canvas: 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 09:59:53 +01:00
parent cf7e37b53b
commit af010d5e2d

View File

@ -53,6 +53,7 @@
#define CLUTTER_ENABLE_EXPERIMENTAL_API #define CLUTTER_ENABLE_EXPERIMENTAL_API
#include "clutter-actor-private.h"
#include "clutter-backend.h" #include "clutter-backend.h"
#include "clutter-cairo.h" #include "clutter-cairo.h"
#include "clutter-color.h" #include "clutter-color.h"
@ -364,57 +365,23 @@ clutter_canvas_paint_content (ClutterContent *content,
ClutterCanvas *self = CLUTTER_CANVAS (content); ClutterCanvas *self = CLUTTER_CANVAS (content);
ClutterCanvasPrivate *priv = self->priv; ClutterCanvasPrivate *priv = self->priv;
ClutterPaintNode *node; ClutterPaintNode *node;
ClutterActorBox box;
ClutterColor color;
guint8 paint_opacity;
ClutterScalingFilter min_f, mag_f;
ClutterContentRepeat repeat;
if (priv->buffer == NULL) if (priv->buffer == NULL)
return; return;
if (priv->texture && priv->dirty) if (priv->dirty)
g_clear_pointer (&priv->texture, cogl_object_unref); g_clear_pointer (&priv->texture, cogl_object_unref);
if (!priv->texture) if (priv->texture == NULL)
priv->texture = cogl_texture_new_from_bitmap (self->priv->buffer, priv->texture = cogl_texture_new_from_bitmap (priv->buffer,
COGL_TEXTURE_NO_SLICING, COGL_TEXTURE_NO_SLICING,
CLUTTER_CAIRO_FORMAT_ARGB32); CLUTTER_CAIRO_FORMAT_ARGB32);
if (priv->texture == NULL) if (priv->texture == NULL)
return; return;
clutter_actor_get_content_box (actor, &box); node = clutter_actor_create_texture_paint_node (actor, priv->texture);
paint_opacity = clutter_actor_get_paint_opacity (actor); clutter_paint_node_set_name (node, "Canvas Content");
clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
repeat = clutter_actor_get_content_repeat (actor);
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, "Canvas");
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_add_child (root, node);
clutter_paint_node_unref (node); clutter_paint_node_unref (node);