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Bug 1137 - Setting the anchor point does not trigger a re-paint
* clutter/clutter-actor.c (clutter_actor_set_property): When changing the anchor point properties, use set_anchor_pointu instead of changing the value directly so that a redraw will be queued. (clutter_actor_set_anchor_pointu): Queue a redraw when the anchor point is changed. Thanks to Johan Bilien.
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ChangeLog
11
ChangeLog
@ -1,3 +1,14 @@
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2008-09-10 Neil Roberts <neil@o-hand.com>
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Bug 1137 - Setting the anchor point does not trigger a re-paint
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* clutter/clutter-actor.c (clutter_actor_set_property): When
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changing the anchor point properties, use set_anchor_pointu
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instead of changing the value directly so that a redraw will be
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queued.
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(clutter_actor_set_anchor_pointu): Queue a redraw when the anchor
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point is changed. Thanks to Johan Bilien.
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2008-08-27 Emmanuele Bassi <ebassi@openedhand.com>
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Bug 1082 - Texture bitmap is destroyed in wrong way
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@ -1708,10 +1708,20 @@ clutter_actor_set_property (GObject *object,
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}
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break;
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case PROP_ANCHOR_X:
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priv->anchor_x = CLUTTER_UNITS_FROM_DEVICE (g_value_get_int (value));
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{
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int anchor_x = g_value_get_int (value);
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clutter_actor_set_anchor_pointu (actor,
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CLUTTER_UNITS_FROM_DEVICE (anchor_x),
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priv->anchor_y);
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}
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break;
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case PROP_ANCHOR_Y:
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priv->anchor_y = CLUTTER_UNITS_FROM_DEVICE (g_value_get_int (value));
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{
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int anchor_y = g_value_get_int (value);
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clutter_actor_set_anchor_pointu (actor,
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priv->anchor_x,
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CLUTTER_UNITS_FROM_DEVICE (anchor_y));
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}
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break;
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case PROP_SHOW_ON_SET_PARENT:
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priv->show_on_set_parent = g_value_get_boolean (value);
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@ -6155,6 +6165,7 @@ clutter_actor_set_anchor_pointu (ClutterActor *self,
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ClutterUnit anchor_y)
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{
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ClutterActorPrivate *priv;
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gboolean changed = FALSE;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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@ -6166,15 +6177,20 @@ clutter_actor_set_anchor_pointu (ClutterActor *self,
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{
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priv->anchor_x = anchor_x;
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g_object_notify (G_OBJECT (self), "anchor-x");
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changed = TRUE;
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}
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if (priv->anchor_y != anchor_y)
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{
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priv->anchor_y = anchor_y;
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g_object_notify (G_OBJECT (self), "anchor-y");
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changed = TRUE;
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}
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g_object_thaw_notify (G_OBJECT (self));
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if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
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clutter_actor_queue_redraw (self);
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}
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/**
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