#include <gtk/gtk.h>
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
static void
show_parsing_error (GtkCssProvider *provider,
GtkCssSection *section,
#include <gtk/gtk.h>
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
static void
show_parsing_error (GtkCssProvider *provider,
GtkCssSection *section,
#include <gtk/gtk.h>
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
static void
show_parsing_error (GtkCssProvider *provider,
GtkCssSection *section,
#include <gtk/gtk.h>
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
G_DECLARE_FINAL_TYPE (CanvasItem, canvas_item, CANVAS, ITEM, GtkWidget)
struct _CanvasItem {
#include "gtkshadertoy.h"
#include "gskshaderpaintable.h"
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
static GtkWidget *demo_window = NULL;
static void
#include "script-names.h"
#include "unicode-names.h"
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
#define UCD_TYPE_ITEM (ucd_item_get_type ())
G_DECLARE_FINAL_TYPE (UcdItem, ucd_item, UCD, ITEM, GObject)
#include "config.h"
#include <gtk/gtk.h>
+G_GNUC_BEGIN_IGNORE_DEPRECATIONS
+
/* Create an object for the pegs that get moved around in the game.
*
* We implement the GdkPaintable interface for them, so we can use GtkPicture