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2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>

* clutter/clutter-group.c:
	* clutter/clutter-texture.c: Use CLUTTER_ACTOR_IS_VISIBLE()
	and not CLUTTER_ACTOR_IS_MAPPED().
This commit is contained in:
Emmanuele Bassi 2008-03-19 15:05:16 +00:00
parent d622eb1682
commit 8efb98edae
3 changed files with 13 additions and 7 deletions

View file

@ -1,3 +1,9 @@
2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-group.c:
* clutter/clutter-texture.c: Use CLUTTER_ACTOR_IS_VISIBLE()
and not CLUTTER_ACTOR_IS_MAPPED().
2008-03-19 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-score.[ch]: Small clean ups and refactoring.

View file

@ -99,7 +99,7 @@ clutter_group_paint (ClutterActor *actor)
g_assert (child != NULL);
if (CLUTTER_ACTOR_IS_MAPPED (child))
if (CLUTTER_ACTOR_IS_VISIBLE (child))
clutter_actor_paint (child);
}
@ -126,7 +126,7 @@ clutter_group_pick (ClutterActor *actor,
/* Just forward to the paint call which in turn will trigger
* the child actors also getting 'picked'.
*/
if (CLUTTER_ACTOR_IS_MAPPED (actor))
if (CLUTTER_ACTOR_IS_VISIBLE (actor))
clutter_group_paint (actor);
}

View file

@ -1564,7 +1564,7 @@ clutter_texture_set_from_rgb_data (ClutterTexture *texture,
g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
/* If resized actor may need resizing but paint() will do this */
if (CLUTTER_ACTOR_IS_MAPPED (texture))
if (CLUTTER_ACTOR_IS_VISIBLE (texture))
clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
if (copy_data != NULL)
@ -1696,14 +1696,14 @@ clutter_texture_set_from_yuv_data (ClutterTexture *texture,
0, priv->width, priv->height);
if (priv->sync_actor_size)
clutter_actor_set_size (CLUTTER_ACTOR(texture),
clutter_actor_set_size (CLUTTER_ACTOR (texture),
priv->width,
priv->height);
}
g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture)))
if (CLUTTER_ACTOR_IS_VISIBLE (texture))
clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
return TRUE;
@ -2204,8 +2204,8 @@ clutter_texture_set_area_from_rgb_data (ClutterTexture *texture,
/* rename signal */
g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);
if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture)))
clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
if (CLUTTER_ACTOR_IS_VISIBLE (texture))
clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
if (copy_data != NULL)
g_free (copy_data);