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https://github.com/brl/mutter.git
synced 2024-11-27 02:20:43 -05:00
group: Do not override Container
Let ClutterActor do all the work.
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parent
ef3dc2d1ba
commit
b869019eb2
@ -67,234 +67,40 @@
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struct _ClutterGroupPrivate
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{
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GList *children;
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ClutterLayoutManager *layout;
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};
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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static gint
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sort_by_depth (gconstpointer a,
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gconstpointer b)
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{
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gfloat depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
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gfloat depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
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if (depth_a < depth_b)
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return -1;
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if (depth_a > depth_b)
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return 1;
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return 0;
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}
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static void
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clutter_group_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_add_child (CLUTTER_ACTOR (container), actor);
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-added signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_container_sort_depth_order (container);
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g_object_unref (actor);
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}
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static void
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clutter_group_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_remove_child (CLUTTER_ACTOR (container), actor);
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-removed signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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g_object_unref (actor);
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}
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static void
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clutter_group_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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/* Using g_list_foreach instead of iterating the list manually
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because it has better protection against the current node being
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removed. This will happen for example if someone calls
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clutter_container_foreach(container, clutter_actor_destroy) */
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g_list_foreach (priv->children, (GFunc) callback, user_data);
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}
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static void
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clutter_group_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint index_ = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_group_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint index_ = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_group_real_sort_depth_order (ClutterContainer *container)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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priv->children = g_list_sort (priv->children, sort_by_depth);
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = clutter_group_real_add;
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iface->remove = clutter_group_real_remove;
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iface->foreach = clutter_group_real_foreach;
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iface->raise = clutter_group_real_raise;
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iface->lower = clutter_group_real_lower;
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iface->sort_depth_order = clutter_group_real_sort_depth_order;
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}
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G_DEFINE_TYPE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR)
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static void
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clutter_group_real_paint (ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *children = clutter_actor_get_children (actor);
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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g_list_free (children);
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}
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static void
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clutter_group_real_pick (ClutterActor *actor,
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const ClutterColor *pick)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *children = clutter_actor_get_children (actor);
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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, pick);
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
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g_list_free (children);
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}
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static void
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@ -336,9 +142,6 @@ clutter_group_real_allocate (ClutterActor *actor,
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klass = CLUTTER_ACTOR_CLASS (clutter_group_parent_class);
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klass->allocate (actor, allocation, flags);
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if (priv->children == NULL)
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return;
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clutter_layout_manager_allocate (priv->layout,
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CLUTTER_CONTAINER (actor),
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allocation, flags);
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@ -350,17 +153,7 @@ clutter_group_dispose (GObject *object)
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ClutterGroup *self = CLUTTER_GROUP (object);
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ClutterGroupPrivate *priv = self->priv;
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/* Note: we are careful to consider that destroying children could
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* have the side-effect of destroying other children so
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* priv->children may be modified during clutter_actor_destroy. */
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while (priv->children != NULL)
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{
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ClutterActor *child = priv->children->data;
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priv->children = g_list_delete_link (priv->children, priv->children);
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clutter_actor_destroy (child);
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}
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if (priv->layout)
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if (priv->layout != NULL)
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{
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clutter_layout_manager_set_container (priv->layout, NULL);
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g_object_unref (priv->layout);
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@ -392,13 +185,14 @@ static gboolean
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clutter_group_real_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *l;
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GList *children, *l;
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gboolean res = TRUE;
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if (priv->children == NULL)
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children = clutter_actor_get_children (actor);
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if (children == NULL)
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return TRUE;
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for (l = priv->children; l != NULL; l = l->next)
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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const ClutterPaintVolume *child_volume;
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@ -406,13 +200,18 @@ clutter_group_real_get_paint_volume (ClutterActor *actor,
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/* This gets the paint volume of the child transformed into the
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* group's coordinate space... */
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child_volume = clutter_actor_get_transformed_paint_volume (child, actor);
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if (!child_volume)
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return FALSE;
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if (child_volume == NULL)
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{
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res = FALSE;
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break;
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}
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clutter_paint_volume_union (volume, child_volume);
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}
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return TRUE;
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g_list_free (children);
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return res;
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}
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static void
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@ -470,20 +269,20 @@ clutter_group_new (void)
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void
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clutter_group_remove_all (ClutterGroup *self)
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{
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ClutterContainer *container;
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ClutterActor *actor;
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GList *children;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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container = CLUTTER_CONTAINER (self);
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children = self->priv->children;
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actor = CLUTTER_ACTOR (self);
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children = clutter_actor_get_children (actor);
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while (children != NULL)
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{
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ClutterActor *child = children->data;
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children = children->next;
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clutter_container_remove_actor (container, child);
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clutter_actor_remove_child (actor, child);
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}
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}
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@ -500,9 +299,17 @@ clutter_group_remove_all (ClutterGroup *self)
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gint
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clutter_group_get_n_children (ClutterGroup *self)
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{
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GList *children;
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gint retval;
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
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return g_list_length (self->priv->children);
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children = clutter_actor_get_children (CLUTTER_ACTOR (self));
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retval = g_list_length (children);
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g_list_free (children);
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return retval;
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}
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/**
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@ -521,7 +328,18 @@ ClutterActor *
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clutter_group_get_nth_child (ClutterGroup *self,
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gint index_)
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{
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ClutterActor *retval;
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GList *children;
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
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return g_list_nth_data (self->priv->children, index_);
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children = clutter_actor_get_children (CLUTTER_ACTOR (self));
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if (children == NULL)
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return NULL;
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retval = g_list_nth_data (children, index_);
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g_list_free (children);
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return retval;
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}
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