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:
Emmanuele Bassi 2010-09-03 16:55:12 +01:00
parent 0e2b0e496e
commit abef73bb58
21 changed files with 64 additions and 66 deletions

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@ -199,7 +199,7 @@ clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
vertex->y = height * vertex->ty; vertex->y = height * vertex->ty;
vertex->z = 0.0f; vertex->z = 0.0f;
cogl_color_set_from_4ub (&vertex->color, 255, 255, 255, opacity); cogl_color_init_from_4ub (&vertex->color, 255, 255, 255, opacity);
_clutter_deform_effect_deform_vertex (self, width, height, vertex); _clutter_deform_effect_deform_vertex (self, width, height, vertex);
} }

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@ -680,7 +680,7 @@ _clutter_do_pick (ClutterStage *stage,
is_clipped ? "clippped" : "full", x, y); is_clipped ? "clippped" : "full", x, y);
cogl_disable_fog (); cogl_disable_fog ();
cogl_color_set_from_4ub (&stage_pick_id, 255, 255, 255, 255); cogl_color_init_from_4ub (&stage_pick_id, 255, 255, 255, 255);
CLUTTER_TIMER_START (_clutter_uprof_context, pick_clear); CLUTTER_TIMER_START (_clutter_uprof_context, pick_clear);
cogl_clear (&stage_pick_id, cogl_clear (&stage_pick_id,
COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_COLOR |

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@ -287,7 +287,7 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
perspective.z_near, perspective.z_near,
perspective.z_far); perspective.z_far);
cogl_color_set_from_4ub (&transparent, 0, 0, 0, 0); cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
cogl_clear (&transparent, cogl_clear (&transparent,
COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH); COGL_BUFFER_BIT_DEPTH);

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@ -121,7 +121,7 @@ clutter_page_turn_effect_deform_vertex (ClutterDeformEffect *effect,
/* Add a gradient that makes it look like lighting and hides the switch /* Add a gradient that makes it look like lighting and hides the switch
* between textures. * between textures.
*/ */
cogl_color_set_from_4ub (&vertex->color, shade, shade, shade, 0xff); cogl_color_init_from_4ub (&vertex->color, shade, shade, shade, 0xff);
} }
if (rx > 0) if (rx > 0)

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@ -316,7 +316,7 @@ clutter_stage_paint (ClutterActor *self)
/* we use the real alpha to clear the stage if :use-alpha is /* we use the real alpha to clear the stage if :use-alpha is
* set; the effect depends entirely on how the Clutter backend * set; the effect depends entirely on how the Clutter backend
*/ */
cogl_color_set_from_4ub (&stage_color, cogl_color_init_from_4ub (&stage_color,
priv->color.red, priv->color.red,
priv->color.green, priv->color.green,
priv->color.blue, priv->color.blue,
@ -2082,7 +2082,7 @@ clutter_stage_set_use_fog (ClutterStage *stage,
* *
* /* set the fog color to the stage background color */ * /* set the fog color to the stage background color */
* clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color); * clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
* cogl_color_set_from_4ub (&fog_color, * cogl_color_init_from_4ub (&fog_color,
* stage_color.red, * stage_color.red,
* stage_color.green, * stage_color.green,
* stage_color.blue, * stage_color.blue,
@ -2096,15 +2096,13 @@ clutter_stage_set_use_fog (ClutterStage *stage,
* } * }
* ]| * ]|
* *
* Note: The fogging functions only work correctly when the visible actors use * <note>The fogging functions only work correctly when the visible actors use
* unmultiplied alpha colors. By default Cogl will premultiply textures * unmultiplied alpha colors. By default Cogl will premultiply textures and
* and cogl_set_source_color will premultiply colors, so unless you * cogl_set_source_color() will premultiply colors, so unless you explicitly
* explicitly load your textures requesting an unmultiplied * load your textures requesting an unmultiplied internal format and use
* internal_format and use cogl_material_set_color you can only use * cogl_material_set_color() you can only use fogging with fully opaque actors.
* fogging with fully opaque actors. * Support for premultiplied colors will improve in the future when we can
* * depend on fragment shaders.</note>
* We can look to improve this in the future when we can depend on
* fragment shaders.
* *
* Since: 0.6 * Since: 0.6
*/ */

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@ -1903,7 +1903,7 @@ clutter_text_paint (ClutterActor *self)
CLUTTER_NOTE (PAINT, "painting text (text: '%s')", priv->text); CLUTTER_NOTE (PAINT, "painting text (text: '%s')", priv->text);
cogl_color_set_from_4ub (&color, cogl_color_init_from_4ub (&color,
priv->text_color.red, priv->text_color.red,
priv->text_color.green, priv->text_color.green,
priv->text_color.blue, priv->text_color.blue,

