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actor: Add destroy_all_children()
There are times when we don't want to remove all children and count of the reference count to drop to 0 to ensure destruction; there are cases, such as managed environments, where it's preferable to ensure that the children of an actor get actually destroyed.
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@ -10461,6 +10461,10 @@ clutter_actor_remove_child (ClutterActor *self,
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* This function releases the reference added by inserting a child actor
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* in the list of children of @self.
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*
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* If the reference count of a child drops to zero, the child will be
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* destroyed. If you want to ensure the destruction of all the children
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* of @self, use clutter_actor_destroy_all_children().
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*
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* Since: 1.10
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*/
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void
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@ -10483,6 +10487,53 @@ clutter_actor_remove_all_children (ClutterActor *self)
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g_assert (self->priv->n_children == 0);
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}
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/**
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* clutter_actor_destroy_all_children:
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* @self: a #ClutterActor
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*
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* Destroys all children of @self.
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*
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* This function releases the reference added by inserting a child
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* actor in the list of children of @self, and ensures that the
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* #ClutterActor::destroy signal is emitted on each child of the
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* actor.
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*
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* By default, #ClutterActor will emit the #ClutterActor::destroy signal
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* when its reference count drops to 0; the default handler of the
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* #ClutterActor::destroy signal will destroy all the children of an
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* actor. This function ensures that all children are destroyed, instead
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* of just removed from @self, unlike clutter_actor_remove_all_children()
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* which will merely release the reference and remove each child.
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*
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* Unless you acquired an additional reference on each child of @self
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* prior to calling clutter_actor_remove_all_children() and want to reuse
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* the actors, you should use clutter_actor_destroy_all_children() in
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* order to make sure that children are destroyed and signal handlers
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* are disconnected even in cases where circular references prevent this
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* from automatically happening through reference counting alone.
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*
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* Since: 1.10
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*/
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void
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clutter_actor_destroy_all_children (ClutterActor *self)
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{
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ClutterActorIter iter;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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if (self->priv->n_children == 0)
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return;
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clutter_actor_iter_init (&iter, self);
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while (clutter_actor_iter_next (&iter, NULL))
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clutter_actor_iter_destroy (&iter);
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/* sanity check */
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g_assert (self->priv->first_child == NULL);
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g_assert (self->priv->last_child == NULL);
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g_assert (self->priv->n_children == 0);
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}
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typedef struct _InsertBetweenData {
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ClutterActor *prev_sibling;
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ClutterActor *next_sibling;
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@ -493,6 +493,7 @@ void clutter_actor_replace_child
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void clutter_actor_remove_child (ClutterActor *self,
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ClutterActor *child);
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void clutter_actor_remove_all_children (ClutterActor *self);
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void clutter_actor_destroy_all_children (ClutterActor *self);
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GList * clutter_actor_get_children (ClutterActor *self);
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gint clutter_actor_get_n_children (ClutterActor *self);
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ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self,
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@ -70,6 +70,7 @@ clutter_actor_continue_paint
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clutter_actor_create_pango_context
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clutter_actor_create_pango_layout
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clutter_actor_destroy
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clutter_actor_destroy_all_children
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clutter_actor_detach_animation
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clutter_actor_event
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clutter_actor_get_abs_allocation_vertices
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@ -388,8 +388,9 @@ clutter_actor_insert_child_above
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clutter_actor_insert_child_at_index
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clutter_actor_insert_child_below
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clutter_actor_replace_child
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clutter_actor_remove_all_children
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clutter_actor_remove_child
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clutter_actor_remove_all_children
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clutter_actor_destroy_all_children
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clutter_actor_get_first_child
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clutter_actor_get_next_sibling
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clutter_actor_get_previous_sibling
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@ -408,6 +409,7 @@ clutter_actor_iter_init
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clutter_actor_iter_next
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clutter_actor_iter_prev
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clutter_actor_iter_remove
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clutter_actor_iter_destroy
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<SUBSECTION>
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clutter_actor_push_internal
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