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Fix some *_set functions so they work if the object is the same value
Bug 1392 - behaviour_set_alpha set same alpha twice lead to warning and destroy the input alpha The following functions are fixed: clutter_actor_set_shader clutter_alpha_set_timeline clutter_behaviour_set_alpha clutter_clone_texture_set_parent_texture They either now reference the new value before destroying the old value, or just return immediately if the values are the same.
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@ -7224,11 +7224,11 @@ clutter_actor_set_shader (ClutterActor *self,
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
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/* if shader passed in is NULL we destroy the shader */
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if (shader == NULL)
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{
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destroy_shader_data (self);
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}
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if (shader)
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g_object_ref (shader);
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else
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/* if shader passed in is NULL we destroy the shader */
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destroy_shader_data (self);
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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@ -7242,15 +7242,9 @@ clutter_actor_set_shader (ClutterActor *self,
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shader_value_free);
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}
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if (shader_data->shader)
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{
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g_object_unref (shader_data->shader);
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shader_data->shader = NULL;
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}
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g_object_unref (shader_data->shader);
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if (shader)
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{
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shader_data->shader = g_object_ref (shader);
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}
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shader_data->shader = shader;
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if (CLUTTER_ACTOR_IS_VISIBLE (self))
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clutter_actor_queue_redraw (self);
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@ -395,6 +395,9 @@ clutter_alpha_set_timeline (ClutterAlpha *alpha,
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priv = alpha->priv;
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if (priv->timeline == timeline)
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return;
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if (priv->timeline)
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{
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g_signal_handlers_disconnect_by_func (priv->timeline,
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@ -570,6 +570,9 @@ clutter_behaviour_set_alpha (ClutterBehaviour *behave,
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priv = behave->priv;
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if (alpha)
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g_object_ref_sink (alpha);
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if (priv->notify_id)
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{
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CLUTTER_NOTE (BEHAVIOUR, "removing previous notify-id (%d)",
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@ -590,7 +593,6 @@ clutter_behaviour_set_alpha (ClutterBehaviour *behave,
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if (alpha)
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{
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priv->alpha = alpha;
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g_object_ref_sink (priv->alpha);
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priv->notify_id = g_signal_connect (priv->alpha, "notify::alpha",
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G_CALLBACK(notify_cb),
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@ -221,6 +221,9 @@ set_parent_texture (ClutterCloneTexture *ctexture,
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ClutterActor *actor = CLUTTER_ACTOR (ctexture);
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gboolean was_visible = CLUTTER_ACTOR_IS_VISIBLE (ctexture);
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if (priv->parent_texture == texture)
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return;
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if (priv->parent_texture)
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{
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g_object_unref (priv->parent_texture);
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