actor: Unconditionally emit ::paint
It's a bit late in the game for changing the emission of the paint signal with actors that use paint nodes - mostly because we have both implicit paint nodes (background color, content) and explicit paint nodes (the paint_node virtual). When we branch for 1.12 we can revert this change.
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@ -3257,7 +3257,10 @@ clutter_actor_paint_node (ClutterActor *actor,
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_clutter_paint_node_paint (root);
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#if 0
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/* XXX: Uncomment this when we disable emitting the paint signal */
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CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
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#endif
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return TRUE;
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}
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@ -3538,15 +3541,20 @@ clutter_actor_continue_paint (ClutterActor *self)
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if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
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{
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ClutterPaintNode *dummy;
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gboolean emit_paint;
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gboolean emit_paint = TRUE;
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/* XXX - this will go away in 2.0, when we can get rid of this
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* stuff and switch to a pure retained render tree of PaintNodes
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* for the entire frame, starting from the Stage.
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* for the entire frame, starting from the Stage; the paint()
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* virtual function can then be called directly.
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*/
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dummy = _clutter_dummy_node_new ();
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clutter_paint_node_set_name (dummy, "Root");
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emit_paint = !clutter_actor_paint_node (self, dummy);
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/* XXX - for 1.12, we use the return value of paint_node() to
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* set the emit_paint variable.
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*/
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clutter_actor_paint_node (self, dummy);
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clutter_paint_node_unref (dummy);
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if (emit_paint || CLUTTER_ACTOR_IS_TOPLEVEL (self))
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@ -144,7 +144,7 @@ main (int argc, char **argv)
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TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size);
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TEST_CONFORM_SIMPLE ("/actor", actor_basic_layout);
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TEST_CONFORM_SIMPLE ("/actor", actor_margin_layout);
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TEST_CONFORM_TODO ("/actor", actor_offscreen_redirect);
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TEST_CONFORM_SIMPLE ("/actor", actor_offscreen_redirect);
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TEST_CONFORM_SIMPLE ("/actor", actor_shader_effect);
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TEST_CONFORM_SIMPLE ("/actor/iter", actor_iter_traverse_children);
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