clutter/actor: Make has_mapped_clones() factor in parent actors
All existing users of clutter_actor_has_mapped_clones() actually want to know whether the actor is being cloned by a visible clone, it doesn't matter to them if that clone is attached to an actor somewhere else in the tree or to the actor itself. So make clutter_actor_has_mapped_clones() a bit more convenient to use and also check the clones of the parent-actors in that function. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1235
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@ -8847,25 +8847,21 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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return;
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return;
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/* we can ignore unmapped actors, unless they have at least one
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/* we can ignore unmapped actors, unless they are inside a cloned branch
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* mapped clone or they are inside a cloned branch of the scene
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* of the scene graph, as unmapped actors will simply be left unpainted.
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* graph, as unmapped actors will simply be left unpainted.
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*
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*
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* this allows us to ignore redraws queued on leaf nodes when one
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* this allows us to ignore redraws queued on leaf nodes when one
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* of their parents has been hidden
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* of their parents has been hidden
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*/
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*/
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if (!CLUTTER_ACTOR_IS_MAPPED (self) &&
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if (!CLUTTER_ACTOR_IS_MAPPED (self) &&
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self->priv->in_cloned_branch == 0 &&
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!clutter_actor_has_mapped_clones (self))
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!clutter_actor_has_mapped_clones (self))
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{
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{
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CLUTTER_NOTE (PAINT,
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CLUTTER_NOTE (PAINT,
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"Skipping queue_redraw('%s'): mapped=%s, "
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"Skipping queue_redraw('%s'): mapped=%s, "
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"mapped_clones=%s, "
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"has_mapped_clones=%s",
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"in_cloned_branch=%s",
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_clutter_actor_get_debug_name (self),
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_clutter_actor_get_debug_name (self),
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CLUTTER_ACTOR_IS_MAPPED (self) ? "yes" : "no",
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CLUTTER_ACTOR_IS_MAPPED (self) ? "yes" : "no",
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clutter_actor_has_mapped_clones (self) ? "yes" : "no",
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clutter_actor_has_mapped_clones (self) ? "yes" : "no");
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self->priv->in_cloned_branch != 0 ? "yes" : "no");
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return;
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return;
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}
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}
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@ -19084,7 +19080,6 @@ should_skip_implicit_transition (ClutterActor *self,
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* when those transitions happen
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* when those transitions happen
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*/
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*/
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if (!CLUTTER_ACTOR_IS_MAPPED (self) &&
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if (!CLUTTER_ACTOR_IS_MAPPED (self) &&
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priv->in_cloned_branch == 0 &&
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!clutter_actor_has_mapped_clones (self))
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!clutter_actor_has_mapped_clones (self))
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return TRUE;
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return TRUE;
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@ -20704,31 +20699,41 @@ _clutter_actor_queue_relayout_on_clones (ClutterActor *self)
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* clutter_actor_has_mapped_clones:
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* clutter_actor_has_mapped_clones:
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* @self: a #ClutterActor
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* @self: a #ClutterActor
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*
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*
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* Returns whether a #ClutterActor has any mapped clones.
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* Returns whether a #ClutterActor or any parent actors have mapped clones
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* that are clone-painting @self.
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*
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*
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* Return: %TRUE if the actor has mapped clones, and %FALSE otherwise
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* Returns: %TRUE if the actor has mapped clones, %FALSE otherwise
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*
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* Since: 1.16
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*/
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*/
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gboolean
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gboolean
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clutter_actor_has_mapped_clones (ClutterActor *self)
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clutter_actor_has_mapped_clones (ClutterActor *self)
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{
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{
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ClutterActorPrivate *priv;
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ClutterActor *actor;
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GHashTableIter iter;
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GHashTableIter iter;
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gpointer key;
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gpointer key;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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priv = self->priv;
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if (self->priv->in_cloned_branch == 0)
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if (priv->clones == NULL)
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return FALSE;
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return FALSE;
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g_hash_table_iter_init (&iter, priv->clones);
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for (actor = self; actor; actor = actor->priv->parent)
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while (g_hash_table_iter_next (&iter, &key, NULL))
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{
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{
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if (CLUTTER_ACTOR_IS_MAPPED (key))
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if (actor->priv->clones)
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return TRUE;
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{
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g_hash_table_iter_init (&iter, actor->priv->clones);
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while (g_hash_table_iter_next (&iter, &key, NULL))
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{
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if (CLUTTER_ACTOR_IS_MAPPED (key))
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return TRUE;
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}
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}
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/* Clones will force-show their own source actor but not children of
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* it, so if we're hidden and an actor up the hierarchy has a clone,
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* we won't be visisble.
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*/
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if (!CLUTTER_ACTOR_IS_VISIBLE (actor))
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return FALSE;
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}
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}
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return FALSE;
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return FALSE;
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@ -63,17 +63,11 @@ effective_unobscured_region (MetaSurfaceActor *surface_actor)
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{
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{
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MetaSurfaceActorPrivate *priv =
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MetaSurfaceActorPrivate *priv =
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meta_surface_actor_get_instance_private (surface_actor);
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meta_surface_actor_get_instance_private (surface_actor);
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ClutterActor *actor;
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ClutterActor *actor = CLUTTER_ACTOR (surface_actor);
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/* Fail if we have any mapped clones. */
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/* Fail if we have any mapped clones. */
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actor = CLUTTER_ACTOR (surface_actor);
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if (clutter_actor_has_mapped_clones (actor))
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do
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return NULL;
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{
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if (clutter_actor_has_mapped_clones (actor))
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return NULL;
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actor = clutter_actor_get_parent (actor);
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}
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while (actor != NULL);
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return priv->unobscured_region;
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return priv->unobscured_region;
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}
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}
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