image: Use the actor's content repeat policy

When painting we can now use the ClutterActor content-repeat property to
decide whether or not to repeat the texture data.
This commit is contained in:
Emmanuele Bassi 2012-06-08 12:45:39 +01:00
parent e7aa21203c
commit 92fc2c760c

View File

@ -107,6 +107,7 @@ clutter_image_paint_content (ClutterContent *content,
{
ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
ClutterScalingFilter min_f, mag_f;
ClutterContentRepeat repeat;
ClutterPaintNode *node;
ClutterActorBox box;
ClutterColor color;
@ -118,6 +119,7 @@ clutter_image_paint_content (ClutterContent *content,
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);
color.red = paint_opacity;
color.green = paint_opacity;
@ -126,7 +128,24 @@ clutter_image_paint_content (ClutterContent *content,
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);
}
clutter_paint_node_add_child (root, node);
clutter_paint_node_unref (node);
}