image: Use internal function for the texture node

ClutterActor has a convenience function that removes the need to query
the actor's state and apply it to a ClutterTextureNode, so we should use
it.
This commit is contained in:
Emmanuele Bassi 2015-08-24 10:01:03 +01:00
parent af010d5e2d
commit 84c5846aa0

View File

@ -44,6 +44,7 @@
#include "clutter-image.h"
#include "clutter-actor-private.h"
#include "clutter-color.h"
#include "clutter-content-private.h"
#include "clutter-debug.h"
@ -101,49 +102,13 @@ clutter_image_paint_content (ClutterContent *content,
ClutterPaintNode *root)
{
ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
ClutterScalingFilter min_f, mag_f;
ClutterContentRepeat repeat;
ClutterPaintNode *node;
ClutterActorBox box;
ClutterColor color;
guint8 paint_opacity;
if (priv->texture == NULL)
return;
clutter_actor_get_content_box (actor, &box);
paint_opacity = clutter_actor_get_paint_opacity (actor);
clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
repeat = clutter_actor_get_content_repeat (actor);
/* ClutterTextureNode will premultiply the blend color, so we
* want it to be white with the paint opacity
*/
color.red = 255;
color.green = 255;
color.blue = 255;
color.alpha = paint_opacity;
node = clutter_texture_node_new (priv->texture, &color, min_f, mag_f);
clutter_paint_node_set_name (node, "Image");
if (repeat == CLUTTER_REPEAT_NONE)
clutter_paint_node_add_rectangle (node, &box);
else
{
float t_w = 1.f, t_h = 1.f;
if ((repeat & CLUTTER_REPEAT_X_AXIS) != FALSE)
t_w = (box.x2 - box.x1) / cogl_texture_get_width (priv->texture);
if ((repeat & CLUTTER_REPEAT_Y_AXIS) != FALSE)
t_h = (box.y2 - box.y1) / cogl_texture_get_height (priv->texture);
clutter_paint_node_add_texture_rectangle (node, &box,
0.f, 0.f,
t_w, t_h);
}
node = clutter_actor_create_texture_paint_node (actor, priv->texture);
clutter_paint_node_set_name (node, "Image Content");
clutter_paint_node_add_child (root, node);
clutter_paint_node_unref (node);
}