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.
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@ -107,6 +107,7 @@ clutter_image_paint_content (ClutterContent *content,
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{
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ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
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ClutterScalingFilter min_f, mag_f;
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ClutterContentRepeat repeat;
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ClutterPaintNode *node;
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ClutterActorBox box;
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ClutterColor color;
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@ -118,6 +119,7 @@ clutter_image_paint_content (ClutterContent *content,
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clutter_actor_get_content_box (actor, &box);
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
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repeat = clutter_actor_get_content_repeat (actor);
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color.red = paint_opacity;
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color.green = paint_opacity;
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@ -126,7 +128,24 @@ clutter_image_paint_content (ClutterContent *content,
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node = clutter_texture_node_new (priv->texture, &color, min_f, mag_f);
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clutter_paint_node_set_name (node, "Image");
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if (repeat == CLUTTER_REPEAT_NONE)
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clutter_paint_node_add_rectangle (node, &box);
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else
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{
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float t_w = 1.f, t_h = 1.f;
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if ((repeat & CLUTTER_REPEAT_X_AXIS) != FALSE)
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t_w = (box.x2 - box.x1) / cogl_texture_get_width (priv->texture);
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if ((repeat & CLUTTER_REPEAT_Y_AXIS) != FALSE)
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t_h = (box.y2 - box.y1) / cogl_texture_get_height (priv->texture);
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clutter_paint_node_add_texture_rectangle (node, &box,
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0.f, 0.f,
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t_w, t_h);
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}
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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}
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