#if 1
cw->w = w;
cw->h = h;
- cw->needpix = 1;
- // was cw->w / cw->h
- // evas_object_resize(cw->effect_obj, cw->pw, cw->ph);
resized = EINA_TRUE;
- _e_comp_win_damage(cw, 0, 0, cw->w, cw->h, 0);
+ if ((!cw->bd) || ((!cw->bd->shading) && (cw->bd->shaded)))
+ {
+ cw->needpix = 1;
+ // was cw->w / cw->h
+ // evas_object_resize(cw->effect_obj, cw->pw, cw->ph);
+ _e_comp_win_damage(cw, 0, 0, cw->w, cw->h, 0);
+ }
#else
if (cw->bd)
{
DBG(" [0x%x] rsz %4ix%4i", cw->win, w, h);
cw->w = w;
cw->h = h;
- cw->needpix = 1;
- // was cw->w / cw->h
- // evas_object_resize(cw->effect_obj, cw->pw, cw->ph);
resized = EINA_TRUE;
- if (!cw->real_obj) _e_comp_win_damage(cw, 0, 0, cw->w, cw->h, 0);
+ if ((!cw->bd) || ((!cw->bd->shading) && (cw->bd->shaded)))
+ {
+ cw->needpix = 1;
+ // was cw->w / cw->h
+ // evas_object_resize(cw->effect_obj, cw->pw, cw->ph);
+ if (!cw->real_obj) _e_comp_win_damage(cw, 0, 0, cw->w, cw->h, 0);
+ }
}
if (cw->border != border)
{