ClutterPaintVolume *volume)
{
gboolean retval = FALSE;
+ ClutterActorIter iter;
ClutterActor *child;
/* if we have a background color, and an allocation, then we need to
/* otherwise, union the paint volumes of our children, in case
* any one of them decides to paint outside the parent's allocation
*/
- for (child = clutter_actor_get_first_child (actor);
- child != NULL;
- child = clutter_actor_get_next_sibling (child))
+ clutter_actor_iter_init (&iter, actor);
+ while (clutter_actor_iter_next (&iter, &child))
{
const ClutterPaintVolume *child_volume;
}
static void
-clutter_box_real_pick (ClutterActor *actor,
- const ClutterColor *pick)
-{
- ClutterActor *child;
-
- CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->pick (actor, pick);
-
- for (child = clutter_actor_get_first_child (actor);
- child != NULL;
- child = clutter_actor_get_next_sibling (child))
- {
- clutter_actor_paint (child);
- }
-}
-
-static void
clutter_box_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
actor_class->destroy = clutter_box_real_destroy;
actor_class->get_paint_volume = clutter_box_real_get_paint_volume;
- actor_class->pick = clutter_box_real_pick;
gobject_class->set_property = clutter_box_set_property;
gobject_class->get_property = clutter_box_get_property;