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clutter/actor: Remove _clutter_actor_queue_redraw_with_clip()
Queueing a redraw with a clip is easy enough and this function is private anyway, so remove it and call _clutter_actor_queue_redraw_full() instead in the one function using it. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1527
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@ -228,8 +228,6 @@ void _clutter_actor_set_has_pointer
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void _clutter_actor_set_has_key_focus (ClutterActor *self,
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void _clutter_actor_set_has_key_focus (ClutterActor *self,
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gboolean has_key_focus);
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gboolean has_key_focus);
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void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
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const ClutterPaintVolume *clip_volume);
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void _clutter_actor_queue_redraw_full (ClutterActor *self,
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void _clutter_actor_queue_redraw_full (ClutterActor *self,
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const ClutterPaintVolume *volume,
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const ClutterPaintVolume *volume,
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ClutterEffect *effect);
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ClutterEffect *effect);
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@ -1752,7 +1752,7 @@ clutter_actor_queue_redraw_on_parent (ClutterActor *self)
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return;
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return;
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pv = clutter_actor_get_transformed_paint_volume (self, self->priv->parent);
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pv = clutter_actor_get_transformed_paint_volume (self, self->priv->parent);
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_clutter_actor_queue_redraw_with_clip (self->priv->parent, pv);
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_clutter_actor_queue_redraw_full (self->priv->parent, pv, NULL);
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}
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}
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/**
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/**
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@ -8064,14 +8064,9 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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/* Here's an outline of the actor queue redraw mechanism:
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/* Here's an outline of the actor queue redraw mechanism:
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*
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*
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* The process starts in one of the following two functions which
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* The process starts in clutter_actor_queue_redraw() which is a
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* are wrappers for this function:
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* wrapper for this function. Additionally, an effect can queue a
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*
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* redraw by wrapping this function in clutter_effect_queue_repaint().
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* clutter_actor_queue_redraw()
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* _clutter_actor_queue_redraw_with_clip()
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*
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* additionally, an effect can queue a redraw by wrapping this
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* function in clutter_effect_queue_repaint().
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*
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*
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* This functions queues an entry in a list associated with the
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* This functions queues an entry in a list associated with the
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* stage which is a list of actors that queued a redraw while
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* stage which is a list of actors that queued a redraw while
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@ -8103,7 +8098,6 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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*
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*
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* So the control flow goes like this:
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* So the control flow goes like this:
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* One of clutter_actor_queue_redraw(),
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* One of clutter_actor_queue_redraw(),
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* _clutter_actor_queue_redraw_with_clip(),
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* or clutter_effect_queue_repaint()
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* or clutter_effect_queue_repaint()
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*
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*
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* then control moves to:
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* then control moves to:
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@ -8245,38 +8239,6 @@ clutter_actor_queue_redraw (ClutterActor *self)
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NULL /* effect */);
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NULL /* effect */);
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}
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}
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/*< private >
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* _clutter_actor_queue_redraw_with_clip:
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* @self: A #ClutterActor
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* @volume: A #ClutterPaintVolume describing the bounds of what needs to be
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* redrawn or %NULL if to use the actors own paint volume.
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*
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* Queues up a clipped redraw of an actor and any children. The redraw
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* occurs once the main loop becomes idle (after the current batch of
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* events has been processed, roughly).
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*
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* Applications rarely need to call this, as redraws are handled
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* automatically by modification functions.
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*
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* This function will not do anything if @self is not visible, or if
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* the actor is inside an invisible part of the scenegraph.
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*
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* Also be aware that painting is a NOP for actors with an opacity of
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* 0
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*
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* When you are implementing a custom actor you must queue a redraw
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* whenever some private state changes that will affect painting or
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* picking of your actor.
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*/
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void
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_clutter_actor_queue_redraw_with_clip (ClutterActor *self,
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const ClutterPaintVolume *volume)
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{
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_clutter_actor_queue_redraw_full (self,
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volume, /* clip volume */
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NULL /* effect */);
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}
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void
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void
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_clutter_actor_queue_only_relayout (ClutterActor *self)
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_clutter_actor_queue_only_relayout (ClutterActor *self)
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{
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{
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