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Merge branch 'master' into msvc-support-master
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commit
0406e235bf
@ -222,13 +222,22 @@
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
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*
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* Means "the actor will be painted if the stage is mapped."
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* The mapped state is set when the actor is visible and all its parents up
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* to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
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*
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* %TRUE if the actor is visible; and all parents with possible exception
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* of the stage are visible; and an ancestor of the actor is a toplevel.
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* This check can be used to see if an actor is going to be painted, as only
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* actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
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*
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* Clutter auto-maintains the mapped flag whenever actors are
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* reparented or shown/hidden.
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* The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
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* not be checked directly; instead, the recommended usage is to connect a
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* handler on the #GObject::notify signal for the #ClutterActor:mapped
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* property of #ClutterActor, and check the presence of
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* the %CLUTTER_ACTOR_MAPPED flag on state changes.
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*
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* It is also important to note that Clutter may delay the changes of
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* the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
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* limitations, or during the reparenting of an actor, to optimize
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* unnecessary (and potentially expensive) state changes.
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*
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* Since: 0.2
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*/
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@ -243,7 +252,7 @@
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* actor wants to delay allocating resources until it is attached to a
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* stage, it may use the realize state to do so. However it is
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* perfectly acceptable for an actor to allocate Cogl resources before
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* being realized because there is only one GL context used by Clutter
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* being realized because there is only one drawing context used by Clutter
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* so any resources will work on any stage. If an actor is mapped it
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* must also be realized, but an actor can be realized and unmapped
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* (this is so hiding an actor temporarily doesn't do an expensive
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@ -264,7 +273,7 @@
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*
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* Note that an actor is only painted onscreen if it's mapped, which
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* means it's visible, and all its parents are visible, and one of the
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* parents is a toplevel stage.
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* parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
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*
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* Since: 0.2
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*/
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@ -216,9 +216,9 @@ clutter_threads_init_default (void)
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g_mutex_init (&clutter_threads_mutex);
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#ifndef CLUTTER_WINDOWING_WIN32
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/* we don't need nor want locking functions on Windows.here
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* as Windows GUI system assumes multithreadedness
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* see bug: https://bugzilla.gnome.org/show_bug.cgi?id=662071
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/* we don't need nor want locking functions on Windows.here
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* as Windows GUI system assumes multithreadedness
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* see bug: https://bugzilla.gnome.org/show_bug.cgi?id=662071
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*/
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if (clutter_threads_lock == NULL)
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clutter_threads_lock = clutter_threads_impl_lock;
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@ -1820,6 +1820,10 @@ clutter_get_option_group_without_init (void)
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* error message will be placed inside @error instead of being
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* printed on the display.
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*
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* Just like clutter_init(), if this function returns an error code then
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* any subsequent call to any other Clutter API will result in undefined
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* behaviour - including segmentation faults.
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*
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* Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully
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* initialised, or other values or #ClutterInitError in case of
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* error.
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@ -1957,6 +1961,11 @@ clutter_parse_args (int *argc,
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* yourself, you can use clutter_init_with_args(), which takes a #GError
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* pointer.</note>
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*
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* If this function fails, and returns an error code, any subsequent
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* Clutter API will have undefined behaviour - including segmentation
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* faults and assertion failures. Make sure to handle the returned
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* #ClutterInitError enumeration value.
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*
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* Return value: a #ClutterInitError value
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*/
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ClutterInitError
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