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.
This commit is contained in:
Alexander Orzechowski 2022-06-25 17:53:45 -04:00
parent 7f17774d18
commit f411ca040e

View file

@ -79,13 +79,13 @@ void wlr_scene_node_destroy(struct wlr_scene_node *node) {
return; return;
} }
scene_node_damage_whole(node);
// We want to call the destroy listeners before we do anything else // We want to call the destroy listeners before we do anything else
// in case the destroy signal would like to remove children before they // in case the destroy signal would like to remove children before they
// are recursively destroyed. // are recursively destroyed.
wlr_signal_emit_safe(&node->events.destroy, NULL); wlr_signal_emit_safe(&node->events.destroy, NULL);
wlr_scene_node_set_enabled(node, false);
struct wlr_scene *scene = scene_node_get_root(node); struct wlr_scene *scene = scene_node_get_root(node);
if (node->type == WLR_SCENE_NODE_BUFFER) { if (node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *scene_buffer = wlr_scene_buffer_from_node(node); struct wlr_scene_buffer *scene_buffer = wlr_scene_buffer_from_node(node);