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@ -511,7 +511,7 @@ update_fbo (ClutterActor *self)
/* cogl_clear is called to clear the buffers */ /* cogl_clear is called to clear the buffers */
cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0); cogl_color_init_from_4ub (&transparent_col, 0, 0, 0, 0);
cogl_clear (&transparent_col, cogl_clear (&transparent_col,
COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH); COGL_BUFFER_BIT_DEPTH);
@ -615,7 +615,7 @@ clutter_texture_pick (ClutterActor *self,
if (priv->fbo_handle != COGL_INVALID_HANDLE) if (priv->fbo_handle != COGL_INVALID_HANDLE)
update_fbo (self); update_fbo (self);
cogl_color_set_from_4ub (&pick_color, cogl_color_init_from_4ub (&pick_color,
color->red, color->red,
color->green, color->green,
color->blue, color->blue,

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@ -3530,7 +3530,7 @@ cogl_material_set_color4ub (CoglMaterial *material,
guint8 alpha) guint8 alpha)
{ {
CoglColor color; CoglColor color;
cogl_color_set_from_4ub (&color, red, green, blue, alpha); cogl_color_init_from_4ub (&color, red, green, blue, alpha);
cogl_material_set_color (material, &color); cogl_material_set_color (material, &color);
} }
@ -3542,7 +3542,7 @@ cogl_material_set_color4f (CoglMaterial *material,
float alpha) float alpha)
{ {
CoglColor color; CoglColor color;
cogl_color_set_from_4f (&color, red, green, blue, alpha); cogl_color_init_from_4f (&color, red, green, blue, alpha);
cogl_material_set_color (material, &color); cogl_material_set_color (material, &color);
} }

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@ -1048,7 +1048,7 @@ cogl_set_source_texture (CoglHandle texture_handle)
g_return_if_fail (texture_handle != NULL); g_return_if_fail (texture_handle != NULL);
cogl_material_set_layer (ctx->simple_material, 0, texture_handle); cogl_material_set_layer (ctx->simple_material, 0, texture_handle);
cogl_color_set_from_4ub (&white, 0xff, 0xff, 0xff, 0xff); cogl_color_init_from_4ub (&white, 0xff, 0xff, 0xff, 0xff);
cogl_material_set_color (ctx->simple_material, &white); cogl_material_set_color (ctx->simple_material, &white);
cogl_set_source (ctx->simple_material); cogl_set_source (ctx->simple_material);
} }
@ -1061,7 +1061,7 @@ cogl_set_source_color4ub (guint8 red,
{ {
CoglColor c = { 0, }; CoglColor c = { 0, };
cogl_color_set_from_4ub (&c, red, green, blue, alpha); cogl_color_init_from_4ub (&c, red, green, blue, alpha);
cogl_set_source_color (&c); cogl_set_source_color (&c);
} }
@ -1073,7 +1073,7 @@ cogl_set_source_color4f (float red,
{ {
CoglColor c = { 0, }; CoglColor c = { 0, };
cogl_color_set_from_4f (&c, red, green, blue, alpha); cogl_color_init_from_4f (&c, red, green, blue, alpha);
cogl_set_source_color (&c); cogl_set_source_color (&c);
} }

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@ -337,7 +337,7 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
if (node->color_override) if (node->color_override)
/* Use the override color but preserve the alpha from the /* Use the override color but preserve the alpha from the
draw color */ draw color */
cogl_color_set_from_4ub (&draw_color, cogl_color_init_from_4ub (&draw_color,
cogl_color_get_red_byte (&node->color), cogl_color_get_red_byte (&node->color),
cogl_color_get_green_byte (&node->color), cogl_color_get_green_byte (&node->color),
cogl_color_get_blue_byte (&node->color), cogl_color_get_blue_byte (&node->color),

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@ -569,7 +569,7 @@ cogl_pango_renderer_set_color_for_part (PangoRenderer *renderer,
{ {
CoglColor color; CoglColor color;
cogl_color_set_from_4ub (&color, cogl_color_init_from_4ub (&color,
pango_color->red >> 8, pango_color->red >> 8,
pango_color->green >> 8, pango_color->green >> 8,
pango_color->blue >> 8, pango_color->blue >> 8,

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@ -27,7 +27,7 @@ _text_paint_cb (ClutterActor *actor)
/* Create a #ccc color and premultiply it */ /* Create a #ccc color and premultiply it */
CoglColor color; CoglColor color;
cogl_color_set_from_4ub (&color, 0xcc, 0xcc, 0xcc, real_opacity); cogl_color_init_from_4ub (&color, 0xcc, 0xcc, 0xcc, real_opacity);
cogl_color_premultiply (&color); cogl_color_premultiply (&color);
/* Finally, render the Text layout at a given offset using the color */ /* Finally, render the Text layout at a given offset using the color */

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@ -50,7 +50,7 @@ _update_progress_cb (ClutterTimeline *timeline,
* depending on the current progress of the timeline * depending on the current progress of the timeline
*/ */
CoglColor constant; CoglColor constant;
cogl_color_set_from_4ub (&constant, 0x00, 0x00, 0x00, 0xff * progress); cogl_color_init_from_4ub (&constant, 0x00, 0x00, 0x00, 0xff * progress);
/* This sets the value of the constant color we use when combining /* This sets the value of the constant color we use when combining
* the two layers * the two layers

