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authorAlexander Orzechowski <[email protected]>2022-06-25 17:53:45 -0400
committerAlexander Orzechowski <[email protected]>2022-08-14 01:39:20 -0400
commit347401dcfcf27a957420f304a2693de1e8d7fb1d (patch)
tree79a2a0f4443a2239139d37757b2d39228bca2bb2
parent26c910a62daf3463541fd1619ded32029602381f (diff)
wlr_scene: Damage scene on node destroy by disabling node
This removes one trivial call of scene_node_damage_whole. It's easier to disable the node later than it is to do the damage dance later.
-rw-r--r--wlr_scene.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/wlr_scene.c b/wlr_scene.c
index 64b898d..4f62a88 100644
--- a/wlr_scene.c
+++ b/wlr_scene.c
@@ -79,13 +79,13 @@ void wlr_scene_node_destroy(struct wlr_scene_node *node) {
return;
}
- scene_node_damage_whole(node);
-
// We want to call the destroy listeners before we do anything else
// in case the destroy signal would like to remove children before they
// are recursively destroyed.
wlr_signal_emit_safe(&node->events.destroy, NULL);
+ wlr_scene_node_set_enabled(node, false);
+
struct wlr_scene *scene = scene_node_get_root(node);
if (node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *scene_buffer = wlr_scene_buffer_from_node(node);