Replace cogl_color_set_from_* with cogl_color_init_from_*
The former is not yet "officially" deprecated by the latter, but it's confusing to have them both in the code base.
This commit is contained in:
@ -199,7 +199,7 @@ clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
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vertex->y = height * vertex->ty;
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vertex->z = 0.0f;
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cogl_color_set_from_4ub (&vertex->color, 255, 255, 255, opacity);
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cogl_color_init_from_4ub (&vertex->color, 255, 255, 255, opacity);
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_clutter_deform_effect_deform_vertex (self, width, height, vertex);
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}
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@ -680,7 +680,7 @@ _clutter_do_pick (ClutterStage *stage,
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is_clipped ? "clippped" : "full", x, y);
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cogl_disable_fog ();
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cogl_color_set_from_4ub (&stage_pick_id, 255, 255, 255, 255);
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cogl_color_init_from_4ub (&stage_pick_id, 255, 255, 255, 255);
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CLUTTER_TIMER_START (_clutter_uprof_context, pick_clear);
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cogl_clear (&stage_pick_id,
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COGL_BUFFER_BIT_COLOR |
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@ -287,7 +287,7 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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perspective.z_near,
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perspective.z_far);
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cogl_color_set_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_clear (&transparent,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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@ -121,7 +121,7 @@ clutter_page_turn_effect_deform_vertex (ClutterDeformEffect *effect,
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/* Add a gradient that makes it look like lighting and hides the switch
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* between textures.
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*/
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cogl_color_set_from_4ub (&vertex->color, shade, shade, shade, 0xff);
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cogl_color_init_from_4ub (&vertex->color, shade, shade, shade, 0xff);
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}
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if (rx > 0)
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@ -316,11 +316,11 @@ clutter_stage_paint (ClutterActor *self)
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/* we use the real alpha to clear the stage if :use-alpha is
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* set; the effect depends entirely on how the Clutter backend
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*/
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cogl_color_set_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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cogl_color_init_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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: 255);
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cogl_color_premultiply (&stage_color);
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@ -2082,11 +2082,11 @@ clutter_stage_set_use_fog (ClutterStage *stage,
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*
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* /* set the fog color to the stage background color */
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* clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
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* cogl_color_set_from_4ub (&fog_color,
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* stage_color.red,
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* stage_color.green,
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* stage_color.blue,
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* stage_color.alpha);
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* cogl_color_init_from_4ub (&fog_color,
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* stage_color.red,
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* stage_color.green,
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* stage_color.blue,
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* stage_color.alpha);
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*
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* /* enable fog */
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* cogl_set_fog (&fog_color,
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@ -2096,15 +2096,13 @@ clutter_stage_set_use_fog (ClutterStage *stage,
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* }
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* ]|
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*
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* Note: The fogging functions only work correctly when the visible actors use
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* unmultiplied alpha colors. By default Cogl will premultiply textures
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* and cogl_set_source_color will premultiply colors, so unless you
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* explicitly load your textures requesting an unmultiplied
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* internal_format and use cogl_material_set_color you can only use
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* fogging with fully opaque actors.
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*
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* We can look to improve this in the future when we can depend on
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* fragment shaders.
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* <note>The fogging functions only work correctly when the visible actors use
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* unmultiplied alpha colors. By default Cogl will premultiply textures and
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* cogl_set_source_color() will premultiply colors, so unless you explicitly
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* load your textures requesting an unmultiplied internal format and use
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* cogl_material_set_color() you can only use fogging with fully opaque actors.
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* Support for premultiplied colors will improve in the future when we can
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* depend on fragment shaders.</note>
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*
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* Since: 0.6
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*/
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@ -1903,11 +1903,11 @@ clutter_text_paint (ClutterActor *self)
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CLUTTER_NOTE (PAINT, "painting text (text: '%s')", priv->text);
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cogl_color_set_from_4ub (&color,
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priv->text_color.red,
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priv->text_color.green,
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priv->text_color.blue,
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real_opacity);
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cogl_color_init_from_4ub (&color,
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priv->text_color.red,
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priv->text_color.green,
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priv->text_color.blue,
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real_opacity);
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cogl_pango_render_layout (layout, text_x, 0, &color, 0);
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if (clip_set)
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@ -511,7 +511,7 @@ update_fbo (ClutterActor *self)
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/* cogl_clear is called to clear the buffers */
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cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0);
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cogl_color_init_from_4ub (&transparent_col, 0, 0, 0, 0);
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cogl_clear (&transparent_col,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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@ -615,11 +615,11 @@ clutter_texture_pick (ClutterActor *self,
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if (priv->fbo_handle != COGL_INVALID_HANDLE)
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update_fbo (self);
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cogl_color_set_from_4ub (&pick_color,
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color->red,
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color->green,
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color->blue,
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0xff);
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cogl_color_init_from_4ub (&pick_color,
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color->red,
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color->green,
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color->blue,
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0xff);
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cogl_material_set_layer_combine_constant (priv->pick_material,
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0, &pick_color);
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cogl_material_set_layer (priv->pick_material, 0,
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@ -3530,7 +3530,7 @@ cogl_material_set_color4ub (CoglMaterial *material,
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guint8 alpha)
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{
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CoglColor color;
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cogl_color_set_from_4ub (&color, red, green, blue, alpha);
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cogl_color_init_from_4ub (&color, red, green, blue, alpha);
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cogl_material_set_color (material, &color);
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}
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@ -3542,7 +3542,7 @@ cogl_material_set_color4f (CoglMaterial *material,
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float alpha)
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{
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CoglColor color;
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cogl_color_set_from_4f (&color, red, green, blue, alpha);
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cogl_color_init_from_4f (&color, red, green, blue, alpha);
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cogl_material_set_color (material, &color);
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}
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@ -1048,7 +1048,7 @@ cogl_set_source_texture (CoglHandle texture_handle)
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g_return_if_fail (texture_handle != NULL);
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cogl_material_set_layer (ctx->simple_material, 0, texture_handle);
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cogl_color_set_from_4ub (&white, 0xff, 0xff, 0xff, 0xff);
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cogl_color_init_from_4ub (&white, 0xff, 0xff, 0xff, 0xff);
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cogl_material_set_color (ctx->simple_material, &white);
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cogl_set_source (ctx->simple_material);
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}
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@ -1061,7 +1061,7 @@ cogl_set_source_color4ub (guint8 red,
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{
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CoglColor c = { 0, };
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cogl_color_set_from_4ub (&c, red, green, blue, alpha);
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cogl_color_init_from_4ub (&c, red, green, blue, alpha);
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cogl_set_source_color (&c);
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}
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@ -1073,7 +1073,7 @@ cogl_set_source_color4f (float red,
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{
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CoglColor c = { 0, };
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cogl_color_set_from_4f (&c, red, green, blue, alpha);
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cogl_color_init_from_4f (&c, red, green, blue, alpha);
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cogl_set_source_color (&c);
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}
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@ -337,11 +337,11 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_set_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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cogl_color_init_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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cogl_color_premultiply (&draw_color);
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@ -569,11 +569,11 @@ cogl_pango_renderer_set_color_for_part (PangoRenderer *renderer,
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{
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CoglColor color;
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cogl_color_set_from_4ub (&color,
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pango_color->red >> 8,
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pango_color->green >> 8,
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pango_color->blue >> 8,
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0xff);
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cogl_color_init_from_4ub (&color,
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pango_color->red >> 8,
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pango_color->green >> 8,
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pango_color->blue >> 8,
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0xff);
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_cogl_pango_display_list_set_color_override (priv->display_list, &color);
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}
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