From f411ca040ebac4cede9862a4d443472c25baccc6 Mon Sep 17 00:00:00 2001 From: Alexander Orzechowski Date: Sat, 25 Jun 2022 17:53:45 -0400 Subject: [PATCH] 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. --- types/scene/wlr_scene.c | 4 ++-- 1 file 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);