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scroll-actor: Use :child-transform
Instead of using a custom apply_transform(), paint(), and pick() implementations, we can simply apply a transformation to the children of a ScrollActor. https://bugzilla.gnome.org/show_bug.cgi?id=686225
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@ -99,93 +99,14 @@ G_DEFINE_TYPE_WITH_CODE (ClutterScrollActor, clutter_scroll_actor, CLUTTER_TYPE_
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
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clutter_animatable_iface_init))
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static void
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clutter_scroll_actor_apply_transform (ClutterActor *actor,
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CoglMatrix *transform)
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{
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ClutterScrollActorPrivate *priv = CLUTTER_SCROLL_ACTOR (actor)->priv;
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float x_factor, y_factor;
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CLUTTER_ACTOR_CLASS (clutter_scroll_actor_parent_class)->apply_transform (actor, transform);
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if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
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x_factor = -priv->scroll_to.x;
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else
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x_factor = 0.f;
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if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
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y_factor = -priv->scroll_to.y;
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else
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y_factor = 0.f;
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cogl_matrix_translate (transform, x_factor, y_factor, 0.0f);
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}
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static inline void
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clutter_scroll_actor_push_clip (ClutterActor *actor)
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{
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ClutterScrollActorPrivate *priv = CLUTTER_SCROLL_ACTOR (actor)->priv;
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ClutterActorBox allocation;
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float width, height;
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float x, y;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
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x = priv->scroll_to.x;
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else
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x = 0.f;
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if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
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y = priv->scroll_to.y;
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else
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y = 0.f;
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/* offset the clip so that we keep it at the right place */
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cogl_clip_push_rectangle (x,
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y,
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x + width,
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y + height);
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}
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static void
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clutter_scroll_actor_paint (ClutterActor *actor)
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{
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clutter_scroll_actor_push_clip (actor);
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CLUTTER_ACTOR_CLASS (clutter_scroll_actor_parent_class)->paint (actor);
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cogl_clip_pop ();
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}
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static void
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clutter_scroll_actor_pick (ClutterActor *actor,
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const ClutterColor *pick_color)
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{
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ClutterActorIter iter;
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ClutterActor *child;
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clutter_scroll_actor_push_clip (actor);
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CLUTTER_ACTOR_CLASS (clutter_scroll_actor_parent_class)->pick (actor, pick_color);
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/* FIXME - this has to go away when we remove the vfunc check inside
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* the ClutterActor::pick default implementation
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*/
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_next (&iter, &child))
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clutter_actor_paint (child);
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cogl_clip_pop ();
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}
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static void
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clutter_scroll_actor_set_scroll_to_internal (ClutterScrollActor *self,
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const ClutterPoint *point)
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{
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ClutterScrollActorPrivate *priv = self->priv;
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ClutterActor *actor = CLUTTER_ACTOR (self);
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ClutterMatrix m = CLUTTER_MATRIX_INIT_IDENTITY;
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float dx, dy;
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if (clutter_point_equals (&priv->scroll_to, point))
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return;
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@ -195,7 +116,18 @@ clutter_scroll_actor_set_scroll_to_internal (ClutterScrollActor *self,
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else
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priv->scroll_to = *point;
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clutter_actor_queue_redraw (actor);
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if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
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dx = -priv->scroll_to.x;
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else
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dx = 0.f;
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if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
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dy = -priv->scroll_to.y;
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else
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dy = 0.f;
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cogl_matrix_translate (&m, dx, dy, 0.f);
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clutter_actor_set_child_transform (actor, &m);
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}
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static void
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@ -240,17 +172,12 @@ static void
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clutter_scroll_actor_class_init (ClutterScrollActorClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterScrollActorPrivate));
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gobject_class->set_property = clutter_scroll_actor_set_property;
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gobject_class->get_property = clutter_scroll_actor_get_property;
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actor_class->apply_transform = clutter_scroll_actor_apply_transform;
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actor_class->paint = clutter_scroll_actor_paint;
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actor_class->pick = clutter_scroll_actor_pick;
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/**
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* ClutterScrollActor:scroll-mode:
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*
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@ -277,6 +204,8 @@ clutter_scroll_actor_init (ClutterScrollActor *self)
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ClutterScrollActorPrivate);
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self->priv->scroll_mode = CLUTTER_SCROLL_BOTH;
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clutter_actor_set_clip_to_allocation (CLUTTER_ACTOR (self), TRUE);
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}
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static GParamSpec *
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