animation: Load sliced image using resource scale, and reload on change
Also make sure that the textures size is matching the container size. https://bugzilla.gnome.org/show_bug.cgi?id=765011
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@ -12,7 +12,12 @@ var SPINNER_ANIMATION_DELAY = 1.0;
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var Animation = class {
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constructor(file, width, height, speed) {
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this.actor = new St.Bin();
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this.actor.set_size(width, height);
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this.actor.connect('destroy', this._onDestroy.bind(this));
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this.actor.connect('notify::size', this._syncAnimationSize.bind(this));
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this.actor.connect('resource-scale-changed',
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this._loadFile.bind(this, file, width, height));
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this._speed = speed;
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this._isLoaded = false;
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@ -20,10 +25,7 @@ var Animation = class {
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this._timeoutId = 0;
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this._frame = 0;
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let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor;
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this._animations = St.TextureCache.get_default().load_sliced_image (file, width, height, scaleFactor,
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this._animationsLoaded.bind(this));
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this.actor.set_child(this._animations);
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this._loadFile(file, width, height);
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}
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play() {
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@ -47,6 +49,23 @@ var Animation = class {
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this._isPlaying = false;
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}
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_loadFile(file, width, height) {
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let [validResourceScale, resourceScale] = this.actor.get_resource_scale();
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this._isLoaded = false;
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this.actor.destroy_all_children();
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if (!validResourceScale)
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return;
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let texture_cache = St.TextureCache.get_default();
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let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor;
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this._animations = texture_cache.load_sliced_image(file, width, height,
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scaleFactor, resourceScale,
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this._animationsLoaded.bind(this));
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this.actor.set_child(this._animations);
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}
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_showFrame(frame) {
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let oldFrameActor = this._animations.get_child_at_index(this._frame);
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if (oldFrameActor)
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@ -64,9 +83,21 @@ var Animation = class {
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return GLib.SOURCE_CONTINUE;
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}
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_syncAnimationSize() {
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if (!this._isLoaded)
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return;
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let [width, height] = this.actor.get_size();
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for (let i = 0; i < this._animations.get_n_children(); ++i)
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this._animations.get_child_at_index(i).set_size(width, height);
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}
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_animationsLoaded() {
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this._isLoaded = this._animations.get_n_children() > 0;
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this._syncAnimationSize();
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if (this._isPlaying)
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this.play();
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}
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