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actor: Make paint_node() and ::paint mutually exclusive
The ::paint signal is the old way to paint an actor; the paint_node() virtual function is the new way. It's still not possible to traverse the whole scene graph and build a render tree of PaintNode instances, but with this change we simultaneously cut out the ::paint signal emission from the critical path for actors that are using the new PaintNode-based API, and we retain backward compatibility in the interim period between 1.10 and 2.0.
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@ -3177,41 +3177,6 @@ add_or_remove_flatten_effect (ClutterActor *self)
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}
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}
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static void
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clutter_actor_paint_node (ClutterActor *actor,
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ClutterPaintNode *root)
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{
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ClutterActorPrivate *priv = actor->priv;
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if (priv->bg_color_set)
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{
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ClutterPaintNode *node;
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ClutterColor bg_color;
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bg_color = priv->bg_color;
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bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
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* priv->bg_color.alpha
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/ 255;
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node = clutter_color_node_new (&bg_color);
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clutter_paint_node_set_name (node, "backgroundColor");
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clutter_paint_node_add_rectangle (node, &priv->allocation);
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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}
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if (priv->content != NULL)
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_clutter_content_paint_content (priv->content, actor, root);
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if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
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CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
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if (clutter_paint_node_get_n_children (root) == 0)
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return;
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_clutter_paint_node_paint (root);
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}
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static void
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clutter_actor_real_paint (ClutterActor *actor)
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{
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@ -3234,6 +3199,60 @@ clutter_actor_real_paint (ClutterActor *actor)
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}
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}
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static gboolean
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clutter_actor_paint_node (ClutterActor *actor,
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ClutterPaintNode *root)
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{
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ClutterActorPrivate *priv = actor->priv;
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if (priv->bg_color_set &&
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!clutter_color_equal (&priv->bg_color, CLUTTER_COLOR_Transparent))
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{
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ClutterPaintNode *node;
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ClutterColor bg_color;
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ClutterActorBox box;
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box.x1 = 0.f;
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box.y1 = 0.f;
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box.x2 = clutter_actor_box_get_width (&priv->allocation);
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box.y2 = clutter_actor_box_get_height (&priv->allocation);
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bg_color = priv->bg_color;
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bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
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* priv->bg_color.alpha
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/ 255;
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node = clutter_color_node_new (&bg_color);
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clutter_paint_node_set_name (node, "backgroundColor");
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clutter_paint_node_add_rectangle (node, &box);
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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}
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if (priv->content != NULL)
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_clutter_content_paint_content (priv->content, actor, root);
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if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
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CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
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if (clutter_paint_node_get_n_children (root) == 0)
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return FALSE;
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#ifdef CLUTTER_ENABLE_DEBUG
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if (CLUTTER_HAS_DEBUG (PAINT))
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{
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/* dump the tree only if we have one */
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_clutter_paint_node_dump_tree (root);
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}
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#endif /* CLUTTER_ENABLE_DEBUG */
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_clutter_paint_node_paint (root);
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CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
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return TRUE;
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}
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/**
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* clutter_actor_paint:
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* @self: A #ClutterActor
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@ -3510,6 +3529,7 @@ clutter_actor_continue_paint (ClutterActor *self)
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if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
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{
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ClutterPaintNode *dummy;
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gboolean emit_paint;
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/* XXX - this will go away in 2.0, when we can get rid of this
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* stuff and switch to a pure retained render tree of PaintNodes
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@ -3517,24 +3537,17 @@ clutter_actor_continue_paint (ClutterActor *self)
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*/
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dummy = _clutter_dummy_node_new ();
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clutter_paint_node_set_name (dummy, "Root");
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clutter_actor_paint_node (self, dummy);
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if (clutter_paint_node_get_n_children (dummy) != 0)
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{
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#ifdef CLUTTER_ENABLE_DEBUG
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if (CLUTTER_HAS_DEBUG (PAINT))
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{
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/* dump the tree only if we have one */
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_clutter_paint_node_dump_tree (dummy);
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}
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#endif /* CLUTTER_ENABLE_DEBUG */
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_clutter_paint_node_paint (dummy);
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}
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emit_paint = !clutter_actor_paint_node (self, dummy);
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clutter_paint_node_unref (dummy);
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if (emit_paint || CLUTTER_ACTOR_IS_TOPLEVEL (self))
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g_signal_emit (self, actor_signals[PAINT], 0);
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else
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{
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CLUTTER_NOTE (PAINT, "The actor '%s' painted using PaintNodes, "
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"skipping the emission of the paint signal.",
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_clutter_actor_get_debug_name (self));
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}
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}
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else
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{
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@ -17586,11 +17599,14 @@ clutter_actor_get_content_box (ClutterActor *self,
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if (!clutter_actor_has_allocation (self))
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return;
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box->x1 = 0.f;
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box->y1 = 0.f;
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box->x2 = priv->allocation.x2 - priv->allocation.x1;
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box->y2 = priv->allocation.y2 - priv->allocation.y1;
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if (priv->content == NULL)
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return;
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*box = priv->allocation;
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/* no need to do any more work */
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if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
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return;
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