clutter/actor: Remove the queue-redraw signal
The "queue-redraw" signal is not used anywhere in Clutter and we now also removed the vfunc implementation of the stage. So stop emitting it and remove it, but keep the propagate_queue_redraw infrastructure to make sure clones still get their redraws queued. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1511>
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@ -977,7 +977,6 @@ enum
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PICK,
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PICK,
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REALIZE,
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REALIZE,
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UNREALIZE,
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UNREALIZE,
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QUEUE_REDRAW,
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QUEUE_RELAYOUT,
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QUEUE_RELAYOUT,
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EVENT,
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EVENT,
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CAPTURED_EVENT,
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CAPTURED_EVENT,
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@ -2605,82 +2604,41 @@ static void
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_clutter_actor_propagate_queue_redraw (ClutterActor *self,
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_clutter_actor_propagate_queue_redraw (ClutterActor *self,
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ClutterActor *origin)
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ClutterActor *origin)
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{
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{
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gboolean stop = FALSE;
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/* no point in queuing a redraw on a destroyed actor */
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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return;
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/* NB: We can't bail out early here if the actor is hidden in case
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* the actor bas been cloned. In this case the clone will need to
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* receive the signal so it can queue its own redraw.
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*/
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while (self)
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while (self)
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{
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{
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/* no point in queuing a redraw on a destroyed actor */
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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break;
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_clutter_actor_queue_redraw_on_clones (self);
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_clutter_actor_queue_redraw_on_clones (self);
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/* calls klass->queue_redraw in default handler */
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/* If the queue redraw is coming from a child then the actor has
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if (g_signal_has_handler_pending (self, actor_signals[QUEUE_REDRAW],
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become dirty and any queued effect is no longer valid */
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0, TRUE))
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if (self != origin)
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{
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{
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g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin, &stop);
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self->priv->is_dirty = TRUE;
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}
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self->priv->effect_to_redraw = NULL;
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else
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{
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stop = CLUTTER_ACTOR_GET_CLASS (self)->queue_redraw (self, origin);
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}
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}
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if (stop)
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/* If the actor isn't visible, we still had to emit the signal
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* to allow for a ClutterClone, but the appearance of the parent
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* won't change so we don't have to propagate up the hierarchy.
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*/
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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break;
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break;
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/* We guarantee that we will propagate a queue-redraw up the tree
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* at least once so that all clones can get notified.
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*/
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if (self->priv->propagated_one_redraw)
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break;
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self->priv->propagated_one_redraw = TRUE;
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self = self->priv->parent;
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self = self->priv->parent;
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}
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}
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}
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}
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static gboolean
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clutter_actor_real_queue_redraw (ClutterActor *self,
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ClutterActor *origin)
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{
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CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
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_clutter_actor_get_debug_name (self),
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origin != NULL ? _clutter_actor_get_debug_name (origin)
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: "same actor");
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/* no point in queuing a redraw on a destroyed actor */
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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return TRUE;
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/* If the queue redraw is coming from a child then the actor has
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become dirty and any queued effect is no longer valid */
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if (self != origin)
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{
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self->priv->is_dirty = TRUE;
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self->priv->effect_to_redraw = NULL;
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}
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/* If the actor isn't visible, we still had to emit the signal
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* to allow for a ClutterClone, but the appearance of the parent
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* won't change so we don't have to propagate up the hierarchy.
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*/
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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return TRUE;
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/* We guarantee that we will propagate a queue-redraw signal up
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* the tree at least once so that it's possible to implement a
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* container that tracks which of its children have queued a
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* redraw.
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*/
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if (self->priv->propagated_one_redraw)
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return TRUE;
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self->priv->propagated_one_redraw = TRUE;
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/* notify parents, if they are all visible eventually we'll
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* queue redraw on the stage, which queues the redraw idle.
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*/
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return FALSE;
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}
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static inline gboolean
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static inline gboolean
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clutter_actor_needs_relayout (ClutterActor *self)
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clutter_actor_needs_relayout (ClutterActor *self)
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{
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{
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@ -5959,7 +5917,6 @@ clutter_actor_class_init (ClutterActorClass *klass)
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klass->get_preferred_width = clutter_actor_real_get_preferred_width;
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klass->get_preferred_width = clutter_actor_real_get_preferred_width;
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klass->get_preferred_height = clutter_actor_real_get_preferred_height;
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klass->get_preferred_height = clutter_actor_real_get_preferred_height;
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klass->allocate = clutter_actor_real_allocate;
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klass->allocate = clutter_actor_real_allocate;
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klass->queue_redraw = clutter_actor_real_queue_redraw;
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klass->queue_relayout = clutter_actor_real_queue_relayout;
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klass->queue_relayout = clutter_actor_real_queue_relayout;
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klass->apply_transform = clutter_actor_real_apply_transform;
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klass->apply_transform = clutter_actor_real_apply_transform;
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klass->get_accessible = clutter_actor_real_get_accessible;
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klass->get_accessible = clutter_actor_real_get_accessible;
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@ -7345,73 +7302,6 @@ clutter_actor_class_init (ClutterActorClass *klass)
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G_TYPE_NONE, 1,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterActor::queue-redraw:
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* @actor: the actor we're bubbling the redraw request through
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* @origin: the actor which initiated the redraw request
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* @volume: paint volume to redraw
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*
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* The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
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* is called on @origin.
