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<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="actors">
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<title>Actors</title>
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<epigraph>
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<attribution>Edmon Gween, actor, on his deathbed</attribution>
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<para>An actor's a guy who if you ain't talkin' about him, ain't
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listening.</para>
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</epigraph>
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<section id="actors-introduction">
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<title>Introduction</title>
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<para>When building a User Interface with Clutter, the visible part
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of the UI — that is, what is displayed on the screen — is
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commonly referred to as "the scene graph". Like every graph, a scene
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graph is composed by nodes.</para>
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<para>Every node on the Clutter scene graph is an
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<emphasis>actor</emphasis>. Every actor has a single relationship
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with the others: it can be the parent of another actor, or a child of
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another actor.</para>
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<note><para>The stage is an actor that can have children but cannot have
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any parent.</para></note>
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<para>Actors have different attributes: a position, a size, a
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scale factor, a rotation angle on each axis (relative to a specific
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center on the normal plane for that axis), an opacity factor.</para>
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<para>The scene graph is not fixed: it can be changed, not only
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by adding or removing actors, but also by changing the parent-child
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relationship: it is possible, for instance, to move an entire
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section of the scene graph from one parent actor to another.</para>
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</section>
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<section id="actors-allocation-notify">
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<title>Knowing when an actor's position or size changes</title>
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<section>
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<title>Problem</title>
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<para>You want to know when the position or the size, or
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both, of an actor change, for instance to update an unrelated
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actor or some internal state.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>notify</emphasis> signal,
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detailed with the coordinate or the dimension you want
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to know has changed:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "notify::x",
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G_CALLBACK (on_x_changed),
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NULL);
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g_signal_connect (actor, "notify::height",
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G_CALLBACK (on_height_changed),
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NULL);
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g_signal_connect (actor, "notify::depth",
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G_CALLBACK (on_depth_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>If you want to know if any of the coordinates or dimensions of
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an actor have been changed, except for depth, you can use the
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<emphasis>allocation-changed</emphasis> signal:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (on_allocation_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "notify" signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_notify (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data);
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</programlisting>
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</informalexample>
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<para>While the signature for the handler of the "allocation-changed"
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signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>Any change the position and size of an actor will cause a
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change in the allocation of the actor itself. This will update the
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values of the <property>x</property>, <property>y</property>,
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<property>width</property> and <property>height</property>
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properties as well.</para>
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<para>The first technique allows a greater deal of granularity,
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allowing you to know what exactly changed. Inside the callback
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for the signal you can query the value of the property:</para>
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<informalexample>
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<programlisting>
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void
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on_x_changed (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data)
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{
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gint x_value = 0;
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/* Round the X coordinate to the nearest pixel */
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x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5;
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g_print ("The new X coordinate is '%d' pixels\n", x_value);
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}
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</programlisting>
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</informalexample>
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<para>The second technique is more indicated if you want to
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get notification that any of the positional or dimensional
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attributes changed, except for the depth:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data)
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{
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g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n",
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clutter_actor_box_get_x (allocation),
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clutter_actor_box_get_y (allocation),
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clutter_actor_box_get_width (allocation),
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clutter_actor_box_get_height (allocation));
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}
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</programlisting>
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</informalexample>
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<para>All actors will update these properties when their size
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or position change.</para>
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2010-07-06 15:00:33 +00:00
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<para>Note that the stage, on the other hand, will not notify on
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position changes, so it is not possible to use the
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<property>x</property> and <property>y</property>
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properties to know that the platform-specific window embedding the
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stage has been moved — if the platform supports a windowing
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system. In order to achieve that you will have to use backend-specific
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API to extract the surface used by the stage and then platform-specific
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API to retrieve its coordinates.</para>
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</section>
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</section>
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<section id="actors-paint-wrappers">
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<title>Overriding the paint sequence</title>
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<section>
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<title>Problem</title>
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<para>You want to override the way an actor paints itself
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without creating a subclass.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>paint</emphasis> signal to
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invoke a callback that will be executed before the actor's
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paint implementation:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "paint", G_CALLBACK (on_paint), NULL);
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</programlisting>
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</informalexample>
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<para>You can paint something after the actor's paint implementation
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by using the <function>g_signal_connect_after()</function> function
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instead of <function>g_signal_connect()</function>:</para>
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<informalexample>
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<programlisting>
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g_signal_connect_after (actor, "paint", G_CALLBACK (on_paint_after), NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "paint" signal is:</para>
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<informalexample>
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<programlisting>
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void on_paint (ClutterActor *actor, gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>The paint cycle in Clutter works its way recursively from the
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stage through every child.</para>
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<para>Whenever an Actor is going to be painted it will be positioned in
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a new frame of reference according to the list of transformations
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(scaling, rotation and additional translations). After that, the "paint"
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signal will be emitted.</para>
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<para>The "paint" signal is defined as <emphasis>run-last</emphasis>,
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that is the signal handlers connected to it using
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<function>g_signal_connetc()</function> will be called first; then the
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default handler defined by the Actor's sub-class will be called;
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finally, all the signal handlers connected to the signal using
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<function>g_signal_connect_after()</function> will be called.</para>
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<para>This allows pre- and post-default paint handlers, and it also
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allows completely overriding the way an Actor draws itself by default;
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for instance:</para>
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<informalexample>
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<programlisting>
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void
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on_paint (ClutterActor *actor)
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{
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do_my_paint (actor);
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g_signal_stop_emission_by_name (actor, "paint");
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}
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</programlisting>
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</informalexample>
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<para>The code above will prevent the default paint implementation of
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the actor from running.</para>
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</section>
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</section>
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</chapter>
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