popupMenu: Simplify allocation code
Use ClutterActor.allocate_align_fill() so we don't have to do this math ourselves. At the same time, clean up the RTL handling so that it's easier to follow. https://bugzilla.gnome.org/show_bug.cgi?id=702539
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@ -268,6 +268,7 @@ const PopupBaseMenuItem = new Lang.Class({
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},
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_allocate: function(actor, box, flags) {
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let width = box.x2 - box.x1;
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let height = box.y2 - box.y1;
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let direction = this.actor.get_text_direction();
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@ -290,86 +291,46 @@ const PopupBaseMenuItem = new Lang.Class({
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this._ornamentLabel.allocate(ornamentBox, flags);
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let x;
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if (direction == Clutter.TextDirection.LTR)
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x = box.x1;
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else
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x = box.x2;
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// if direction is ltr, x is the right edge of the last added
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// actor, and it's constantly increasing, whereas if rtl, x is
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// the left edge and it decreases
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let x = box.x1;
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for (let i = 0, col = 0; i < this._children.length; i++) {
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let child = this._children[i];
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let childBox = new Clutter.ActorBox();
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let [minWidth, naturalWidth] = child.actor.get_preferred_width(-1);
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let availWidth, extraWidth;
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if (this._columnWidths) {
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let availWidth;
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if (child.span == -1) {
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if (direction == Clutter.TextDirection.LTR)
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availWidth = box.x2 - x;
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else
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availWidth = x - box.x1;
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} else {
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if (this._columnWidths) {
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availWidth = 0;
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for (let j = 0; j < child.span; j++)
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availWidth += this._columnWidths[col++];
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}
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extraWidth = availWidth - naturalWidth;
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} else {
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if (child.span == -1) {
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if (direction == Clutter.TextDirection.LTR)
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availWidth = box.x2 - x;
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else
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availWidth = x - box.x1;
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} else {
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availWidth = naturalWidth;
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}
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extraWidth = 0;
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}
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if (direction == Clutter.TextDirection.LTR) {
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if (child.expand) {
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if (direction == Clutter.TextDirection.RTL)
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childBox.x1 = width - x - availWidth;
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else
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childBox.x1 = x;
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childBox.x2 = x + availWidth;
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} else if (child.align === St.Align.MIDDLE) {
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childBox.x1 = x + Math.round(extraWidth / 2);
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childBox.x2 = childBox.x1 + naturalWidth;
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} else if (child.align === St.Align.END) {
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childBox.x2 = x + availWidth;
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childBox.x1 = childBox.x2 - naturalWidth;
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} else {
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childBox.x1 = x;
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childBox.x2 = x + naturalWidth;
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}
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} else {
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if (child.expand) {
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childBox.x1 = x - availWidth;
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childBox.x2 = x;
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} else if (child.align === St.Align.MIDDLE) {
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childBox.x1 = x - Math.round(extraWidth / 2);
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childBox.x2 = childBox.x1 + naturalWidth;
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} else if (child.align === St.Align.END) {
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// align to the left
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childBox.x1 = x - availWidth;
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childBox.x2 = childBox.x1 + naturalWidth;
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} else {
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// align to the right
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childBox.x2 = x;
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childBox.x1 = x - naturalWidth;
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}
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}
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childBox.x2 = childBox.x1 + availWidth;
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let [minHeight, naturalHeight] = child.actor.get_preferred_height(childBox.x2 - childBox.x1);
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childBox.y1 = Math.round(box.y1 + (height - naturalHeight) / 2);
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childBox.y2 = childBox.y1 + naturalHeight;
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child.actor.allocate(childBox, flags);
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let [xAlign, yAlign] = St.get_align_factors(child.align,
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St.Align.MIDDLE);
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if (direction == Clutter.TextDirection.LTR)
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// It's called "expand", but it's really more like "fill"
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let xFill = child.expand;
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child.actor.allocate_align_fill(childBox,
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xAlign, yAlign,
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xFill, true,
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flags);
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x += availWidth + this._spacing;
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else
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x -= availWidth + this._spacing;
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}
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}
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});
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@ -104,7 +104,7 @@ shell_slicer_paint_child (ShellSlicer *self)
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return;
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st_bin_get_alignment (ST_BIN (self), &x_align, &y_align);
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_st_get_align_factors (x_align, y_align,
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st_get_align_factors (x_align, y_align,
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&x_align_factor, &y_align_factor);
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clutter_actor_get_allocation_box (CLUTTER_ACTOR (self), &self_box);
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@ -108,7 +108,7 @@ st_bin_allocate (ClutterActor *self,
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gdouble x_align_f, y_align_f;
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st_theme_node_get_content_box (theme_node, box, &childbox);
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_st_get_align_factors (priv->x_align, priv->y_align,
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st_get_align_factors (priv->x_align, priv->y_align,
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&x_align_f, &y_align_f);
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clutter_actor_allocate_align_fill (priv->child, &childbox,
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x_align_f, y_align_f,
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@ -736,7 +736,7 @@ st_box_layout_allocate (ClutterActor *actor,
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"expand", &expand,
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NULL);
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_st_get_align_factors (xalign, yalign, &xalign_f, &yalign_f);
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st_get_align_factors (xalign, yalign, &xalign_f, &yalign_f);
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if (priv->is_vertical)
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{
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@ -98,66 +98,6 @@ _st_actor_get_preferred_height (ClutterActor *actor,
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clutter_actor_get_preferred_height (actor, for_width, min_height_p, natural_height_p);
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}
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/**
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* _st_get_align_factors:
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* @x_align: an #StAlign
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* @y_align: an #StAlign
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* @x_align_out: (out) (allow-none): @x_align as a #gdouble
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* @y_align_out: (out) (allow-none): @y_align as a #gdouble
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*
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* Converts @x_align and @y_align to #gdouble values.
