queue_damage_redraw is emitted to notify that some sub-region of the texture has been changed (either by an automatic damage update or by an explicit call to clutter_x11_texture_pixmap_update_area).
This usually means a redraw needs to be queued for the actor.
The default handler will queue a clipped redraw in response to the damage, using the assumption that the pixmap is being painted to a rectangle covering the transformed allocation of the actor. If you sub-class and change the paint method so this isn't true then you must also provide your own damage signal handler to queue a redraw that blocks this default behaviour.
| x |
The top left x position of the damage region |
| y |
The top left y position of the damage region |
| width |
The width of the damage region |
| height |
The height of the damage region |