box: Drop Container interface overrides
And defer as much as possible to ClutterActor's default implementation for basically everything.
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b773785533
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@ -89,8 +89,6 @@ struct _ClutterBoxPrivate
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{
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ClutterLayoutManager *manager;
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GList *children;
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guint changed_id;
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ClutterColor color;
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@ -112,167 +110,13 @@ static GParamSpec *obj_props[PROP_LAST];
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static const ClutterColor default_box_color = { 255, 255, 255, 255 };
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterBox, clutter_box, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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static gint
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sort_by_depth (gconstpointer a,
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gconstpointer b)
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{
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gfloat depth_a = clutter_actor_get_depth ((ClutterActor *) a);
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gfloat depth_b = clutter_actor_get_depth ((ClutterActor *) b);
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if (depth_a < depth_b)
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return -1;
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if (depth_a > depth_b)
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return 1;
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return 0;
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}
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static void
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clutter_box_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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GList *l, *prev = NULL;
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gfloat actor_depth;
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g_object_ref (actor);
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actor_depth = clutter_actor_get_depth (actor);
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/* Find the right place to insert the child so that it will still be
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sorted and the child will be after all of the actors at the same
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depth */
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for (l = priv->children;
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l && (clutter_actor_get_depth (l->data) <= actor_depth);
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l = l->next)
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prev = l;
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/* Insert the node before the found node */
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l = g_list_prepend (l, actor);
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/* Fixup the links */
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if (prev)
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{
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prev->next = l;
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l->prev = prev;
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}
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else
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priv->children = l;
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clutter_actor_add_child (CLUTTER_ACTOR (container), actor);
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clutter_actor_queue_relayout (actor);
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g_signal_emit_by_name (container, "actor-added", actor);
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g_object_unref (actor);
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}
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static void
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clutter_box_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_remove_child (CLUTTER_ACTOR (container), actor);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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g_signal_emit_by_name (container, "actor-removed", actor);
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g_object_unref (actor);
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}
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static void
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clutter_box_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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/* Using g_list_foreach instead of iterating the list manually
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because it has better protection against the current node being
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removed. This will happen for example if someone calls
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clutter_container_foreach(container, clutter_actor_destroy) */
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g_list_foreach (priv->children, (GFunc) callback, user_data);
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}
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static void
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clutter_box_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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if (sibling == NULL)
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priv->children = g_list_append (priv->children, actor);
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else
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{
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gint index_ = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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}
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static void
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clutter_box_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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if (sibling == NULL)
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priv->children = g_list_prepend (priv->children, actor);
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else
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{
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gint index_ = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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}
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static void
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clutter_box_real_sort_depth_order (ClutterContainer *container)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
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priv->children = g_list_sort (priv->children, sort_by_depth);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = clutter_box_real_add;
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iface->remove = clutter_box_real_remove;
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iface->foreach = clutter_box_real_foreach;
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iface->raise = clutter_box_real_raise;
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iface->lower = clutter_box_real_lower;
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iface->sort_depth_order = clutter_box_real_sort_depth_order;
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}
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G_DEFINE_TYPE (ClutterBox, clutter_box, CLUTTER_TYPE_ACTOR);
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static void
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clutter_box_real_paint (ClutterActor *actor)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
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GList *children;
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if (priv->color_set)
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{
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@ -295,7 +139,9 @@ clutter_box_real_paint (ClutterActor *actor)
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cogl_rectangle (0, 0, width, height);
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}
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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children = clutter_actor_get_children (actor);
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g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
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g_list_free (children);
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}
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static gboolean
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@ -304,7 +150,7 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
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gboolean retval = FALSE;
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GList *l;
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GList *children, *l;
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/* if we have a background color, and an allocation, then we need to
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* set it as the base of our paint volume
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@ -312,8 +158,10 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
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if (priv->color_set)
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retval = clutter_paint_volume_set_from_allocation (volume, actor);
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children = clutter_actor_get_children (actor);
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/* bail out early if we don't have any child */
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if (priv->children == NULL)
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if (children == NULL)
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return retval;
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else
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retval = TRUE;
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@ -321,7 +169,7 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
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/* otherwise, union the paint volumes of our children, in case
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* any one of them decides to paint outside the parent's allocation
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*/
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for (l = priv->children; l != NULL; l = l->next)
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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const ClutterPaintVolume *child_volume;
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@ -335,6 +183,8 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
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clutter_paint_volume_union (volume, child_volume);
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}
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g_list_free (children);
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return retval;
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}
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@ -342,29 +192,13 @@ static void
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clutter_box_real_pick (ClutterActor *actor,
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const ClutterColor *pick)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
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GList *children;
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CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->pick (actor, pick);
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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}
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static void
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clutter_box_destroy (ClutterActor *actor)
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{
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ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
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/* destroy all our children */
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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if (CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->destroy)
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CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->destroy (actor);
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}
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static void
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clutter_box_dispose (GObject *gobject)
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{
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G_OBJECT_CLASS (clutter_box_parent_class)->dispose (gobject);
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children = clutter_actor_get_children (actor);
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g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
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g_list_free (children);
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}
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static void
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@ -423,11 +257,9 @@ clutter_box_class_init (ClutterBoxClass *klass)
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actor_class->paint = clutter_box_real_paint;
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actor_class->get_paint_volume = clutter_box_real_get_paint_volume;
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actor_class->pick = clutter_box_real_pick;
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actor_class->destroy = clutter_box_destroy;
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gobject_class->set_property = clutter_box_set_property;
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gobject_class->get_property = clutter_box_get_property;
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gobject_class->dispose = clutter_box_dispose;
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/**
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* ClutterBox:color:
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@ -837,21 +669,14 @@ clutter_box_pack_at (ClutterBox *box,
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const gchar *first_property,
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...)
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{
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ClutterBoxPrivate *priv;
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va_list var_args;
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g_return_if_fail (CLUTTER_IS_BOX (box));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = box->priv;
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/* this is really clutter_box_add() with a different insert() */
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priv->children = g_list_insert (priv->children,
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actor,
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position);
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clutter_actor_add_child (CLUTTER_ACTOR (box), actor);
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clutter_actor_queue_relayout (actor);
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clutter_actor_insert_child_at_index (CLUTTER_ACTOR (box),
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actor,
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position);
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/* we need to explicitly call this, because we're not going through
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* the default code paths provided by clutter_container_add()
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