_clutter_paint_node_paint (root);
+#if 0
+ /* XXX: Uncomment this when we disable emitting the paint signal */
CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
+#endif
return TRUE;
}
if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
{
ClutterPaintNode *dummy;
- gboolean emit_paint;
+ gboolean emit_paint = TRUE;
/* 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.
+ * for the entire frame, starting from the Stage; the paint()
+ * virtual function can then be called directly.
*/
dummy = _clutter_dummy_node_new ();
clutter_paint_node_set_name (dummy, "Root");
- emit_paint = !clutter_actor_paint_node (self, dummy);
+
+ /* XXX - for 1.12, we use the return value of paint_node() to
+ * set the emit_paint variable.
+ */
+ clutter_actor_paint_node (self, dummy);
clutter_paint_node_unref (dummy);
if (emit_paint || CLUTTER_ACTOR_IS_TOPLEVEL (self))
TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size);
TEST_CONFORM_SIMPLE ("/actor", actor_basic_layout);
TEST_CONFORM_SIMPLE ("/actor", actor_margin_layout);
- TEST_CONFORM_TODO ("/actor", actor_offscreen_redirect);
+ TEST_CONFORM_SIMPLE ("/actor", actor_offscreen_redirect);
TEST_CONFORM_SIMPLE ("/actor", actor_shader_effect);
TEST_CONFORM_SIMPLE ("/actor/iter", actor_iter_traverse_children);