_layers (CoglHandle material);
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G_CONST_RETURN GList *cogl_material_get_layers (CoglHandle material);
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/**
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* cogl_material_get_n_layers:
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* @material: A CoglMaterial object
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* @material: a #CoglHandle for a material
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*
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* Returns: The number of layers defined for the given material
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* Retrieves the number of layers defined for the given @material
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*
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* Returns: the number of layers
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*
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* Since: 1.0
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*/
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@ -693,14 +699,13 @@ int cogl_material_get_n_layers (CoglHandle material);
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*
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* Since: 1.0
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*/
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typedef enum _CoglMaterialLayerType
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{
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typedef enum { /*< prefix=COGL_MATERIAL_LAYER_TYPE >*/
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COGL_MATERIAL_LAYER_TYPE_TEXTURE
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} CoglMaterialLayerType;
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/**
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* cogl_material_layer_get_type:
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* @layer_handle: A Cogl material layer handle
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* @layer_handle: A #CoglHandle for a material layer
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*
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* Retrieves the type of the layer
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*
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@ -709,26 +714,28 @@ typedef enum _CoglMaterialLayerType
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* based layers in the future, you should write code that checks the type
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* first.
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*
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* Return value: the type of the layer
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* Returns: the type of the layer
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*/
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CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle);
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/**
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* cogl_material_layer_get_texture:
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* @layer_handle: A CoglMaterialLayer handle
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* @layer_handle: A #CoglHandle for a material layer
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*
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* This lets you extract a CoglTexture handle for a specific layer.
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*
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* Note: In the future, we may support purely GLSL based layers which will
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* likely return COGL_INVALID_HANDLE if you try to get the texture.
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* <note>In the future, we may support purely GLSL based layers which will
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* likely return %COGL_INVALID_HANDLE if you try to get the texture.
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* Considering this, you can call cogl_material_layer_get_type first,
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* to check it is of type COGL_MATERIAL_LAYER_TYPE_TEXTURE.
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* to check it is of type %COGL_MATERIAL_LAYER_TYPE_TEXTURE.</note>
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*
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* Returns: a #CoglHandle for the texture inside @layer_handle
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*/
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CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
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/**
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* cogl_material_layer_get_min_filter:
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* @layer_handle: a #CoglHandle for a material layer.
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* @layer_handle: a #CoglHandle for a material layer
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*
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* Query the currently set downscaling filter for a cogl material layer.
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*
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@ -738,7 +745,7 @@ CoglMaterialFilter cogl_material_layer_get_min_filter (CoglHandle layer_handle);
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/**
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* cogl_material_layer_get_mag_filter:
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* @layer_handle: a #CoglHandle for a material layer.
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* @layer_handle: a #CoglHandle for a material layer
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*
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* Query the currently set downscaling filter for a cogl material layer.
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*
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@ -51,7 +51,23 @@ typedef gpointer CoglHandle;
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#define COGL_TYPE_HANDLE (cogl_handle_get_type ())
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GType cogl_handle_get_type (void) G_GNUC_CONST;
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/**
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* cogl_handle_ref:
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* @handle: a #CoglHandle
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*
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* Increases the reference count of @handle by 1
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*
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* Returns: the handle, with its reference count increased
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*/
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CoglHandle cogl_handle_ref (CoglHandle handle);
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/**
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* cogl_handle_unref:
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* @handle: a #CoglHandle
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*
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* Drecreases the reference count of @handle by 1; if the reference
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* count reaches 0, the resources allocated by @handle will be freed
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*/
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void cogl_handle_unref (CoglHandle Handle);
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/**
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@ -346,11 +346,11 @@ void cogl_get_viewport (float v[4]);
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void cogl_set_depth_test_enabled (gboolean setting);
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/**
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* cogl_get_depth_test_enable:
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* cogl_get_depth_test_enabled:
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*
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* Queries if depth testing has been enabled via cogl_set_depth_test_enable()
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*
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* Returns: TRUE if depth testing is enabled else FALSE
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* Returns: %TRUE if depth testing is enabled, and %FALSE otherwise
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*/
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gboolean cogl_get_depth_test_enabled (void);
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@ -372,7 +372,7 @@ void cogl_set_backface_culling_enabled (gboolean setting);
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* Queries if backface culling has been enabled via
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* cogl_set_backface_culling_enabled()
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*
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* Returns: TRUE if backface culling is enabled else FALSE
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* Returns: %TRUE if backface culling is enabled, and %FALSE otherwise
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*/
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gboolean cogl_get_backface_culling_enabled (void);
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@ -393,15 +393,13 @@ gboolean cogl_get_backface_culling_enabled (void);
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* vertices at @z_far are drawn fully with @fog_color. Fogging will remain
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* enabled until you call cogl_disable_fog().
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*
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* Note: The fogging functions only work correctly when primitives use
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* <note>The fogging functions only work correctly when primitives use
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* unmultiplied alpha colors. By default Cogl will premultiply textures
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* and cogl_set_source_color will premultiply colors, so unless you
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* explicitly load your textures requesting an unmultiplied
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* internal_format and use cogl_material_set_color you can only use
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* fogging with fully opaque primitives.
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*
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* We can look to improve this in the future when we can depend on
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* fragment shaders.
