rectangle: Fix the border drawing conditions
And reorganize the code a bit while we're at it.
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@ -92,10 +92,13 @@ clutter_rectangle_paint (ClutterActor *self)
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: "unknown");
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clutter_actor_get_allocation_geometry (self, &geom);
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/* We paint the border if the rectangle is big enough to show it */
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if (priv->has_border &&
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priv->border_width < geom.width &&
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priv->border_width < geom.height)
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if (priv->has_border)
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{
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/* We paint the border and the content only if the rectangle
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* is big enough to show them
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*/
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if ((priv->border_width * 2) < geom.width &&
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(priv->border_width * 2) < geom.height)
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{
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/* compute the composited opacity of the actor taking into
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* account the opacity of the color set by the user
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@ -142,6 +145,24 @@ clutter_rectangle_paint (ClutterActor *self)
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geom.width - priv->border_width,
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geom.height - priv->border_width);
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}
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else
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{
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/* Otherwise, we draw a rectangle with the same color
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* as the border, since we can only fit that into the
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* allocation.
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*/
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tmp_alpha = clutter_actor_get_paint_opacity (self)
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* priv->border_color.alpha
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/ 255;
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cogl_set_source_color4ub (priv->border_color.red,
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priv->border_color.green,
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priv->border_color.blue,
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tmp_alpha);
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cogl_rectangle (0, 0, geom.width, geom.height);
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}
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}
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else
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{
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/* compute the composited opacity of the actor taking into
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@ -151,24 +172,10 @@ clutter_rectangle_paint (ClutterActor *self)
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* priv->color.alpha
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/ 255;
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if (priv->border_width < geom.width &&
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priv->border_width < geom.height)
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{
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cogl_set_source_color4ub (priv->color.red,
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priv->color.green,
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priv->color.blue,
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tmp_alpha);
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}
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else
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{
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/* If the rectangle is as big as the border, we
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* use the border color to draw
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*/
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cogl_set_source_color4ub (priv->border_color.red,
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priv->border_color.green,
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priv->border_color.blue,
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tmp_alpha);
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}
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cogl_rectangle (0, 0, geom.width, geom.height);
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}
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