🔧 PAss all arguments of vfunc
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+2
-4
@@ -85,8 +85,6 @@ var Shader = GObject.registerClass(
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this.set_uniform_float(this._uProgress, 1, [progress]);
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this.set_uniform_float(this._uProgress, 1, [progress]);
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this.set_uniform_float(this._uTime, 1, [time]);
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this.set_uniform_float(this._uTime, 1, [time]);
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utils.debug('updateAnimation ' + progress + ' ' + time);
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// Store the current time and progress values. The corresponding signal is emitted a
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// Store the current time and progress values. The corresponding signal is emitted a
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// but later in vfunc_paint_target.
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// but later in vfunc_paint_target.
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this._progress = progress;
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this._progress = progress;
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@@ -114,9 +112,9 @@ var Shader = GObject.registerClass(
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// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
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// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
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// the handler. This could still be null if called from the updateAnimation() above.
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// the handler. This could still be null if called from the updateAnimation() above.
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vfunc_paint_target(node, paint_context) {
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vfunc_paint_target(...params) {
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this.emit('update-animation', this._progress, this._time);
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this.emit('update-animation', this._progress, this._time);
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super.vfunc_paint_target(node, paint_context);
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super.vfunc_paint_target(...params);
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}
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}
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// --------------------------------------------------------------------- private stuff
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// --------------------------------------------------------------------- private stuff
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