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Minor documentation fixes: GESExtractable, GESAsset
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2 changed files with 12 additions and 12 deletions
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@ -20,12 +20,12 @@
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*/
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/**
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* SECTION: ges-asset
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* @short_description: Represents usable ressources inside the GStreamer Editing Services
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* @short_description: Represents usable resources inside the GStreamer Editing Services
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*
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* The Assets in the GStreamer Editing Services represent the ressources
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* The Assets in the GStreamer Editing Services represent the resources
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* that can be used. You can create assets for any type that implements the #GESExtractable
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* interface, for example #GESClips, #GESFormatter, and #GESTrackElement do implement it.
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* This means that asssets will represent for example a #GESUriClips, #GESBaseEffect etc,
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* This means that assets will represent for example a #GESUriClips, #GESBaseEffect etc,
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* and then you can extract objects of those types with the appropriate parameters from the asset
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* using the #ges_asset_extract method:
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*
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@ -46,18 +46,18 @@
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* to the #GESAsset through the #GESMetaContainer interface and you have a model for your
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* custom effects. Note that #GESAsset management is making easier thanks to the #GESProject class.
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*
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* Each asset are represented by a pair of @extractable_type and @id (string). Actually the @extractable_type
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* Each asset is represented by a pair of @extractable_type and @id (string). Actually the @extractable_type
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* is the type that implements the #GESExtractable interface, that means that for example for a #GESUriClip,
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* the type that implements the #GESExtractable interface is #GESClip.
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* The identifier represents different things depending on the @extractable_type and you should check
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* the documentation of each type to know what the ID of #GESAsset actually represents for that type. By default,
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* we only have one #GESAsset per type, and the @id is the name of the type, but this behaviour is overriden
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* to be more usefull. For example, for GESTransitionClips, the ID is the vtype of the transition
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* you will extract from it (ie crossfade, box-wipe-rc etc..) For #GESEffect the id is the
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* to be more useful. For example, for GESTransitionClips, the ID is the vtype of the transition
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* you will extract from it (ie crossfade, box-wipe-rc etc..) For #GESEffect the ID is the
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* @bin-description property of the extracted objects (ie the gst-launch style description of the bin that
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* will be used).
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*
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* Each and every #GESAsset are cached into GES, and you can query those with the #ges_list_assets function.
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* Each and every #GESAsset is cached into GES, and you can query those with the #ges_list_assets function.
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* Also the system will automatically register #GESAssets for #GESFormatters and #GESTransitionClips
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* and standard effects (actually not implemented yet) and you can simply query those calling:
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* |[
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@ -20,7 +20,7 @@
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*/
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/**
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* SECTION: ges-extractable
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* @short_description: An interface letting an object be extracted from a GESAsset
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* @short_description: An interface for objects which can be extracted from a GESAsset
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*
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* FIXME: Long description needed
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*/
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@ -78,11 +78,11 @@ ges_extractable_default_init (GESExtractableInterface * iface)
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/**
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* ges_extractable_get_asset:
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* @self: The #GESExtractable from which to retrieve a #GESAsset from
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* @self: The #GESExtractable from which to retrieve a #GESAsset
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*
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* Method to get a asset from a #GESExtractable
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* Method for getting an asset from a #GESExtractable
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*
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* Returns: (transfer none): the #GESAsset or %NULL if none have been set
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* Returns: (transfer none): The #GESAsset or %NULL if none has been set
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*/
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GESAsset *
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ges_extractable_get_asset (GESExtractable * self)
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@ -97,7 +97,7 @@ ges_extractable_get_asset (GESExtractable * self)
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* @self: Target object
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* @asset: (transfer none): The #GESAsset to set
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*
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* Method to set asset which was used to instaniate specified object
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* Method to set the asset which instantiated the specified object
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*/
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void
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ges_extractable_set_asset (GESExtractable * self, GESAsset * asset)
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