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Avoid needlessly queue redraws for invisible actors
If an actor is not set as visible, or if it is in a section of the scenegraph that it's set as not visible (e.g. one of the parents is not visible) then we should not queue a redraw for it. Patch based on code from Michael Boccara <michael@graphtech.co.il>
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@ -3082,6 +3082,9 @@ clutter_actor_destroy (ClutterActor *self)
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*
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*
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* Applications rarely need to call this, as redraws are handled
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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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* automatically by modification functions.
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*
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* This function will not do anything if @self is not visible, or
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* if the actor is inside an invisible part of the scenegraph.
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*/
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*/
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void
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void
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clutter_actor_queue_redraw (ClutterActor *self)
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clutter_actor_queue_redraw (ClutterActor *self)
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@ -3090,7 +3093,16 @@ clutter_actor_queue_redraw (ClutterActor *self)
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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/* FIXME: should we check we're visible here? */
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/* short-circuit the trivial case */
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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return;
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/* check if any part of the scenegraph we're in
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* is not visible
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*/
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if (!clutter_actor_get_paint_visibility (self))
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return;
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if ((stage = clutter_actor_get_stage (self)) != NULL)
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if ((stage = clutter_actor_get_stage (self)) != NULL)
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clutter_stage_queue_redraw (CLUTTER_STAGE (stage));
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clutter_stage_queue_redraw (CLUTTER_STAGE (stage));
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}
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}
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