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*
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* The default implementation for #ClutterActor chains up to the
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* parent actor and queues a redraw on the parent, thus "bubbling"
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* the redraw queue up through the actor graph. The default
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* implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
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* in a main loop idle handler.
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*
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* Note that the @origin actor may be the stage, or a container; it
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* does not have to be a leaf node in the actor graph.
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*
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* Toolkits embedding a #ClutterStage which require a redraw and
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* relayout cycle can stop the emission of this signal using the
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* GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
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* themselves, like:
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*
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* |[<!-- language="C" -->
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* static void
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* on_redraw_complete (gpointer data)
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* {
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* ClutterStage *stage = data;
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*
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* // execute the Clutter drawing pipeline
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* clutter_stage_ensure_redraw (stage);
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* }
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*
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* static void
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* on_stage_queue_redraw (ClutterStage *stage)
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* {
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* // this prevents the default handler to run
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* g_signal_stop_emission_by_name (stage, "queue-redraw");
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*
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* // queue a redraw with the host toolkit and call
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* // a function when the redraw has been completed
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* queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
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* }
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* ]|
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*
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* Note: This signal is emitted before the Clutter paint
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* pipeline is executed. If you want to know when the pipeline has
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* been completed you should use clutter_threads_add_repaint_func()
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* or clutter_threads_add_repaint_func_full().
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*
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* Since: 1.0
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*/
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actor_signals[QUEUE_REDRAW] =
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g_signal_new (I_("queue-redraw"),
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST |
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G_SIGNAL_NO_HOOKS,
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G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
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g_signal_accumulator_true_handled,
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NULL,
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_clutter_marshal_BOOLEAN__OBJECT,
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G_TYPE_BOOLEAN, 1,
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CLUTTER_TYPE_ACTOR);
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g_signal_set_va_marshaller (actor_signals[QUEUE_REDRAW],
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G_TYPE_FROM_CLASS (object_class),
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_clutter_marshal_BOOLEAN__OBJECTv);
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/**
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/**
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* ClutterActor::queue-relayout:
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* ClutterActor::queue-relayout:
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* @actor: the actor being queued for relayout
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* @actor: the actor being queued for relayout
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@ -8039,11 +7929,6 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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* wrapper for this function. Additionally, an effect can queue a
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* wrapper for this function. Additionally, an effect can queue a
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* redraw by wrapping this function in clutter_effect_queue_repaint().
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* redraw by wrapping this function in clutter_effect_queue_repaint().
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*
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*
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* This function will emit the "queue-redraw" signal for each actor
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* up the actor-tree, allowing to track redraws queued by children
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* or to queue a redraw of a different actor (like a clone) in
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* response to this one.
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*
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* This functions queues an entry in a list associated with the
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* This functions queues an entry in a list associated with the
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* stage which is a list of actors that queued a redraw while
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* stage which is a list of actors that queued a redraw while
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* updating the timelines, performing layouting and processing other
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* updating the timelines, performing layouting and processing other
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@ -187,7 +187,6 @@ struct _ClutterActor
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* chain up to the parent's implementation
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* chain up to the parent's implementation
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* @pick: virtual function, used to draw an outline of the actor with
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* @pick: virtual function, used to draw an outline of the actor with
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* the given color
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* the given color
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* @queue_redraw: class handler for #ClutterActor::queue-redraw
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* @event: class handler for #ClutterActor::event
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* @event: class handler for #ClutterActor::event
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* @button_press_event: class handler for #ClutterActor::button-press-event
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* @button_press_event: class handler for #ClutterActor::button-press-event
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* @button_release_event: class handler for
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* @button_release_event: class handler for
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@ -239,9 +238,6 @@ struct _ClutterActorClass
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void (* pick) (ClutterActor *actor,
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void (* pick) (ClutterActor *actor,
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ClutterPickContext *pick_context);
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ClutterPickContext *pick_context);
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gboolean (* queue_redraw) (ClutterActor *actor,
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ClutterActor *leaf_that_queued);
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/* size negotiation */
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/* size negotiation */
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void (* get_preferred_width) (ClutterActor *self,
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void (* get_preferred_width) (ClutterActor *self,
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gfloat for_height,
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gfloat for_height,
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