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authorAlexander Orzechowski <orzechowski.alexander@gmail.com>2022-06-25 17:53:45 -0400
committerAlexander Orzechowski <orzechowski.alexander@gmail.com>2022-08-14 01:39:20 -0400
commitf411ca040ebac4cede9862a4d443472c25baccc6 (patch)
tree00a4208fc7a22278723450d24f7490a9e05c2700
parent7f17774d185607752efb21042ff887dfef85f658 (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--types/scene/wlr_scene.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/types/scene/wlr_scene.c b/types/scene/wlr_scene.c
index 64b898d8..4f62a882 100644
--- a/types/scene/wlr_scene.c
+++ b/types/scene/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);