actor: Also recompute paint volume if we recently dropped effects
Otherwise we'll be stuck with the same paint volume on the last frame of the given effect, which could be wrong.
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@ -841,6 +841,7 @@ struct _ClutterActorPrivate
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guint needs_x_expand : 1;
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guint needs_x_expand : 1;
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guint needs_y_expand : 1;
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guint needs_y_expand : 1;
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guint needs_paint_volume_update : 1;
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guint needs_paint_volume_update : 1;
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guint had_effects_on_last_paint_volume_update : 1;
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};
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};
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enum
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enum
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@ -17557,23 +17558,33 @@ _clutter_actor_has_active_paint_volume_override_effects (ClutterActor *self)
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static ClutterPaintVolume *
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static ClutterPaintVolume *
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_clutter_actor_get_paint_volume_mutable (ClutterActor *self)
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_clutter_actor_get_paint_volume_mutable (ClutterActor *self)
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{
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{
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gboolean has_paint_volume_override_effects;
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ClutterActorPrivate *priv;
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ClutterActorPrivate *priv;
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priv = self->priv;
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priv = self->priv;
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has_paint_volume_override_effects = _clutter_actor_has_active_paint_volume_override_effects (self);
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if (priv->paint_volume_valid)
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if (priv->paint_volume_valid)
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{
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{
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/* If effects are applied, the actor paint volume
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/* If effects are applied, the actor paint volume
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* needs to be recomputed on each paint, since those
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* needs to be recomputed on each paint, since those
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* paint volumes could change over the duration of the
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* paint volumes could change over the duration of the
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* effect. */
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* effect.
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*
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* We also need to update the paint volume if we went
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* from having effects to not having effects on the last
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* paint volume update. */
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if (!priv->needs_paint_volume_update &&
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if (!priv->needs_paint_volume_update &&
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priv->current_effect == NULL &&
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priv->current_effect == NULL &&
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!_clutter_actor_has_active_paint_volume_override_effects (self))
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!has_paint_volume_override_effects &&
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!priv->had_effects_on_last_paint_volume_update)
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return &priv->paint_volume;
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return &priv->paint_volume;
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clutter_paint_volume_free (&priv->paint_volume);
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clutter_paint_volume_free (&priv->paint_volume);
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}
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}
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priv->had_effects_on_last_paint_volume_update = has_paint_volume_override_effects;
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if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
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if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
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{
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{
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priv->paint_volume_valid = TRUE;
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priv->paint_volume_valid = TRUE;
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