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GSK is conceptually split into two scene graphs: * a simple rendering tree of operations * a complex set of logical layers The latter is built on the former, and adds convenience and high level API for application developers. The lower layer, though, is what gets transformed into the rendering pipeline, as it's simple and thus can be transformed into appropriate rendering commands with minimal state changes. The lower layer is also suitable for reuse from more complex higher layers, like the CSS machinery in GTK, without necessarily port those layers to the GSK high level API. This lower layer is based on GskRenderNode instances, which represent the tree of rendering operations; and a GskRenderer instance, which takes the render nodes and submits them (after potentially reordering and transforming them to a more appropriate representation) to the underlying graphic system.
25 lines
538 B
Plaintext
25 lines
538 B
Plaintext
/*** BEGIN file-header ***/
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#ifndef __GSK_ENUM_TYPES_H__
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#define __GSK_ENUM_TYPES_H__
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#include <gdk/gdk.h>
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G_BEGIN_DECLS
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/*** END file-header ***/
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/*** BEGIN file-production ***/
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/* enumerations from "@filename@" */
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/*** END file-production ***/
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/*** BEGIN value-header ***/
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GDK_AVAILABLE_IN_ALL GType @enum_name@_get_type (void) G_GNUC_CONST;
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#define @ENUMPREFIX@_TYPE_@ENUMSHORT@ (@enum_name@_get_type ())
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/*** END value-header ***/
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/*** BEGIN file-tail ***/
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G_END_DECLS
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#endif /* __GSK_ENUM_TYPES_H__ */
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/*** END file-tail ***/
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