Trivial formatting fix
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42
gdk/gdk.c
42
gdk/gdk.c
@ -138,31 +138,31 @@ static GCallback gdk_threads_lock = NULL;
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static GCallback gdk_threads_unlock = NULL;
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static const GDebugKey gdk_gl_keys[] = {
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{"disable", GDK_GL_DISABLE},
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{"always", GDK_GL_ALWAYS},
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{"software-draw", GDK_GL_SOFTWARE_DRAW_GL | GDK_GL_SOFTWARE_DRAW_SURFACE},
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{"software-draw-gl", GDK_GL_SOFTWARE_DRAW_GL},
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{"software-draw-surface", GDK_GL_SOFTWARE_DRAW_SURFACE},
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{"texture-rectangle", GDK_GL_TEXTURE_RECTANGLE},
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{"legacy", GDK_GL_LEGACY},
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{ "disable", GDK_GL_DISABLE },
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{ "always", GDK_GL_ALWAYS },
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{ "software-draw", GDK_GL_SOFTWARE_DRAW_GL | GDK_GL_SOFTWARE_DRAW_SURFACE} ,
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{ "software-draw-gl", GDK_GL_SOFTWARE_DRAW_GL },
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{ "software-draw-surface", GDK_GL_SOFTWARE_DRAW_SURFACE },
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{ "texture-rectangle", GDK_GL_TEXTURE_RECTANGLE },
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{ "legacy", GDK_GL_LEGACY }
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};
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#ifdef G_ENABLE_DEBUG
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static const GDebugKey gdk_debug_keys[] = {
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{"events", GDK_DEBUG_EVENTS},
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{"misc", GDK_DEBUG_MISC},
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{"dnd", GDK_DEBUG_DND},
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{"xim", GDK_DEBUG_XIM},
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{"nograbs", GDK_DEBUG_NOGRABS},
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{"input", GDK_DEBUG_INPUT},
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{"cursor", GDK_DEBUG_CURSOR},
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{"multihead", GDK_DEBUG_MULTIHEAD},
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{"xinerama", GDK_DEBUG_XINERAMA},
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{"draw", GDK_DEBUG_DRAW},
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{"eventloop", GDK_DEBUG_EVENTLOOP},
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{"frames", GDK_DEBUG_FRAMES},
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{"settings", GDK_DEBUG_SETTINGS},
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{"opengl", GDK_DEBUG_OPENGL},
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{ "events", GDK_DEBUG_EVENTS },
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{ "misc", GDK_DEBUG_MISC },
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{ "dnd", GDK_DEBUG_DND },
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{ "xim", GDK_DEBUG_XIM },
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{ "nograbs", GDK_DEBUG_NOGRABS },
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{ "input", GDK_DEBUG_INPUT },
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{ "cursor", GDK_DEBUG_CURSOR },
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{ "multihead", GDK_DEBUG_MULTIHEAD },
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{ "xinerama", GDK_DEBUG_XINERAMA },
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{ "draw", GDK_DEBUG_DRAW },
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{ "eventloop", GDK_DEBUG_EVENTLOOP },
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{ "frames", GDK_DEBUG_FRAMES },
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{ "settings", GDK_DEBUG_SETTINGS },
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{ "opengl", GDK_DEBUG_OPENGL }
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};
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static gboolean
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@ -3703,9 +3703,10 @@ gdk_window_process_updates_internal (GdkWindow *window)
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expose_region = cairo_region_copy (window->active_update_area);
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/* Sometimes we can't just paint only the new area, as the windowing system
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requires more to be repainted. For instance, with opengl you typically
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repaint all of each frame each time and then swap the buffer, although
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there are extensions that allow us to reuse part of an old frame */
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* requires more to be repainted. For instance, with OpenGL you typically
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* repaint all of each frame each time and then swap the buffer, although
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* there are extensions that allow us to reuse part of an old frame.
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*/
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if (GDK_WINDOW_IMPL_GET_CLASS (window->impl)->invalidate_for_new_frame)
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GDK_WINDOW_IMPL_GET_CLASS (window->impl)->invalidate_for_new_frame (window, expose_region);
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