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2008-06-13 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c: (clutter_actor_dispose), (clutter_actor_destroy), (clutter_actor_unparent): Clean up the actor's destruction sequence, making sure that every operation is performed under the CLUTTER_ACTOR_IN_DESTRUCTION internal flag.
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@ -1,3 +1,11 @@
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2008-06-13 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-actor.c:
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(clutter_actor_dispose), (clutter_actor_destroy),
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(clutter_actor_unparent): Clean up the actor's destruction
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sequence, making sure that every operation is performed
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under the CLUTTER_ACTOR_IN_DESTRUCTION internal flag.
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2008-06-13 Emmanuele Bassi <ebassi@openedhand.com>
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Bug #960 - PangoContext creation code should not be duplicated
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@ -1852,22 +1852,27 @@ static void
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clutter_actor_dispose (GObject *object)
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{
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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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self->priv->id,
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g_type_name (G_OBJECT_TYPE (self)),
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object->ref_count);
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/* avoid recursing when called from clutter_actor_destroy() */
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if (priv->parent_actor)
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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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else
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priv->parent_actor = NULL;
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}
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destroy_shader_data (self);
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if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
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{
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
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g_signal_emit (self, actor_signals[DESTROY], 0);
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CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
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}
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g_signal_emit (self, actor_signals[DESTROY], 0);
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G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
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}
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@ -2953,18 +2958,15 @@ clutter_actor_destroy (ClutterActor *self)
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g_object_ref (self);
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if (priv->parent_actor)
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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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else
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priv->parent_actor = NULL;
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}
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/* avoid recursion while destroying */
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if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
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g_object_run_dispose (G_OBJECT (self));
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{
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
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g_object_run_dispose (G_OBJECT (self));
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
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}
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g_object_unref (self);
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}
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@ -5635,6 +5637,9 @@ clutter_actor_unparent (ClutterActor *self)
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if (self->priv->parent_actor == NULL)
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return;
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old_parent = self->priv->parent_actor;
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self->priv->parent_actor = NULL;
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/* just hide the actor if we are reparenting it */
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if (CLUTTER_ACTOR_IS_REALIZED (self))
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{
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@ -5644,8 +5649,6 @@ clutter_actor_unparent (ClutterActor *self)
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clutter_actor_unrealize (self);
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}
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old_parent = self->priv->parent_actor;
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self->priv->parent_actor = NULL;
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g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
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/* remove the reference we acquired in clutter_actor_set_parent() */
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