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clutter/actor: Remove _clutter_actor_queue_redraw_with_clip()

Queueing a redraw with a clip is easy enough and this function is
private anyway, so remove it and call _clutter_actor_queue_redraw_full()
instead in the one function using it.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1527
This commit is contained in:
Jonas Dreßler 2020-10-19 12:37:09 +02:00
parent 8b21fb4f96
commit 3ea9217be2
2 changed files with 4 additions and 44 deletions

View file

@ -228,8 +228,6 @@ void _clutter_actor_set_has_pointer
void _clutter_actor_set_has_key_focus (ClutterActor *self,
gboolean has_key_focus);
void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const ClutterPaintVolume *clip_volume);
void _clutter_actor_queue_redraw_full (ClutterActor *self,
const ClutterPaintVolume *volume,
ClutterEffect *effect);

View file

@ -1752,7 +1752,7 @@ clutter_actor_queue_redraw_on_parent (ClutterActor *self)
return;
pv = clutter_actor_get_transformed_paint_volume (self, self->priv->parent);
_clutter_actor_queue_redraw_with_clip (self->priv->parent, pv);
_clutter_actor_queue_redraw_full (self->priv->parent, pv, NULL);
}
/**
@ -8064,14 +8064,9 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
/* Here's an outline of the actor queue redraw mechanism:
*
* The process starts in one of the following two functions which
* are wrappers for this function:
*
* clutter_actor_queue_redraw()
* _clutter_actor_queue_redraw_with_clip()
*
* additionally, an effect can queue a redraw by wrapping this
* function in clutter_effect_queue_repaint().
* The process starts in clutter_actor_queue_redraw() which is a
* wrapper for this function. Additionally, an effect can queue a
* redraw by wrapping this function in clutter_effect_queue_repaint().
*
* This functions queues an entry in a list associated with the
* stage which is a list of actors that queued a redraw while
@ -8103,7 +8098,6 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
*
* So the control flow goes like this:
* One of clutter_actor_queue_redraw(),
* _clutter_actor_queue_redraw_with_clip(),
* or clutter_effect_queue_repaint()
*
* then control moves to:
@ -8245,38 +8239,6 @@ clutter_actor_queue_redraw (ClutterActor *self)
NULL /* effect */);
}
/*< private >
* _clutter_actor_queue_redraw_with_clip:
* @self: A #ClutterActor
* @volume: A #ClutterPaintVolume describing the bounds of what needs to be
* redrawn or %NULL if to use the actors own paint volume.
*
* Queues up a clipped redraw of an actor and any children. The redraw
* occurs once the main loop becomes idle (after the current batch of
* events has been processed, roughly).
*
* Applications rarely need to call this, as redraws are handled
* automatically by modification functions.
*
* This function will not do anything if @self is not visible, or if
* the actor is inside an invisible part of the scenegraph.
*
* Also be aware that painting is a NOP for actors with an opacity of
* 0
*
* When you are implementing a custom actor you must queue a redraw
* whenever some private state changes that will affect painting or
* picking of your actor.
*/
void
_clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const ClutterPaintVolume *volume)
{
_clutter_actor_queue_redraw_full (self,
volume, /* clip volume */
NULL /* effect */);
}
void
_clutter_actor_queue_only_relayout (ClutterActor *self)
{