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window-actor: Use g_signal_connect_object

To make our signal connections a bit more manageable...
This commit is contained in:
Jasper St. Pierre 2013-12-09 13:47:01 -05:00
parent fd8cc9b7a8
commit 1b600f5867

View file

@ -54,8 +54,6 @@ struct _MetaWindowActorPrivate
MetaSurfaceActor *surface;
guint surface_allocation_changed_id;
/* MetaShadowFactory only caches shadows that are actually in use;
* to avoid unnecessary recomputation we do two things: 1) we store
* both a focused and unfocused shadow for the window. If the window
@ -300,8 +298,6 @@ meta_window_actor_init (MetaWindowActor *self)
priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
META_TYPE_WINDOW_ACTOR,
MetaWindowActorPrivate);
priv->surface_allocation_changed_id = 0;
priv->opacity = 0xff;
priv->shadow_class = NULL;
}
@ -415,11 +411,8 @@ meta_window_actor_constructed (GObject *object)
clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
priv->surface_allocation_changed_id =
g_signal_connect (CLUTTER_ACTOR (priv->surface),
"allocation-changed",
G_CALLBACK (surface_allocation_changed_notify),
self);
g_signal_connect_object (priv->surface, "allocation-changed",
G_CALLBACK (surface_allocation_changed_notify), self, 0);
meta_window_actor_update_shape (self);
g_signal_connect_object (window, "notify::decorated",
@ -495,11 +488,6 @@ meta_window_actor_dispose (GObject *object)
g_clear_object (&priv->window);
if (priv->surface != NULL && priv->surface_allocation_changed_id != 0)
g_signal_handler_disconnect (priv->surface,
priv->surface_allocation_changed_id);
priv->surface_allocation_changed_id = 0;
/*
* Release the extra reference we took on the actor.
*/