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* and cogl_set_source_color() will premultiply colors, so unless you
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* explicitly load your textures requesting an unmultiplied internal format
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* and use cogl_material_set_color() you can only use fogging with fully
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* opaque primitives. This might improve in the future when we can depend
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* on fragment shaders.</note>
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*/
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void cogl_set_fog (const CoglColor *fog_color,
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CoglFogMode mode,
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@ -694,10 +692,13 @@ void cogl_pop_draw_buffer (void);
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/**
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* CoglReadPixelsFlags:
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* @COGL_READ_PIXELS_COLOR_BUFFER: Read from the color buffer
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*
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* Flags for cogl_read_pixels()
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*
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* Since: 1.0
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*/
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typedef enum _CoglReadPixelsFlags
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{
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COGL_READ_PIXELS_COLOR_BUFFER = 1L<<0
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typedef enum { /*< prefix=COGL_READ_PIXELS >*/
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COGL_READ_PIXELS_COLOR_BUFFER = 1L << 0
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} CoglReadPixelsFlags;
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/**
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@ -291,7 +291,6 @@ ClutterAllocationFlags
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clutter_actor_allocate
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clutter_actor_allocate_preferred_size
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clutter_actor_allocate_available_size
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clutter_actor_get_allocation_coords
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clutter_actor_get_allocation_box
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clutter_actor_get_allocation_geometry
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clutter_actor_get_allocation_vertices
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@ -56,6 +56,13 @@ CFILE_GLOB=\
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IGNORE_HFILES=\
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cogl-defines-gl.h \
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cogl-defines-gles.h \
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cogl-internal.h \
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cogl-material-private.h \
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cogl-current-matrix.h \
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cogl-bitmap-private.h \
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cogl-blend-string.h \
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cogl-vertex-buffer-private.h \
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cogl-util.h \
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cogl-handle.h \
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gl \
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gles
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@ -28,7 +28,6 @@ cogl_features_available
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cogl_check_extension
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cogl_get_proc_address
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cogl_get_option_group
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cogl_gl_error_to_string
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<SUBSECTION>
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cogl_push_matrix
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@ -90,14 +89,12 @@ COGL_TYPE_INDICES_TYPE
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COGL_TYPE_MATERIAL_ALPHA_FUNC
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COGL_TYPE_MATERIAL_FILTER
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COGL_TYPE_MATERIAL_LAYER_TYPE
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COGL_TYPE_MATRIX_MODE
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COGL_TYPE_PIXEL_FORMAT
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COGL_TYPE_SHADER_TYPE
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COGL_TYPE_TEXTURE_FLAGS
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COGL_TYPE_VERTICES_MODE
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<SUBSECTION Private>
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cogl_util_next_p2
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cogl_attribute_type_get_type
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cogl_buffer_bit_get_type
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cogl_buffer_target_get_type
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@ -110,12 +107,10 @@ cogl_indices_type_get_type
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cogl_material_alpha_func_get_type
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cogl_material_filter_get_type
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cogl_material_layer_type_get_type
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cogl_matrix_mode_get_type
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cogl_pixel_format_get_type
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cogl_shader_type_get_type
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cogl_texture_flags_get_type
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cogl_vertices_mode_get_type
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GE
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COGL_NOTE
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CoglDebugFlags
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cogl_debug_flags
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@ -380,18 +375,12 @@ CoglIndicesType
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cogl_vertex_buffer_indices_new
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cogl_vertex_buffer_draw_elements
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cogl_vertex_buffer_indices_get_for_quads
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<SUBSECTION Private>
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CoglVertexBufferAttribFlags
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK
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</SECTION>
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<SECTION>
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<FILE>cogl-matrix</FILE>
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<TITLE>Matrices</TITLE>
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CoglMatrix
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CoglMatrixMode
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CoglMatrixStack
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cogl_matrix_init_identity
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cogl_matrix_frustum
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cogl_matrix_ortho
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@ -429,11 +418,7 @@ cogl_material_set_shininess
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cogl_material_get_shininess
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CoglMaterialAlphaFunc
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cogl_material_set_alpha_test_function
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CoglBlendStringChannelMask
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CoglBlendStringColorSourceType
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CoglBlendStringContext
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CoglBlendStringError
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CoglBlendStringFunctionType
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COGL_BLEND_STRING_ERROR
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cogl_material_set_blend
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cogl_material_set_blend_constant
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@ -443,23 +428,18 @@ cogl_material_set_layer_combine
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cogl_material_set_layer_combine_constant
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cogl_material_set_layer_matrix
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cogl_material_get_layers
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cogl_material_get_n_layers
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CoglMaterialFilter
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cogl_material_set_layer_filters
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cogl_material_layer_get_type
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cogl_material_layer_get_texture
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cogl_material_layer_get_min_filter
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cogl_material_layer_get_mag_filter
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<SUBSECTION Private>
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CoglMaterial
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CoglMaterialFlags
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CoglMaterialLayerFlags
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CoglMaterialLayerPrivFlags
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</SECTION>
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<SECTION>
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<FILE>cogl-material-internals</FILE>
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<TITLE>Material Internals</TITLE>
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CoglMaterialLayer
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cogl_material_get_layers
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CoglMaterialLayerType
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cogl_material_layer_get_type
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