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authorMarco Trevisan (Treviño) <mail@3v1n0.net>2013-10-30 15:25:11 -0700
committerMarco Trevisan (Treviño) <mail@3v1n0.net>2013-10-30 15:25:11 -0700
commite4b01bd782e1c4adf7e3a7e950c723fa3a8b9b1c (patch)
treeb96c36e6b89f728223301d3d3ef64279d9590e73 /plugins/unityshell
parentf8752d5339a798f0fdfed01f10a96eac1eea31d3 (diff)
UnityScreen: use new ForEachBaseWindow
(bzr r3347.3.14)
Diffstat (limited to 'plugins/unityshell')
-rw-r--r--plugins/unityshell/src/unityshell.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/plugins/unityshell/src/unityshell.cpp b/plugins/unityshell/src/unityshell.cpp
index 1089b9576..a7c471809 100644
--- a/plugins/unityshell/src/unityshell.cpp
+++ b/plugins/unityshell/src/unityshell.cpp
@@ -1426,8 +1426,7 @@ void UnityScreen::damageCutoff()
/* We have to force-redraw the whole scene because
* of a bug in the nvidia driver that causes framebuffers
* to be trashed on resume for a few swaps */
- wt->GetWindowCompositor()
- .OnAllBaseWindows([](WeakBaseWindowPtr const &w) {
+ wt->GetWindowCompositor().ForEachBaseWindow([](WeakBaseWindowPtr const &w) {
w->QueueDraw();
});