{
ClutterOffscreenEffect parent_instance;
- /* a back pointer to our actor, so that we can query it */
- ClutterActor *actor;
-
/* the tint of the colorization */
ClutterColor tint;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
- self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
- if (self->actor == NULL)
- return FALSE;
-
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
effect->tint = *tint;
- if (effect->actor != NULL)
- clutter_actor_queue_redraw (effect->actor);
+ clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
}
{
ClutterOffscreenEffect parent_instance;
- /* a back pointer to our actor, so that we can query it */
- ClutterActor *actor;
-
/* the desaturation factor, also known as "strength" */
gdouble factor;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
- self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
- if (self->actor == NULL)
- return FALSE;
-
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
{
effect->factor = factor;
- if (effect->actor != NULL)
- clutter_actor_queue_redraw (effect->actor);
+ clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]);
}
shader_uniform_update (uniform, value);
if (priv->actor != NULL && !CLUTTER_ACTOR_IN_PAINT (priv->actor))
- clutter_actor_queue_redraw (priv->actor);
+ clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
}
/**