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@ -35,9 +35,9 @@ _clone_paint_cb (ClutterActor *actor)
/* figure out the two colors for the reflection: the first is /* figure out the two colors for the reflection: the first is
* full color and the second is the same, but at 0 opacity * full color and the second is the same, but at 0 opacity
*/ */
cogl_color_set_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.); cogl_color_init_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.);
cogl_color_premultiply (&color_1); cogl_color_premultiply (&color_1);
cogl_color_set_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0); cogl_color_init_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0);
cogl_color_premultiply (&color_2); cogl_color_premultiply (&color_2);
/* now describe the four vertices of the quad; since it has /* now describe the four vertices of the quad; since it has

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@ -677,9 +677,9 @@ _clone_paint_cb (ClutterActor *actor)
/* figure out the two colors for the reflection: the first is /* figure out the two colors for the reflection: the first is
* full color and the second is the same, but at 0 opacity * full color and the second is the same, but at 0 opacity
*/ */
cogl_color_set_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.); cogl_color_init_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.);
cogl_color_premultiply (&color_1); cogl_color_premultiply (&color_1);
cogl_color_set_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0); cogl_color_init_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0);
cogl_color_premultiply (&color_2); cogl_color_premultiply (&color_2);
/* describe the four vertices of the quad; since it has /* describe the four vertices of the quad; since it has

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@ -204,7 +204,7 @@ on_paint (ClutterActor *actor, TestState *state)
CoglMatrix stage_projection; CoglMatrix stage_projection;
CoglMatrix stage_modelview; CoglMatrix stage_modelview;
cogl_color_set_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff); cogl_color_init_from_4ub (&clr, 0x00, 0x00, 0x00, 0xff);
do_test_backface_culling (state); do_test_backface_culling (state);

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@ -111,7 +111,7 @@ test_blend (TestState *state,
blend_string, error->message); blend_string, error->message);
} }
cogl_color_set_from_4ub (&blend_const_color, Br, Bg, Bb, Ba); cogl_color_init_from_4ub (&blend_const_color, Br, Bg, Bb, Ba);
cogl_material_set_blend_constant (material, &blend_const_color); cogl_material_set_blend_constant (material, &blend_const_color);
cogl_set_source (material); cogl_set_source (material);
@ -232,7 +232,7 @@ test_tex_combine (TestState *state,
combine_string, error->message); combine_string, error->message);
} }
cogl_color_set_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca); cogl_color_init_from_4ub (&combine_const_color, Cr, Cg, Cb, Ca);
cogl_material_set_layer_combine_constant (material, 1, &combine_const_color); cogl_material_set_layer_combine_constant (material, 1, &combine_const_color);
cogl_set_source (material); cogl_set_source (material);

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@ -200,7 +200,7 @@ test_invalid_texture_layers_with_constant_colors (TestState *state,
/* ignore the fallback texture on the layer and use a constant color /* ignore the fallback texture on the layer and use a constant color
instead */ instead */
cogl_color_set_from_4ub (&constant_color, 0, 0, 255, 255); cogl_color_init_from_4ub (&constant_color, 0, 0, 255, 255);
cogl_material_set_layer_combine (material, 0, cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(CONSTANT)", "RGBA=REPLACE(CONSTANT)",
NULL); NULL);

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@ -82,7 +82,7 @@ on_paint (ClutterActor *actor, void *state)
float height; float height;
/* for clearing the offscreen framebuffer to black... */ /* for clearing the offscreen framebuffer to black... */
cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff); cogl_color_init_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
cogl_get_viewport (saved_viewport); cogl_get_viewport (saved_viewport);
cogl_get_projection_matrix (&saved_projection); cogl_get_projection_matrix (&saved_projection);

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@ -56,7 +56,7 @@ on_paint (ClutterActor *actor,
layout = clutter_actor_create_pango_layout (actor, text); layout = clutter_actor_create_pango_layout (actor, text);
pango_layout_get_size (layout, &layout_width, &layout_height); pango_layout_get_size (layout, &layout_width, &layout_height);
cogl_color_set_from_4ub (&color, 0, 0, 0, 255); cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_pango_render_layout (layout, cogl_pango_render_layout (layout,
(width - (layout_width / 1024)) / 2, (width - (layout_width / 1024)) / 2,
(height - (layout_height / 1024)) / 2, (height - (layout_height / 1024)) / 2,

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@ -114,7 +114,7 @@ test_coglbox_fade_texture (gfloat x1,
for (i = 0; i < 4; i++) for (i = 0; i < 4; i++)
{ {
cogl_color_set_from_4ub (&(vertices[i].color), cogl_color_init_from_4ub (&(vertices[i].color),
255, 255,
255, 255,
255, 255,