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https://github.com/brl/mutter.git
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d5ea422c8f
It is possible, by calling clutter_set_motion_events_enabled() prior to the creation of any stage, to control the per-actor motion event delivery flag on each newly created stage. Since we deprecated the global accessor functions in favour of the per-Stage ones, we need to remove the call to clutter_get_motion_events_enabled() inside the ClutterStage instance initialization, and replace it with an internal function. This code will go away when we can finally break API and remove the deprecated functions.
245 lines
8.4 KiB
C
245 lines
8.4 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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#include <glib.h>
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#include <glib/gi18n-lib.h>
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#include <cogl-pango/cogl-pango.h>
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#include "clutter-backend.h"
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#include "clutter-effect.h"
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#include "clutter-event.h"
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#include "clutter-feature.h"
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#include "clutter-id-pool.h"
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#include "clutter-layout-manager.h"
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#include "clutter-master-clock.h"
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#include "clutter-settings.h"
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#include "clutter-stage.h"
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G_BEGIN_DECLS
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typedef struct _ClutterMainContext ClutterMainContext;
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
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g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
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}
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_FROM(TYPE_FROM,func) { \
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g_value_register_transform_func (TYPE_FROM, g_define_type_id, func); \
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}
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#define CLUTTER_REGISTER_INTERVAL_PROGRESS(func) { \
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clutter_interval_register_progress_func (g_define_type_id, func); \
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}
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_ACTOR_IS_TOPLEVEL(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IS_TOPLEVEL) != FALSE)
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#define CLUTTER_ACTOR_IS_INTERNAL_CHILD(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_INTERNAL_CHILD) != FALSE)
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#define CLUTTER_ACTOR_IN_DESTRUCTION(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_DESTRUCTION) != FALSE)
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#define CLUTTER_ACTOR_IN_REPARENT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_REPARENT) != FALSE)
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#define CLUTTER_ACTOR_IN_PAINT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_PAINT) != FALSE)
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#define CLUTTER_ACTOR_IN_RELAYOUT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RELAYOUT) != FALSE)
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#define CLUTTER_STAGE_IN_RESIZE(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RESIZE) != FALSE)
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#define CLUTTER_PARAM_READABLE (G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_WRITABLE (G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_READWRITE (G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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/* automagic interning of a static string */
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#define I_(str) (g_intern_static_string ((str)))
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/* mark all properties under the "Property" context */
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#ifdef ENABLE_NLS
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#define P_(String) (_clutter_gettext ((String)))
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#else
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#define P_(String) (String)
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#endif
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typedef enum {
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_IN_DESTRUCTION = 1 << 0,
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CLUTTER_IS_TOPLEVEL = 1 << 1,
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CLUTTER_IN_REPARENT = 1 << 2,
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/* Used to avoid recursion */
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CLUTTER_IN_PAINT = 1 << 3,
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/* Used to avoid recursion */
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CLUTTER_IN_RELAYOUT = 1 << 4,
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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CLUTTER_IN_RESIZE = 1 << 5,
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/* a flag for internal children of Containers */
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CLUTTER_INTERNAL_CHILD = 1 << 6
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} ClutterPrivateFlags;
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/*
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* ClutterMainContext:
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*
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* The shared state of Clutter
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*/
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struct _ClutterMainContext
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{
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/* the main windowing system backend */
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ClutterBackend *backend;
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/* the main event queue */
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GQueue *events_queue;
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/* timer used to print the FPS count */
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GTimer *timer;
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ClutterPickMode pick_mode;
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/* mapping between reused integer ids and actors */
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ClutterIDPool *id_pool;
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/* default FPS; this is only used if we cannot sync to vblank */
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guint frame_rate;
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/* actors with a grab on all devices */
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ClutterActor *pointer_grab_actor;
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ClutterActor *keyboard_grab_actor;
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/* stack of actors with shaders during paint */
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GSList *shaders;
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/* fb bit masks for col<->id mapping in picking */
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gint fb_r_mask;
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gint fb_g_mask;
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gint fb_b_mask;
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gint fb_r_mask_used;
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gint fb_g_mask_used;
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gint fb_b_mask_used;
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PangoContext *pango_context; /* Global Pango context */
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CoglPangoFontMap *font_map; /* Global font map */
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ClutterEvent *current_event;
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guint32 last_event_time;
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/* list of repaint functions installed through
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* clutter_threads_add_repaint_func()
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*/
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GList *repaint_funcs;
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/* main settings singleton */
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ClutterSettings *settings;
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/* boolean flags */
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guint is_initialized : 1;
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guint motion_events_per_actor : 1;
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guint defer_display_setup : 1;
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guint options_parsed : 1;
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};
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/* shared between clutter-main.c and clutter-frame-source.c */
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typedef struct
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{
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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} ClutterThreadsDispatch;
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gboolean _clutter_threads_dispatch (gpointer data);
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void _clutter_threads_dispatch_free (gpointer data);
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ClutterMainContext * _clutter_context_get_default (void);
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gboolean _clutter_context_is_initialized (void);
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PangoContext * _clutter_context_create_pango_context (void);
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PangoContext * _clutter_context_get_pango_context (void);
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ClutterPickMode _clutter_context_get_pick_mode (void);
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void _clutter_context_push_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_pop_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_peek_shader_stack (void);
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guint32 _clutter_context_acquire_id (gpointer key);
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void _clutter_context_release_id (guint32 id_);
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gboolean _clutter_context_get_motion_events_enabled (void);
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const gchar *_clutter_gettext (const gchar *str);
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gboolean _clutter_feature_init (GError **error);
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/* Picking code */
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guint _clutter_pixel_to_id (guchar pixel[4]);
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void _clutter_id_to_color (guint id,
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ClutterColor *col);
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ClutterActor * _clutter_get_actor_by_id (ClutterStage *stage,
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guint32 actor_id);
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/* use this function as the accumulator if you have a signal with
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* a G_TYPE_BOOLEAN return value; this will stop the emission as
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* soon as one handler returns TRUE
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*/
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gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
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GValue *return_accu,
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const GValue *handler_return,
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gpointer dummy);
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void _clutter_run_repaint_functions (void);
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void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
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ClutterActor *actor,
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ClutterActorBox *allocation);
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GType _clutter_layout_manager_get_child_meta_type (ClutterLayoutManager *manager);
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void _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const float *viewport,
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const ClutterVertex *vertices_in,
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ClutterVertex *vertices_out,
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int n_vertices);
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typedef struct _ClutterPlane
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{
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CoglVector3 v0;
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CoglVector3 n;
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} ClutterPlane;
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typedef enum _ClutterCullResult
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{
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CLUTTER_CULL_RESULT_UNKNOWN,
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CLUTTER_CULL_RESULT_IN,
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CLUTTER_CULL_RESULT_OUT,
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CLUTTER_CULL_RESULT_PARTIAL
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} ClutterCullResult;
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G_END_DECLS
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#endif /* __CLUTTER_PRIVATE_H__ */
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