cogl: Remove header-only functions
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3806>
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@ -83,56 +83,6 @@ struct _CoglOnscreenClass
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int (* get_buffer_age) (CoglOnscreen *onscreen);
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int (* get_buffer_age) (CoglOnscreen *onscreen);
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};
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};
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/**
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* cogl_onscreen_show:
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* @onscreen: The onscreen framebuffer to make visible
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*
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* This requests to make @onscreen visible to the user.
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*
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* Actually the precise semantics of this function depend on the
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* window system currently in use, and if you don't have a
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* multi-windowining system this function may in-fact do nothing.
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*
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* This function will implicitly allocate the given @onscreen
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* framebuffer before showing it if it hasn't already been allocated.
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*
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* When using the Wayland winsys calling this will set the surface to
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* a toplevel type which will make it appear. If the application wants
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* to set a different type for the surface, it can avoid calling
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* cogl_onscreen_show() and set its own type directly with the Wayland
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* client API via cogl_wayland_onscreen_get_surface().
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*
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* Since Cogl doesn't explicitly track the visibility status of
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* onscreen framebuffers it won't try to avoid redundant window system
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* requests e.g. to show an already visible window. This also means
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* that it's acceptable to alternatively use native APIs to show and
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* hide windows without confusing Cogl.
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*/
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COGL_EXPORT void
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cogl_onscreen_show (CoglOnscreen *onscreen);
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/**
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* cogl_onscreen_hide:
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* @onscreen: The onscreen framebuffer to make invisible
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*
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* This requests to make @onscreen invisible to the user.
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*
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* Actually the precise semantics of this function depend on the
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* window system currently in use, and if you don't have a
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* multi-windowining system this function may in-fact do nothing.
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*
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* This function does not implicitly allocate the given @onscreen
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* framebuffer before hiding it.
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*
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* Since Cogl doesn't explicitly track the visibility status of
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* onscreen framebuffers it won't try to avoid redundant window system
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* requests e.g. to show an already visible window. This also means
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* that it's acceptable to alternatively use native APIs to show and
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* hide windows without confusing Cogl.
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*/
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COGL_EXPORT void
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cogl_onscreen_hide (CoglOnscreen *onscreen);
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/**
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/**
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* cogl_onscreen_swap_buffers:
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* cogl_onscreen_swap_buffers:
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* @onscreen: A #CoglOnscreen framebuffer
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* @onscreen: A #CoglOnscreen framebuffer
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@ -232,13 +232,6 @@ cogl_texture_2d_new_from_egl_image_external (CoglContext *ctx,
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GDestroyNotify destroy,
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GDestroyNotify destroy,
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GError **error);
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GError **error);
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COGL_EXPORT void
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cogl_texture_2d_egl_image_external_bind (CoglTexture2D *tex_2d);
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COGL_EXPORT void
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cogl_texture_2d_egl_image_external_alloc_finish (CoglTexture2D *tex_2d,
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void *user_data,
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GDestroyNotify destroy);
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#endif
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#endif
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G_END_DECLS
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G_END_DECLS
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