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https://github.com/brl/mutter.git
synced 2024-12-23 19:42:05 +00:00
Remove global "actor id"
It's absolutely, positively pointless. Every surviving call has long since been deprecated, and should have not been public in the first place.
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@ -713,7 +713,6 @@ struct _ClutterActorPrivate
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gint age;
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gchar *name; /* a non-unique name, used for debugging */
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guint32 id; /* unique id, used for backward compatibility */
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gint32 pick_id; /* per-stage unique id, used for picking */
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@ -5825,10 +5824,10 @@ clutter_actor_dispose (GObject *object)
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ClutterActor *self = CLUTTER_ACTOR (object);
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ClutterActorPrivate *priv = self->priv;
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CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
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priv->id,
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g_type_name (G_OBJECT_TYPE (self)),
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object->ref_count);
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CLUTTER_NOTE (MISC, "Dispose actor (name='%s', ref_count:%d) of type '%s'",
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_clutter_actor_get_debug_name (self),
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object->ref_count,
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g_type_name (G_OBJECT_TYPE (self)));
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g_signal_emit (self, actor_signals[DESTROY], 0);
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@ -5892,13 +5891,10 @@ clutter_actor_finalize (GObject *object)
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{
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ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
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CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
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priv->name != NULL ? priv->name : "<none>",
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priv->id,
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CLUTTER_NOTE (MISC, "Finalize actor (name='%s') of type '%s'",
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_clutter_actor_get_debug_name ((ClutterActor *) object),
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g_type_name (G_OBJECT_TYPE (object)));
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_clutter_context_release_id (priv->id);
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g_free (priv->name);
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#ifdef CLUTTER_ENABLE_DEBUG
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@ -8415,7 +8411,6 @@ clutter_actor_init (ClutterActor *self)
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self->priv = priv = clutter_actor_get_instance_private (self);
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priv->id = _clutter_context_acquire_id (self);
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priv->pick_id = -1;
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priv->opacity = 0xff;
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@ -11807,14 +11802,15 @@ clutter_actor_get_name (ClutterActor *self)
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*
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* Since: 0.6
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*
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* Deprecated: 1.8: The id is not used any longer.
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* Deprecated: 1.8: The id is not used any longer, and this function
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* always returns 0.
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*/
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guint32
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clutter_actor_get_gid (ClutterActor *self)
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{
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
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return self->priv->id;
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return 0;
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}
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static inline void
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@ -567,20 +567,6 @@ clutter_get_motion_events_enabled (void)
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return _clutter_context_get_motion_events_enabled ();
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}
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ClutterActor *
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_clutter_get_actor_by_id (ClutterStage *stage,
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guint32 actor_id)
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{
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if (stage == NULL)
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{
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ClutterMainContext *context = _clutter_context_get_default ();
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return _clutter_id_pool_lookup (context->id_pool, actor_id);
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}
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return _clutter_stage_get_actor_by_pick_id (stage, actor_id);
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}
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void
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_clutter_id_to_color (guint id_,
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ClutterColor *col)
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@ -1562,8 +1548,6 @@ pre_parse_hook (GOptionContext *context,
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clutter_context = _clutter_context_get_default ();
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clutter_context->id_pool = _clutter_id_pool_new (256);
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backend = clutter_context->backend;
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g_assert (CLUTTER_IS_BACKEND (backend));
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@ -2693,12 +2677,14 @@ _clutter_process_event (ClutterEvent *event)
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*
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* Since: 0.6
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*
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* Deprecated: 1.8: The id is not used any longer.
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* Deprecated: 1.8: The id is deprecated, and this function always returns
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* %NULL. Use the proper scene graph API in #ClutterActor to find a child
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* of the stage.
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*/
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ClutterActor *
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clutter_get_actor_by_gid (guint32 id_)
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{
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return _clutter_get_actor_by_id (NULL, id_);
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return NULL;
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}
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void
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@ -3657,22 +3643,6 @@ _clutter_clear_events_queue (void)
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}
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}
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guint32
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_clutter_context_acquire_id (gpointer key)
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{
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ClutterMainContext *context = _clutter_context_get_default ();
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return _clutter_id_pool_add (context->id_pool, key);
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}
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void
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_clutter_context_release_id (guint32 id_)
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{
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ClutterMainContext *context = _clutter_context_get_default ();
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_clutter_id_pool_remove (context->id_pool, id_);
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}
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void
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_clutter_clear_events_queue_for_stage (ClutterStage *stage)
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{
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@ -136,9 +136,6 @@ struct _ClutterMainContext
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ClutterPickMode pick_mode;
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/* mapping between reused integer ids and actors */
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ClutterIDPool *id_pool;
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/* default FPS; this is only used if we cannot sync to vblank */
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guint frame_rate;
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@ -202,8 +199,6 @@ ClutterPickMode _clutter_context_get_pick_mode (void);
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void _clutter_context_push_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_pop_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_peek_shader_stack (void);
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guint32 _clutter_context_acquire_id (gpointer key);
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void _clutter_context_release_id (guint32 id_);
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gboolean _clutter_context_get_motion_events_enabled (void);
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gboolean _clutter_context_get_show_fps (void);
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@ -219,8 +214,6 @@ void _clutter_diagnostic_message (const char *fmt, ...);
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guint _clutter_pixel_to_id (guchar pixel[4]);
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void _clutter_id_to_color (guint id,
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ClutterColor *col);
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ClutterActor * _clutter_get_actor_by_id (ClutterStage *stage,
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guint32 actor_id);
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void _clutter_set_sync_to_vblank (gboolean sync_to_vblank);
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gboolean _clutter_get_sync_to_vblank (void);
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@ -1594,7 +1594,7 @@ _clutter_stage_do_pick (ClutterStage *stage,
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{
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guint32 id_ = _clutter_pixel_to_id (pixel);
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retval = _clutter_get_actor_by_id (stage, id_);
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retval = _clutter_stage_get_actor_by_pick_id (stage, id_);
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}
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CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_timer);
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