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window-actor: Use g_signal_connect_object
To make our signal connections a bit more manageable...
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@ -54,8 +54,6 @@ struct _MetaWindowActorPrivate
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MetaSurfaceActor *surface;
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guint surface_allocation_changed_id;
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/* MetaShadowFactory only caches shadows that are actually in use;
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* to avoid unnecessary recomputation we do two things: 1) we store
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* both a focused and unfocused shadow for the window. If the window
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@ -300,8 +298,6 @@ meta_window_actor_init (MetaWindowActor *self)
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priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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META_TYPE_WINDOW_ACTOR,
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MetaWindowActorPrivate);
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priv->surface_allocation_changed_id = 0;
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priv->opacity = 0xff;
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priv->shadow_class = NULL;
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}
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@ -415,11 +411,8 @@ meta_window_actor_constructed (GObject *object)
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clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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priv->surface_allocation_changed_id =
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g_signal_connect (CLUTTER_ACTOR (priv->surface),
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"allocation-changed",
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G_CALLBACK (surface_allocation_changed_notify),
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self);
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g_signal_connect_object (priv->surface, "allocation-changed",
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G_CALLBACK (surface_allocation_changed_notify), self, 0);
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meta_window_actor_update_shape (self);
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g_signal_connect_object (window, "notify::decorated",
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@ -495,11 +488,6 @@ meta_window_actor_dispose (GObject *object)
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g_clear_object (&priv->window);
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if (priv->surface != NULL && priv->surface_allocation_changed_id != 0)
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g_signal_handler_disconnect (priv->surface,
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priv->surface_allocation_changed_id);
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priv->surface_allocation_changed_id = 0;
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/*
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* Release the extra reference we took on the actor.
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*/
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