actor: Add private getter for the active framebuffer
Instead of asking every internal user to get the stage and get the active framebuffer from it, we can wrap it up ourselves, and do some sanity checks as well.
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@ -320,6 +320,8 @@ void _clutter_actor_queue_redraw_on_clones
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void _clutter_actor_queue_relayout_on_clones (ClutterActor *actor);
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void _clutter_actor_queue_relayout_on_clones (ClutterActor *actor);
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void _clutter_actor_queue_only_relayout (ClutterActor *actor);
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void _clutter_actor_queue_only_relayout (ClutterActor *actor);
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CoglFramebuffer * _clutter_actor_get_active_framebuffer (ClutterActor *actor);
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G_END_DECLS
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */
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#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */
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@ -20399,3 +20399,29 @@ clutter_actor_has_mapped_clones (ClutterActor *self)
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return FALSE;
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return FALSE;
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}
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}
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CoglFramebuffer *
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_clutter_actor_get_active_framebuffer (ClutterActor *self)
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{
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ClutterStage *stage;
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if (!CLUTTER_ACTOR_IN_PAINT (self))
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{
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g_critical ("The active framebuffer of actor '%s' can only be "
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"retrieved during the paint sequence. Please, check "
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"your code.",
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_clutter_actor_get_debug_name (self));
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return NULL;
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}
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stage = (ClutterStage *) _clutter_actor_get_stage_internal (self);
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if (stage == NULL)
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{
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g_critical ("The active framebuffer of actor '%s' is only available "
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"if the actor is associated to a ClutterStage.",
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_clutter_actor_get_debug_name (self));
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return NULL;
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}
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return _clutter_stage_get_active_framebuffer (stage);
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}
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