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67bf902022
Since we only have one API reference, we can drop the clutter/ sub-level, and have all the files under doc/reference.
143 lines
5.7 KiB
XML
143 lines
5.7 KiB
XML
<?xml version="1.0"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd" [
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]>
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<glossary>
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<title>Glossary</title>
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<glossentry id="actor">
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<glossterm>actor</glossterm>
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<glossdef>
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<para>An item on the <glossterm linkend="scenegraph">scenegraph</glossterm>. Every
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actor has a <glossterm linkend="parent">parent</glossterm>, except the <glossterm
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linkend="stage">stage</glossterm>, and some actors can be <glossterm
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linkend="container">containers</glossterm>. Every actor has a <glossterm
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linkend="geometry">geometry</glossterm> and, when visible, it should paint its
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contents. The base class for actors is #ClutterActor.</para>
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</glossdef>
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</glossentry>
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<glossentry id="allocation">
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<glossterm>allocation</glossterm>
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<glossdef>
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<para>The final size of an <glossterm linkend="actor">actor</glossterm> within its
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<glossterm linkend="parent">parent</glossterm>. For example, an actor might have
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a preferred <glossterm linkend="minimum-size">minimum size</glossterm> of
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20×20 pixels and a <glossterm linkend="natural-size">natural
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size</glossterm> of
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40×40 pixels, but its parent may decide to allocate 50×20 pixels for
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it instead.</para>
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<glossseealso>
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<glossterm linkend="minimum-size">minimum size</glossterm>
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<glossterm linkend="natural-size">natural size</glossterm>
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</glossseealso>
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</glossdef>
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</glossentry>
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<glossentry id="child">
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<glossterm>child</glossterm>
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<glossdef>
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<para>A <glossterm linkend="container">container's</glossterm> child is an
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<glossterm linkend="actor">actor</glossterm> contained inside it.</para>
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</glossdef>
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</glossentry>
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<glossentry id="container">
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<glossterm>container</glossterm>
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<glossdef>
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<para>An <glossterm linkend="actor">actor</glossterm> which can contain other
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actors. If a container is meant to be extended using public API it should implement
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the #ClutterContainer interface; otherwise it is a composite actor. A container
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can let its <glossterm linkend="child">children</glossterm> manage their <glossterm
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linkend="geometry">geometry</glossterm>, like #ClutterGroup, or they can take care of
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assigning one.</para>
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</glossdef>
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</glossentry>
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<glossentry id="event">
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<glossterm>event</glossterm>
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<glossdef>
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<para>Events are the way in which the Clutter backend informs Clutter about external
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events like pointer motion, button clicks, key presses, etc.</para>
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</glossdef>
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</glossentry>
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<glossentry id="geometry">
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<glossterm>geometry</glossterm>
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<glossdef>
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<para>An <glossterm linkend="actor">actor's</glossterm> position and size. A
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geometry can be expressed in <glossterm linkend="actor">actor-relative</glossterm>
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<glossterm linkend="transformation">untransformed</glossterm> coordinates; or in
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<glossterm linkend="stage">stage-relative</glossterm>, <glossterm
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linkend="transformation">transformed</glossterm> coordinates.</para>
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</glossdef>
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</glossentry>
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<glossentry id="minimum-size">
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<glossterm>minimum size</glossterm>
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<glossdef>
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<para>The minimum, useful size of an <glossterm linkend="actor">actor</glossterm>.
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For instance, a button might have a minimum size of 20×20 millimeters on a
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touch screen, to retain the ability for the user to press it. A <glossterm
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linkend="container">container</glossterm> that manages the size of its <glossterm
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linkend="child">children</glossterm> should always try to <glossterm
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linkend="allocation">allocate</glossterm> at least their minimum size.</para>
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<glossseealso>
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<glossterm linkend="natural-size">natural size</glossterm>
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<glossterm linkend="allocation">allocation</glossterm>
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</glossseealso>
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</glossdef>
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</glossentry>
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<glossentry id="natural-size">
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<glossterm>natural size</glossterm>
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<glossdef>
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<para>The default size requested by an <glossterm linkend="actor">actor</glossterm>.</para>
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<glossseealso>
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<glossterm linkend="minimum-size">minimum size</glossterm>
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<glossterm linkend="allocation">allocation</glossterm>
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</glossseealso>
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</glossdef>
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</glossentry>
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<glossentry id="parent">
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<glossterm>parent</glossterm>
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<glossdef>
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<para>An <glossterm linkend="actor">actor's</glossterm> parent is the
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<glossterm linkend="container">container</glossterm> inside which the actor
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resides.</para>
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</glossdef>
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</glossentry>
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<glossentry id="scenegraph">
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<glossterm>scenegraph</glossterm>
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<glossdef>
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<para>The tree of all <glossterm linkend="actor">actors</glossterm>, starting
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from the <glossterm linkend="stage">stage</glossterm> at the root and following
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the <glossterm linkend="container">containers</glossterm>.</para>
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</glossdef>
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</glossentry>
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<glossentry id="stage">
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<glossterm>stage</glossterm>
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<glossdef>
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<para>The top-level <glossterm linkend="container">container</glossterm> for
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<glossterm linkend="actor">actors</glossterm>. Depending on the Clutter back end a
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stage can be associated to a window or to a frame buffer; also depending on the back
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end is the number of instantiatable stages. Stages in Clutter can be manipulated using
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the #ClutterStage API.</para>
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</glossdef>
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</glossentry>
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<glossentry id="transformation">
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<glossterm>transformation</glossterm>
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<glossdef>
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<para>A rotation, scaling or traslation of an <glossterm
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linkend="actor">actor</glossterm>. Transformations are independent
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of the actor's <glossterm linkend="geometry">geometry</glossterm>.</para>
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</glossdef>
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</glossentry>
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</glossary>
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