diff --git a/clutter/clutter/clutter-actor.c b/clutter/clutter/clutter-actor.c index b6949aff1..c6b753b3b 100644 --- a/clutter/clutter/clutter-actor.c +++ b/clutter/clutter/clutter-actor.c @@ -3877,7 +3877,6 @@ void clutter_actor_paint (ClutterActor *self) { ClutterActorPrivate *priv; - ClutterPickMode pick_mode; ClutterActorBox clip; gboolean clip_set = FALSE; ClutterStage *stage; @@ -3888,16 +3887,11 @@ clutter_actor_paint (ClutterActor *self) return; priv = self->priv; - - pick_mode = _clutter_context_get_pick_mode (); - - if (pick_mode == CLUTTER_PICK_NONE) - priv->propagated_one_redraw = FALSE; + priv->propagated_one_redraw = FALSE; /* It's an important optimization that we consider painting of * actors with 0 opacity to be a NOP... */ - if (pick_mode == CLUTTER_PICK_NONE && - /* ignore top-levels, since they might be transparent */ + if (/* ignore top-levels, since they might be transparent */ !CLUTTER_ACTOR_IS_TOPLEVEL (self) && /* Use the override opacity if its been set */ ((priv->opacity_override >= 0) ? @@ -3989,31 +3983,21 @@ clutter_actor_paint (ClutterActor *self) if (clip_set) { - if (pick_mode == CLUTTER_PICK_NONE) - { - CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage); + CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage); - cogl_framebuffer_push_rectangle_clip (fb, - clip.x1, - clip.y1, - clip.x2, - clip.y2); - } - else - { - if (!_clutter_actor_push_pick_clip (self, &clip)) - clip_set = FALSE; - } + cogl_framebuffer_push_rectangle_clip (fb, + clip.x1, + clip.y1, + clip.x2, + clip.y2); } - if (pick_mode == CLUTTER_PICK_NONE) - { - /* We check whether we need to add the flatten effect before - each paint so that we can avoid having a mechanism for - applications to notify when the value of the - has_overlaps virtual changes. */ - add_or_remove_flatten_effect (self); - } + /* We check whether we need to add the flatten effect before + * each paint so that we can avoid having a mechanism for + * applications to notify when the value of the + * has_overlaps virtual changes. + */ + add_or_remove_flatten_effect (self); /* We save the current paint volume so that the next time the * actor queues a redraw we can constrain the redraw to just @@ -4042,7 +4026,7 @@ clutter_actor_paint (ClutterActor *self) * paint then the last-paint-volume would likely represent the new * actor position not the old. */ - if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE) + if (!in_clone_paint ()) { gboolean success; /* annoyingly gcc warns if uninitialized even though @@ -4072,28 +4056,19 @@ clutter_actor_paint (ClutterActor *self) clutter_actor_continue_paint (self); - if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES && - pick_mode == CLUTTER_PICK_NONE)) + if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES)) _clutter_actor_draw_paint_volume (self); /* If we make it here then the actor has run through a complete paint run including all the effects so it's no longer dirty */ - if (pick_mode == CLUTTER_PICK_NONE) - priv->is_dirty = FALSE; + priv->is_dirty = FALSE; done: if (clip_set) { - if (pick_mode == CLUTTER_PICK_NONE) - { - CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage); + CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage); - cogl_framebuffer_pop_clip (fb); - } - else - { - _clutter_actor_pop_pick_clip (self); - } + cogl_framebuffer_pop_clip (fb); } cogl_pop_matrix (); @@ -4135,43 +4110,28 @@ clutter_actor_continue_paint (ClutterActor *self) actual actor */ if (priv->next_effect_to_paint == NULL) { - if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE) - { - ClutterPaintNode *dummy; + ClutterPaintNode *dummy; - /* XXX - this will go away in 2.0, when we can get rid of this - * stuff and switch to a pure retained render tree of PaintNodes - * for the entire frame, starting from the Stage; the paint() - * virtual function can then be called directly. - */ - dummy = _clutter_dummy_node_new (self); - clutter_paint_node_set_name (dummy, "Root"); + /* XXX - this will go away in 2.0, when we can get rid of this + * stuff and switch to a pure retained render tree of PaintNodes + * for the entire frame, starting from the Stage; the paint() + * virtual function can then be called directly. + */ + dummy = _clutter_dummy_node_new (self); + clutter_paint_node_set_name (dummy, "Root"); - /* XXX - for 1.12, we use the return value of paint_node() to - * decide whether we should emit the ::paint signal. - */ - clutter_actor_paint_node (self, dummy); - clutter_paint_node_unref (dummy); + /* XXX - for 1.12, we use the return value of paint_node() to + * decide whether we should emit the ::paint signal. + */ + clutter_actor_paint_node (self, dummy); + clutter_paint_node_unref (dummy); - /* XXX:2.0 - Call the paint() virtual directly */ - if (g_signal_has_handler_pending (self, actor_signals[PAINT], - 0, TRUE)) - g_signal_emit (self, actor_signals[PAINT], 0); - else - CLUTTER_ACTOR_GET_CLASS (self)->paint (self); - } + /* XXX:2.0 - Call the paint() virtual directly */ + if (g_signal_has_handler_pending (self, actor_signals[PAINT], + 0, TRUE)) + g_signal_emit (self, actor_signals[PAINT], 0); else - { - /* The actor will log a silhouette of itself to the stage pick log. - * - * XXX:2.0 - Call the pick() virtual directly - */ - if (g_signal_has_handler_pending (self, actor_signals[PICK], - 0, TRUE)) - g_signal_emit (self, actor_signals[PICK], 0); - else - CLUTTER_ACTOR_GET_CLASS (self)->pick (self); - } + CLUTTER_ACTOR_GET_CLASS (self)->paint (self); } else { @@ -4185,31 +4145,20 @@ clutter_actor_continue_paint (ClutterActor *self) priv->current_effect = priv->next_effect_to_paint->data; priv->next_effect_to_paint = priv->next_effect_to_paint->next; - if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE) + if (priv->is_dirty) { - if (priv->is_dirty) - { - /* If there's an effect queued with this redraw then all - effects up to that one will be considered dirty. It - is expected the queued effect will paint the cached - image and not call clutter_actor_continue_paint again - (although it should work ok if it does) */ - if (priv->effect_to_redraw == NULL || - priv->current_effect != priv->effect_to_redraw) - run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY; - } - - _clutter_effect_paint (priv->current_effect, run_flags); + /* If there's an effect queued with this redraw then all + * effects up to that one will be considered dirty. It + * is expected the queued effect will paint the cached + * image and not call clutter_actor_continue_paint again + * (although it should work ok if it does) + */ + if (priv->effect_to_redraw == NULL || + priv->current_effect != priv->effect_to_redraw) + run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY; } - else - { - /* We can't determine when an actor has been modified since - its last pick so lets just assume it has always been - modified */ - run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY; - _clutter_effect_pick (priv->current_effect, run_flags); - } + _clutter_effect_paint (priv->current_effect, run_flags); priv->current_effect = old_current_effect; }