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clutter/actor: Drop depth property and functions
It is deprecated in favor of the 'z-position' property, and the implementation itself redirects to the z-position, so just drop it and replace all get|set_depth calls to their z-position counterparts. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1332
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@ -254,7 +254,7 @@
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*
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* // animate the actor's opacity and depth
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* clutter_actor_set_opacity (actor, 0);
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* clutter_actor_set_depth (actor, -100);
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* clutter_actor_set_z_position (actor, -100);
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*
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* clutter_actor_restore_easing_state (actor);
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*
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@ -262,7 +262,7 @@
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*
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* // animate another actor's opacity
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* clutter_actor_set_opacity (another_actor, 255);
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* clutter_actor_set_depth (another_actor, 100);
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* clutter_actor_set_z_position (another_actor, 100);
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*
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* clutter_actor_restore_easing_state (another_actor);
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* ]|
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@ -905,7 +905,6 @@ enum
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/* Allocation properties are read-only */
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PROP_ALLOCATION,
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PROP_DEPTH, /* XXX:2.0 remove */
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PROP_Z_POSITION,
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PROP_CLIP_RECT,
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@ -5229,10 +5228,6 @@ clutter_actor_set_property (GObject *object,
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clutter_actor_set_request_mode (actor, g_value_get_enum (value));
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break;
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case PROP_DEPTH: /* XXX:2.0 - remove */
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clutter_actor_set_depth (actor, g_value_get_float (value));
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break;
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case PROP_Z_POSITION:
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clutter_actor_set_z_position (actor, g_value_get_float (value));
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break;
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@ -5617,10 +5612,6 @@ clutter_actor_get_property (GObject *object,
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g_value_set_boxed (value, &priv->allocation);
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break;
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case PROP_DEPTH: /* XXX:2.0 - remove */
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g_value_set_float (value, clutter_actor_get_depth (actor));
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break;
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case PROP_Z_POSITION:
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g_value_set_float (value, clutter_actor_get_z_position (actor));
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break;
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@ -6865,34 +6856,6 @@ clutter_actor_class_init (ClutterActorClass *klass)
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CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
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CLUTTER_PARAM_READWRITE);
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/**
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* ClutterActor:depth:
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*
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* The position of the actor on the Z axis.
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*
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* The #ClutterActor:depth property is relative to the parent's
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* modelview matrix.
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*
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* Setting this property will call #ClutterContainerIface.sort_depth_order()
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* which is usually a no-op, and it's most likely not what you want.
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*
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* The #ClutterActor:depth property is animatable.
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*
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* Since: 0.6
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*
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* Deprecated: 1.12: Use #ClutterActor:z-position instead.
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*/
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obj_props[PROP_DEPTH] =
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g_param_spec_float ("depth",
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P_("Depth"),
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P_("Position on the Z axis"),
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-G_MAXFLOAT, G_MAXFLOAT,
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0.0,
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G_PARAM_READWRITE |
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G_PARAM_STATIC_STRINGS |
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G_PARAM_DEPRECATED |
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CLUTTER_PARAM_ANIMATABLE);
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/**
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* ClutterActor:z-position:
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*
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@ -11980,32 +11943,6 @@ clutter_actor_get_name (ClutterActor *self)
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return self->priv->name;
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}
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static inline void
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clutter_actor_set_depth_internal (ClutterActor *self,
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float depth)
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{
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ClutterTransformInfo *info;
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info = _clutter_actor_get_transform_info (self);
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if (info->z_position != depth)
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{
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/* Sets Z value - XXX 2.0: should we invert? */
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info->z_position = depth;
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self->priv->transform_valid = FALSE;
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/* FIXME - remove this crap; sadly, there are still containers
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* in Clutter that depend on this utter brain damage
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*/
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clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
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clutter_actor_queue_redraw (self);
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g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
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}
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}
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static inline void
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clutter_actor_set_z_position_internal (ClutterActor *self,
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float z_position)
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@ -12173,50 +12110,6 @@ clutter_actor_get_pivot_point_z (ClutterActor *self)
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return _clutter_actor_get_transform_info_or_defaults (self)->pivot_z;
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}
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/**
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* clutter_actor_set_depth:
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* @self: a #ClutterActor
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* @depth: Z co-ord
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*
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* Sets the Z coordinate of @self to @depth.
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*
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* The unit used by @depth is dependant on the perspective setup. See
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* also clutter_stage_set_perspective().
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*
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* Deprecated: 1.12: Use clutter_actor_set_z_position() instead.
