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2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-group.c: * clutter/clutter-texture.c: Use CLUTTER_ACTOR_IS_VISIBLE() and not CLUTTER_ACTOR_IS_MAPPED().
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@ -1,3 +1,9 @@
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2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-group.c:
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* clutter/clutter-texture.c: Use CLUTTER_ACTOR_IS_VISIBLE()
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and not CLUTTER_ACTOR_IS_MAPPED().
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2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-score.[ch]: Small clean ups and refactoring.
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@ -99,7 +99,7 @@ clutter_group_paint (ClutterActor *actor)
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g_assert (child != NULL);
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if (CLUTTER_ACTOR_IS_MAPPED (child))
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if (CLUTTER_ACTOR_IS_VISIBLE (child))
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clutter_actor_paint (child);
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}
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@ -126,7 +126,7 @@ clutter_group_pick (ClutterActor *actor,
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'.
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*/
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if (CLUTTER_ACTOR_IS_MAPPED (actor))
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if (CLUTTER_ACTOR_IS_VISIBLE (actor))
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clutter_group_paint (actor);
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}
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@ -1564,7 +1564,7 @@ clutter_texture_set_from_rgb_data (ClutterTexture *texture,
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g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
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/* If resized actor may need resizing but paint() will do this */
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if (CLUTTER_ACTOR_IS_MAPPED (texture))
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if (CLUTTER_ACTOR_IS_VISIBLE (texture))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
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if (copy_data != NULL)
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@ -1696,14 +1696,14 @@ clutter_texture_set_from_yuv_data (ClutterTexture *texture,
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0, priv->width, priv->height);
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if (priv->sync_actor_size)
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clutter_actor_set_size (CLUTTER_ACTOR(texture),
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clutter_actor_set_size (CLUTTER_ACTOR (texture),
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priv->width,
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priv->height);
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}
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g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
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if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture)))
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if (CLUTTER_ACTOR_IS_VISIBLE (texture))
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clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
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return TRUE;
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@ -2204,8 +2204,8 @@ clutter_texture_set_area_from_rgb_data (ClutterTexture *texture,
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/* rename signal */
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g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
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if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
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if (CLUTTER_ACTOR_IS_VISIBLE (texture))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
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if (copy_data != NULL)
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g_free (copy_data);
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