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Add repaint functions
Sometimes it is necessary for third party code to have a function called during the redraw process, so that you can update the scenegraph before it is painted.
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@ -2816,3 +2816,162 @@ clutter_get_font_map (void)
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return NULL;
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}
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typedef struct _ClutterRepaintFunction
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{
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guint id;
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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} ClutterRepaintFunction;
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/**
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* clutter_threads_remove_repaint_func:
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* @handle_id: an unsigned integer greater than zero
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*
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* Removes the repaint function with @handle_id as its id
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*
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* Since: 1.0
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*/
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void
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clutter_threads_remove_repaint_func (guint handle_id)
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{
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ClutterRepaintFunction *repaint_func;
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ClutterMainContext *context;
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GList *l;
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g_return_if_fail (handle_id > 0);
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context = CLUTTER_CONTEXT ();
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l = context->repaint_funcs;
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while (l != NULL)
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{
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repaint_func = l->data;
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if (repaint_func->id == handle_id)
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{
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context->repaint_funcs =
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g_list_remove_link (context->repaint_funcs, l);
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g_list_free (l);
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if (repaint_func->notify)
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repaint_func->notify (repaint_func->data);
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g_slice_free (ClutterRepaintFunction, repaint_func);
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return;
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}
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l = l->next;
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}
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}
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/**
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* clutter_threads_add_repaint_func:
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* @func: the function to be called within the paint cycle
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* @data: data to be passed to the function, or %NULL
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* @notify: function to be called when removing the repaint
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* function, or %NULL
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*
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* Adds a function to be called whenever Clutter is repainting a Stage.
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* If the function returns %FALSE it is automatically removed from the
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* list of repaint functions and will not be called again.
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*
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* This function is guaranteed to be called from within the same thread
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* that called clutter_main(), and while the Clutter lock is being held.
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*
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* A repaint function is useful to ensure that an update of the scenegraph
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* is performed before the scenegraph is repainted; for instance, uploading
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* a frame from a video into a #ClutterTexture.
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*
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* When the repaint function is removed (either because it returned %FALSE
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* or because clutter_threads_remove_repaint_func() has been called) the
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* @notify function will be called, if any is set.
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*
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* Return value: the ID (greater than 0) of the repaint function. You
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* can use the returned integer to remove the repaint function by
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* calling clutter_threads_remove_repaint_func().
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*
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* Since: 1.0
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*/
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guint
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clutter_threads_add_repaint_func (GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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static guint repaint_id = 1;
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ClutterMainContext *context;
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ClutterRepaintFunction *repaint_func;
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g_return_val_if_fail (func != NULL, 0);
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context = CLUTTER_CONTEXT ();
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/* XXX lock the context */
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repaint_func = g_slice_new (ClutterRepaintFunction);
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repaint_func->id = repaint_id++;
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repaint_func->func = func;
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repaint_func->data = data;
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repaint_func->notify = notify;
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context->repaint_funcs = g_list_prepend (context->repaint_funcs,
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repaint_func);
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/* XXX unlock the context */
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return repaint_func->id;
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}
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/*
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* _clutter_run_repaint_functions:
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*
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* Executes the repaint functions added using the
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* clutter_threads_add_repaint_func() function.
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*
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* Must be called before calling clutter_redraw() and
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* with the Clutter thread lock held.
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*/
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void
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_clutter_run_repaint_functions (void)
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{
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ClutterMainContext *context = CLUTTER_CONTEXT ();
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ClutterRepaintFunction *repaint_func;
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GList *reinvoke_list, *l;
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if (context->repaint_funcs == NULL)
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return;
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reinvoke_list = NULL;
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/* consume the whole list while we execute the functions */
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while (context->repaint_funcs)
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{
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gboolean res = FALSE;
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repaint_func = context->repaint_funcs->data;
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l = context->repaint_funcs;
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context->repaint_funcs =
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g_list_remove_link (context->repaint_funcs, context->repaint_funcs);
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g_list_free (l);
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res = repaint_func->func (repaint_func->data);
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if (res)
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reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
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else
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{
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if (repaint_func->notify)
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repaint_func->notify (repaint_func->data);
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g_slice_free (ClutterRepaintFunction, repaint_func);
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}
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}
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if (reinvoke_list)
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context->repaint_funcs = reinvoke_list;
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}
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@ -109,34 +109,38 @@ gboolean clutter_get_show_fps (void);
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gulong clutter_get_timestamp (void);
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/* Threading functions */
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void clutter_threads_init (void);
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void clutter_threads_enter (void);
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void clutter_threads_leave (void);
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void clutter_threads_set_lock_functions (GCallback enter_fn,
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GCallback leave_fn);
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guint clutter_threads_add_idle (GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_idle_full (gint priority,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_timeout (guint interval,
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GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_timeout_full (gint priority,
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guint interval,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_frame_source (guint fps,
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GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_frame_source_full
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(gint priority,
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guint fps,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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void clutter_threads_init (void);
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void clutter_threads_enter (void);
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void clutter_threads_leave (void);
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void clutter_threads_set_lock_functions (GCallback enter_fn,
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GCallback leave_fn);
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guint clutter_threads_add_idle (GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_idle_full (gint priority,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_timeout (guint interval,
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GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_timeout_full (gint priority,
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guint interval,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_frame_source (guint fps,
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GSourceFunc func,
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gpointer data);
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guint clutter_threads_add_frame_source_full (gint priority,
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guint fps,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_repaint_func (GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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void clutter_threads_remove_repaint_func (guint handler_id);
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void clutter_set_motion_events_enabled (gboolean enable);
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gboolean clutter_get_motion_events_enabled (void);
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@ -158,7 +162,7 @@ void clutter_clear_glyph_cache (void);
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void clutter_set_font_flags (ClutterFontFlags flags);
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ClutterFontFlags clutter_get_font_flags (void);
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ClutterInputDevice* clutter_get_input_device_for_id (gint id);
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ClutterInputDevice *clutter_get_input_device_for_id (gint id);
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void clutter_grab_pointer_for_device (ClutterActor *actor,
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gint id);
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@ -132,6 +132,8 @@ struct _ClutterMainContext
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ClutterMasterClock *master_clock;
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gulong redraw_count;
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GList *repaint_funcs;
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};
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#define CLUTTER_CONTEXT() (clutter_context_get_default ())
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@ -238,6 +240,8 @@ void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
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void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
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gboolean enable);
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void _clutter_run_repaint_functions (void);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_PRIVATE_H */
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@ -403,6 +403,12 @@ redraw_update_idle (gpointer user_data)
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master_clock = _clutter_master_clock_get_default ();
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_clutter_master_clock_advance (master_clock);
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/* run the (eventual) repaint functions; since those might end up queuing
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* a relayout or a redraw we need to execute them before maybe_relayout()
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*/
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CLUTTER_NOTE (PAINT, "Repaint functions");
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_clutter_run_repaint_functions ();
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/* clutter_redraw() will also call maybe_relayout(), but since a relayout
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* can queue a redraw, we want to do the relayout before we clear the
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* update_idle to avoid painting the stage twice. Calling maybe_relayout()
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@ -457,8 +463,7 @@ static void
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set_offscreen_while_unrealized (ClutterActor *actor,
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void *data)
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{
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CLUTTER_STAGE (actor)->priv->is_offscreen =
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GPOINTER_TO_INT (data);
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CLUTTER_STAGE (actor)->priv->is_offscreen = GPOINTER_TO_INT (data);
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}
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static void
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