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*/
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void
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_st_get_align_factors (StAlign x_align,
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StAlign y_align,
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gdouble *x_align_out,
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gdouble *y_align_out)
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{
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if (x_align_out)
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{
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switch (x_align)
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{
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case ST_ALIGN_START:
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*x_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*x_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*x_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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if (y_align_out)
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{
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switch (y_align)
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{
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case ST_ALIGN_START:
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*y_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*y_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*y_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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}
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/**
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* _st_set_text_from_style:
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* @text: Target #ClutterText
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@ -45,11 +45,6 @@ G_END_DECLS
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ClutterActor *_st_widget_get_dnd_clone (StWidget *widget);
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void _st_get_align_factors (StAlign x_align,
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StAlign y_align,
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gdouble *x_align_out,
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gdouble *y_align_out);
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void _st_actor_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gboolean y_fill,
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@ -257,7 +257,7 @@ st_table_homogeneous_allocate (ClutterActor *self,
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row_span = meta->row_span;
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col_span = meta->col_span;
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_st_get_align_factors (meta->x_align, meta->y_align,
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st_get_align_factors (meta->x_align, meta->y_align,
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&x_align_f, &y_align_f);
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if (ltr)
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@ -609,7 +609,7 @@ st_table_preferred_allocate (ClutterActor *self,
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row_span = meta->row_span;
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col_span = meta->col_span;
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_st_get_align_factors (meta->x_align, meta->y_align,
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st_get_align_factors (meta->x_align, meta->y_align,
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&x_align_f, &y_align_f);
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/* initialise the width and height */
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@ -2885,3 +2885,63 @@ st_widget_get_focus_chain (StWidget *widget)
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{
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return ST_WIDGET_GET_CLASS (widget)->get_focus_chain (widget);
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}
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/**
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* st_get_align_factors:
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* @x_align: an #StAlign
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* @y_align: an #StAlign
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* @x_align_out: (out) (allow-none): @x_align as a #gdouble
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* @y_align_out: (out) (allow-none): @y_align as a #gdouble
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*
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* Converts @x_align and @y_align to #gdouble values.
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*/
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void
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st_get_align_factors (StAlign x_align,
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StAlign y_align,
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gdouble *x_align_out,
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gdouble *y_align_out)
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{
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if (x_align_out)
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{
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switch (x_align)
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{
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case ST_ALIGN_START:
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*x_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*x_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*x_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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if (y_align_out)
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{
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switch (y_align)
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{
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case ST_ALIGN_START:
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*y_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*y_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*y_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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}
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@ -151,7 +151,6 @@ StThemeNode * st_widget_peek_theme_node (StWidget *widg
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GList * st_widget_get_focus_chain (StWidget *widget);
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void st_widget_paint_background (StWidget *widget);
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/* debug methods */
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char *st_describe_actor (ClutterActor *actor);
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void st_set_slow_down_factor (gfloat factor);
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@ -169,6 +168,12 @@ void st_widget_set_accessible_name (StWidget *widget,
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const gchar *name);
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const gchar * st_widget_get_accessible_name (StWidget *widget);
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/* utility methods */
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void st_get_align_factors (StAlign x_align,
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StAlign y_align,
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gdouble *x_align_out,
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gdouble *y_align_out);
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G_END_DECLS
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#endif /* __ST_WIDGET_H__ */
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