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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent actor implements the Container interface, and automatically calls the remove() method to perform a clean removal. Actors implementing Container, though, might have internal children; that is, children that are not added through the Container API. It is already possible to iterate through them using the Container API to avoid breaking invariants - but calling clutter_actor_destroy() on these children (even from the Container implementation, and thus outside of Clutter's control) will either lead to leaks or to segmentation faults. Clutter needs a way to distinguish a clutter_actor_set_parent() done on an internal child from one done on a "public" child; for this reason, a push/pop pair of functions should be available to Actor implementations to mark the section where they wish to add internal children: ➔ clutter_actor_push_internal (); ... clutter_actor_set_parent (child1, parent); clutter_actor_set_parent (child2, parent); ... ➔ clutter_actor_pop_internal (); The set_parent() call will automatically set the newly added INTERNAL_CHILD private flag on each child, and both clutter_actor_destroy() and clutter_actor_unparent() will check for the flag before deciding whether to call the Container's remove method.
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@ -3001,8 +3001,14 @@ clutter_actor_dispose (GObject *object)
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{
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ClutterActor *parent = priv->parent_actor;
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if (CLUTTER_IS_CONTAINER (parent))
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clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
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/* go through the Container implementation unless this
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* is an internal child and has been marked as such
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*/
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if (CLUTTER_IS_CONTAINER (parent) &&
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!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_INTERNAL_CHILD))
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{
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clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
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}
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else
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priv->parent_actor = NULL;
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}
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@ -6619,6 +6625,7 @@ clutter_actor_set_parent (ClutterActor *self,
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{
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ClutterActorPrivate *priv;
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ClutterTextDirection text_dir;
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ClutterMainContext *ctx;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (parent));
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@ -6648,6 +6655,14 @@ clutter_actor_set_parent (ClutterActor *self,
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g_object_ref_sink (self);
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priv->parent_actor = parent;
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ctx = _clutter_context_get_default ();
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/* if push_internal() has been called then we automatically set
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* the flag on the actor
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*/
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if (ctx->internal_child)
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_INTERNAL_CHILD);
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/* clutter_actor_reparent() will emit ::parent-set for us */
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if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
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g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
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@ -6825,17 +6840,22 @@ clutter_actor_reparent (ClutterActor *self,
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g_object_ref (self);
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if (CLUTTER_IS_CONTAINER (priv->parent_actor))
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/* go through the Container implementation if this is a regular
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* child and not an internal one
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*/
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if (CLUTTER_IS_CONTAINER (priv->parent_actor) &&
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!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_INTERNAL_CHILD))
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{
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ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
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/* Note, will call unparent() */
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/* this will have to call unparent() */
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clutter_container_remove_actor (parent, self);
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}
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else
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clutter_actor_unparent (self);
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if (CLUTTER_IS_CONTAINER (new_parent))
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/* Note, will call parent() */
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if (CLUTTER_IS_CONTAINER (new_parent))
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clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
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else
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clutter_actor_set_parent (self, new_parent);
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@ -9471,3 +9491,83 @@ clutter_actor_get_text_direction (ClutterActor *self)
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return priv->text_direction;
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}
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/**
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* clutter_actor_push_internal:
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*
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* Should be used by actors implementing the #ClutterContainer and with
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* internal children added through clutter_actor_set_parent(), for instance:
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*
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* |[
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* static void
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* my_actor_init (MyActor *self)
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* {
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* self->priv = SELF_ACTOR_GET_PRIVATE (self);
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*
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* clutter_actor_push_internal ();
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*
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* /* calling clutter_actor_set_parent() now will result in
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* * the internal flag being set on a child of MyActor
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* */
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*
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* /* internal child: a background texture */
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* self->priv->background_tex = clutter_texture_new ();
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* clutter_actor_set_parent (self->priv->background_tex,
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* CLUTTER_ACTOR (self));
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*
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* /* internal child: a label */
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* self->priv->label = clutter_text_new ();
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* clutter_actor_set_parent (self->priv->label,
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* CLUTTER_ACTOR (self));
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*
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* clutter_actor_pop_internal ();
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*
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* /* calling clutter_actor_set_parent() now will not result in
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* * the internal flag being set on a child of MyActor
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* */
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* }
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* ]|
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*
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* This function will be used by Clutter to toggle an "internal child"
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* flag whenever clutter_actor_set_parent() is called; internal children
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* are handled differently by Clutter, specifically when destroying their
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* parent.
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*
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* Call clutter_actor_pop_internal() when you finished adding internal
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* children.
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*
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* Nested calls to clutter_actor_push_internal() are allowed, but each
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* one must by followed by a clutter_actor_pop_internal() call.
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*
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* Since: 1.2
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*/
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void
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clutter_actor_push_internal (void)
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{
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ClutterMainContext *ctx = _clutter_context_get_default ();
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ctx->internal_child += 1;
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}
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/**
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* clutter_actor_pop_internal:
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*
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* Disables the effects of clutter_actor_pop_internal()
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*
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* Since: 1.2
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*/
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void
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clutter_actor_pop_internal (void)
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{
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ClutterMainContext *ctx = _clutter_context_get_default ();
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if (ctx->internal_child == 0)
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{
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g_warning ("Mismatched %s: you need to call "
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"clutter_actor_push_composite() at least once before "
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"calling this function", G_STRFUNC);
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return;
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}
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ctx->internal_child -= 1;
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}
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@ -532,6 +532,9 @@ void clutter_actor_set_text_direction (ClutterActor *sel
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ClutterTextDirection text_dir);
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ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
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void clutter_actor_push_internal (void);
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void clutter_actor_pop_internal (void);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_H__ */
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@ -58,13 +58,26 @@ typedef enum {
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CLUTTER_ACTOR_IN_DESTRUCTION = 1 << 0,
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CLUTTER_ACTOR_IS_TOPLEVEL = 1 << 1,
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CLUTTER_ACTOR_IN_REPARENT = 1 << 2,
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CLUTTER_ACTOR_SYNC_MATRICES = 1 << 3, /* Used by stage to indicate GL
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* viewport / perspective etc
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* needs (re)setting.
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*/
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CLUTTER_ACTOR_IN_PAINT = 1 << 4, /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5, /* Used to avoid recursion */
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CLUTTER_STAGE_IN_RESIZE = 1 << 6
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/* Used by the stage to indicate GL viewport / perspective etc needs
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* (re)setting.
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*/
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CLUTTER_ACTOR_SYNC_MATRICES = 1 << 3,
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/* Used to avoid recursion */
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CLUTTER_ACTOR_IN_PAINT = 1 << 4,
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/* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5,
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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CLUTTER_STAGE_IN_RESIZE = 1 << 6,
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/* a flag for internal children of Containers */
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CLUTTER_ACTOR_INTERNAL_CHILD = 1 << 7
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} ClutterPrivateFlags;
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struct _ClutterInputDevice
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@ -133,6 +146,8 @@ struct _ClutterMainContext
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gulong redraw_count;
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GList *repaint_funcs;
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gint internal_child;
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};
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#define CLUTTER_CONTEXT() (_clutter_context_get_default ())
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@ -352,6 +352,8 @@ clutter_actor_lower
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clutter_actor_raise_top
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clutter_actor_lower_bottom
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clutter_actor_get_stage
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clutter_actor_push_internal
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clutter_actor_pop_internal
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<SUBSECTION>
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clutter_actor_set_depth
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