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shaped-texture: Remove silly ClutterPaintVolume code with slightly less silly ClutterActorBox code
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@ -499,32 +499,23 @@ meta_shaped_texture_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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MetaShapedTexture *self = META_SHAPED_TEXTURE (actor);
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ClutterActorBox box;
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cairo_rectangle_int_t unobscured_bounds;
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if (!clutter_paint_volume_set_from_allocation (volume, actor))
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if (!clutter_actor_has_allocation (actor))
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return FALSE;
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clutter_actor_get_allocation_box (actor, &box);
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if (meta_shaped_texture_get_unobscured_bounds (self, &unobscured_bounds))
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{
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ClutterVertex origin;
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cairo_rectangle_int_t bounds;
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/* I hate ClutterPaintVolume so much... */
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clutter_paint_volume_get_origin (volume, &origin);
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bounds.x = origin.x;
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bounds.y = origin.y;
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bounds.width = clutter_paint_volume_get_width (volume);
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bounds.height = clutter_paint_volume_get_height (volume);
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gdk_rectangle_intersect (&bounds, &unobscured_bounds, &bounds);
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origin.x = bounds.x;
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origin.y = bounds.y;
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clutter_paint_volume_set_origin (volume, &origin);
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clutter_paint_volume_set_width (volume, bounds.width);
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clutter_paint_volume_set_height (volume, bounds.height);
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box.x1 = MAX (unobscured_bounds.x, box.x1);
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box.x2 = MIN (unobscured_bounds.x + unobscured_bounds.width, box.x2);
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box.y1 = MAX (unobscured_bounds.y, box.y1);
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box.y2 = MIN (unobscured_bounds.y + unobscured_bounds.height, box.y2);
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}
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clutter_paint_volume_union_box (volume, &box);
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return TRUE;
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}
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