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*/
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void
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clutter_actor_set_depth (ClutterActor *self,
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gfloat depth)
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{
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const ClutterTransformInfo *info;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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info = _clutter_actor_get_transform_info_or_defaults (self);
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_clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
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info->z_position,
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depth);
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}
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/**
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* clutter_actor_get_depth:
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* @self: a #ClutterActor
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*
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* Retrieves the depth of @self.
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*
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* Return value: the depth of the actor
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*
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* Deprecated: 1.12: Use clutter_actor_get_z_position() instead.
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*/
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gfloat
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clutter_actor_get_depth (ClutterActor *self)
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{
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
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return _clutter_actor_get_transform_info_or_defaults (self)->z_position;
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}
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/**
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* clutter_actor_set_rotation:
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* @self: a #ClutterActor
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@ -14834,10 +14727,6 @@ clutter_actor_set_animatable_property (ClutterActor *actor,
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clutter_actor_queue_redraw (actor);
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break;
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case PROP_DEPTH:
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clutter_actor_set_depth_internal (actor, g_value_get_float (value));
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break;
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case PROP_Z_POSITION:
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clutter_actor_set_z_position_internal (actor, g_value_get_float (value));
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break;
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@ -52,13 +52,6 @@ void clutter_actor_pop_internal (ClutterActor
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CLUTTER_DEPRECATED
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void clutter_actor_show_all (ClutterActor *self);
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CLUTTER_DEPRECATED_FOR(clutter_actor_set_z_position)
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void clutter_actor_set_depth (ClutterActor *self,
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gfloat depth);
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CLUTTER_DEPRECATED_FOR(clutter_actor_get_z_position)
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gfloat clutter_actor_get_depth (ClutterActor *self);
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CLUTTER_DEPRECATED_FOR(clutter_actor_set_rotation_angle)
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void clutter_actor_set_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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@ -84,8 +84,8 @@ static gint
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sort_by_depth (gconstpointer a,
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gconstpointer b)
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{
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gfloat depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
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gfloat depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
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gfloat depth_a = clutter_actor_get_z_position (CLUTTER_ACTOR(a));
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gfloat depth_b = clutter_actor_get_z_position (CLUTTER_ACTOR(b));
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if (depth_a < depth_b)
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return -1;
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@ -207,9 +207,9 @@ clutter_group_real_raise (ClutterContainer *container,
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* we can break API and remove Group for good.
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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clutter_actor_get_z_position (sibling) != clutter_actor_get_z_position (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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clutter_actor_set_z_position (actor, clutter_actor_get_z_position (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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@ -246,9 +246,9 @@ clutter_group_real_lower (ClutterContainer *container,
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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clutter_actor_get_z_position (sibling) != clutter_actor_get_z_position (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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clutter_actor_set_z_position (actor, clutter_actor_get_z_position (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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@ -63,7 +63,7 @@ main (int argc, char *argv[])
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button3 = clutter_rectangle_new_with_color (CLUTTER_COLOR_Blue);
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clutter_actor_set_position (button3, 0, 2 * SIZE);
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clutter_actor_set_size (button3, SIZE, SIZE);
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clutter_actor_set_depth( button3, DEPTH);
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clutter_actor_set_z_position (button3, DEPTH);
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/* a nested hierarchy, to check that the relative positions are
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computed properly */
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@ -16,7 +16,7 @@ group_depth_sorting (void)
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child = clutter_rectangle_new ();
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clutter_actor_set_size (child, 20, 20);
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clutter_actor_set_depth (child, 0);
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clutter_actor_set_z_position (child, 0);
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clutter_actor_set_name (child, "zero");
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clutter_container_add_actor (CLUTTER_CONTAINER (group), child);
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@ -27,7 +27,7 @@ group_depth_sorting (void)
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child = clutter_rectangle_new ();
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clutter_actor_set_size (child, 20, 20);
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clutter_actor_set_depth (child, 10);
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clutter_actor_set_z_position (child, 10);
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clutter_actor_set_name (child, "plus-ten");
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clutter_container_add_actor (CLUTTER_CONTAINER (group), child);
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@ -39,7 +39,7 @@ group_depth_sorting (void)
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child = clutter_rectangle_new ();
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clutter_actor_set_size (child, 20, 20);
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clutter_actor_set_depth (child, -10);
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clutter_actor_set_z_position (child, -10);
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clutter_actor_set_name (child, "minus-ten");
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clutter_container_add_actor (CLUTTER_CONTAINER (group), child);
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