2008-02-25 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c: Remove the usage of g_return_if_fail() from static functions: either assert or use g_warning() to check internal state, as g_return_if_fail() can be compiled out. * clutter/clutter-main.c: Ditto as above.
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@ -1,3 +1,11 @@
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2008-02-25 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-actor.c: Remove the usage of g_return_if_fail()
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from static functions: either assert or use g_warning() to check
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internal state, as g_return_if_fail() can be compiled out.
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* clutter/clutter-main.c: Ditto as above.
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2008-02-25 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-texture.c:
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@ -605,8 +605,6 @@ clutter_actor_transform_point (ClutterActor *actor,
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ClutterFixed mtx[16];
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ClutterActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = actor->priv;
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cogl_push_matrix();
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@ -729,8 +727,6 @@ clutter_actor_transform_vertices_relative (ClutterActor *self,
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* Need to query coords here, so that we get coorect values for actors that
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* do not modify priv->coords.
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*/
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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clutter_actor_query_coords (self, &coords);
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cogl_push_matrix();
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@ -806,8 +802,6 @@ clutter_actor_transform_vertices (ClutterActor *self,
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* Need to query coords here, so that we get coorect values for actors that
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* do not modify priv->coords.
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*/
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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clutter_actor_query_coords (self, &coords);
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cogl_push_matrix();
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@ -2783,8 +2777,6 @@ clutter_actor_get_abs_position_units (ClutterActor *self,
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ClutterVertex v1;
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ClutterVertex v2;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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v1.x = v1.y = v1.z = 0;
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clutter_actor_apply_transform_to_point (self, &v1, &v2);
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@ -5475,8 +5467,6 @@ clutter_actor_shader_pre_paint (ClutterActor *actor,
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ClutterShader *shader;
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ClutterMainContext *context;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = actor->priv;
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shader_data = priv->shader_data;
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@ -5505,8 +5495,6 @@ clutter_actor_shader_post_paint (ClutterActor *actor)
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ClutterShader *shader;
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ClutterMainContext *context;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = actor->priv;
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shader_data = priv->shader_data;
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@ -1182,10 +1182,17 @@ emit_event (ClutterEvent *event,
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ClutterActor *actor;
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gint i = 0, n_tree_events = 0;
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g_return_if_fail (event->any.source != NULL);
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g_return_if_fail (lock == FALSE);
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if (!event->any.source)
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{
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g_warning ("No event source set, discarding event");
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return;
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}
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lock = TRUE; /* Guard against reentrancy */
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/* reentrancy check */
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if (lock == FALSE)
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return;
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lock = TRUE;
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/* Sorry Mr Bassi. */
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if (G_UNLIKELY (event_tree == NULL))
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@ -1390,10 +1397,13 @@ clutter_do_event (ClutterEvent *event)
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{
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actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage));
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event->any.source = actor;
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g_return_if_fail (actor != NULL);
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if (G_UNLIKELY (actor == NULL))
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{
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g_warning ("No key focus set, discarding");
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return;
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}
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}
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emit_keyboard_event (event);
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}
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break;
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