st: Add more error checking to shadow-related code

The additional error checks should catch quite some warnings (e.g.
when trying to create a shadow for a 0-width actor).
This commit is contained in:
Jasper St. Pierre 2011-03-11 15:29:15 -05:00 committed by Florian Müllner
parent c81c564941
commit c58b8498b3
2 changed files with 26 additions and 16 deletions

View File

@ -243,10 +243,11 @@ st_label_paint (ClutterActor *actor)
priv->text_shadow_material = material;
}
_st_paint_shadow_with_opacity (shadow_spec,
priv->text_shadow_material,
&allocation,
clutter_actor_get_paint_opacity (priv->label));
if (priv->text_shadow_material != COGL_INVALID_HANDLE)
_st_paint_shadow_with_opacity (shadow_spec,
priv->text_shadow_material,
&allocation,
clutter_actor_get_paint_opacity (priv->label));
}
clutter_actor_paint (priv->label);

View File

@ -604,32 +604,41 @@ _st_create_shadow_material_from_actor (StShadow *shadow_spec,
{
CoglHandle buffer, offscreen;
ClutterActorBox box;
CoglColor clear_color;
float width, height;
clutter_actor_get_allocation_box (actor, &box);
clutter_actor_box_get_size (&box, &width, &height);
if (width == 0 || height == 0)
return COGL_INVALID_HANDLE;
buffer = cogl_texture_new_with_size (width,
height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_ANY);
if (buffer == COGL_INVALID_HANDLE)
return COGL_INVALID_HANDLE;
offscreen = cogl_offscreen_new_to_texture (buffer);
if (offscreen != COGL_INVALID_HANDLE)
if (offscreen == COGL_INVALID_HANDLE)
{
CoglColor clear_color;
cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
cogl_push_framebuffer (offscreen);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
cogl_ortho (0, width, height, 0, 0, 1.0);
clutter_actor_paint (actor);
cogl_pop_framebuffer ();
cogl_handle_unref (offscreen);
shadow_material = _st_create_shadow_material (shadow_spec, buffer);
cogl_handle_unref (buffer);
return COGL_INVALID_HANDLE;
}
cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
cogl_push_framebuffer (offscreen);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
cogl_ortho (0, width, height, 0, 0, 1.0);
clutter_actor_paint (actor);
cogl_pop_framebuffer ();
cogl_handle_unref (offscreen);
shadow_material = _st_create_shadow_material (shadow_spec, buffer);
cogl_handle_unref (buffer);
}