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actor: Clean up the order of transformations
https://bugzilla.gnome.org/show_bug.cgi?id=677853
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@ -2958,27 +2958,32 @@ clutter_actor_real_apply_transform (ClutterActor *self,
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info = _clutter_actor_get_transform_info_or_defaults (self);
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/* compute the pivot point given the allocated size */
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if (!clutter_point_equals (&info->pivot, clutter_point_zero ()))
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{
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pivot_x = (priv->allocation.x2 - priv->allocation.x1)
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* info->pivot.x;
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pivot_y = (priv->allocation.y2 - priv->allocation.y1)
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* info->pivot.y;
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}
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pivot_x = (priv->allocation.x2 - priv->allocation.x1)
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* info->pivot.x;
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pivot_y = (priv->allocation.y2 - priv->allocation.y1)
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* info->pivot.y;
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CLUTTER_NOTE (PAINT,
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"Allocation: (%.2f, %2.f), "
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"pivot: (%.2f, %.2f), "
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"translation: (%.2f, %.2f) -> "
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"new origin: (%.2f, %.2f)",
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priv->allocation.x1, priv->allocation.y1,
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info->pivot.x, info->pivot.y,
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info->translation.x, info->translation.y,
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priv->allocation.x1 + pivot_x + info->translation.x,
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priv->allocation.y1 + pivot_y + info->translation.y);
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cogl_matrix_init_identity (transform);
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/* basic translation: :allocation's origin and :z-position; instead
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* of decomposing the pivot and translation info separate operations,
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* we just compose everything into a single translation
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*/
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cogl_matrix_translate (transform,
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priv->allocation.x1,
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priv->allocation.y1,
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0.0);
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if (info->z_position != 0.f)
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cogl_matrix_translate (transform, 0, 0, info->z_position);
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/* pivot point, used as the transformation center */
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if (pivot_x != 0.f || pivot_y != 0.f)
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cogl_matrix_translate (transform, pivot_x, pivot_y, info->pivot_z);
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priv->allocation.x1 + pivot_x + info->translation.x,
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priv->allocation.y1 + pivot_y + info->translation.y,
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info->z_position + info->pivot_z + info->translation.z);
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/*
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* because the rotation involves translations, we must scale
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@ -3037,19 +3042,9 @@ clutter_actor_real_apply_transform (ClutterActor *self,
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cogl_matrix_translate (transform, -x, -y, -z);
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}
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if (info->translation.x != 0.f ||
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info->translation.y != 0.f ||
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info->translation.z != 0.f)
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{
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cogl_matrix_translate (transform,
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-info->translation.x,
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-info->translation.y,
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-info->translation.z);
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}
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/* roll back the pivot translation */
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if (pivot_x != 0.f || pivot_y != 0.f)
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cogl_matrix_translate (transform, -pivot_x, -pivot_y, 0.f);
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if (pivot_x != 0.f || pivot_y != 0.f || info->pivot_z != 0.f)
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cogl_matrix_translate (transform, -pivot_x, -pivot_y, -info->pivot_z);
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priv->transform_valid = TRUE;
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}
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@ -6585,6 +6580,8 @@ clutter_actor_class_init (ClutterActorClass *klass)
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* being the top left corner of the actor and (1, 1) the bottom right corner
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* of the actor.
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*
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* The default pivot point is located at (0, 0).
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*
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* The #ClutterActor:pivot property is animatable.
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*
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* Since: 1.12
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@ -6853,10 +6850,10 @@ clutter_actor_class_init (ClutterActorClass *klass)
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* #ClutterActor:anchor-y, and #ClutterActor:anchor-gravity in newly
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* written code; the anchor point adds an additional translation that
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* will affect the actor's relative position with regards to its
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* parent, as well as the position of its children. This change is
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* needs to always be taken into account when positioning the actor.
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* It is recommended to use the #ClutterActor:pivot-point property
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* instead, as it will affect only the transformations.</warning>
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* parent, as well as the position of its children. This change needs
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* to always be taken into account when positioning the actor. It is
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* recommended to use the #ClutterActor:pivot-point property instead,
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* as it will affect only the transformations.</warning>
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*
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* Since: 0.8
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*
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@ -6882,10 +6879,10 @@ clutter_actor_class_init (ClutterActorClass *klass)
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* #ClutterActor:anchor-y, and #ClutterActor:anchor-gravity in newly
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* written code; the anchor point adds an additional translation that
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* will affect the actor's relative position with regards to its
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* parent, as well as the position of its children. This change is
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* needs to always be taken into account when positioning the actor.
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* It is recommended to use the #ClutterActor:pivot-point property
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* instead, as it will affect only the transformations.</warning>
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* parent, as well as the position of its children. This change needs
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* to always be taken into account when positioning the actor. It is
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* recommended to use the #ClutterActor:pivot-point property instead,
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* as it will affect only the transformations.</warning>
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*
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* Since: 0.8
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*
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@ -6910,10 +6907,10 @@ clutter_actor_class_init (ClutterActorClass *klass)
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* #ClutterActor:anchor-y, and #ClutterActor:anchor-gravity in newly
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* written code; the anchor point adds an additional translation that
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* will affect the actor's relative position with regards to its
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* parent, as well as the position of its children. This change is
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* needs to always be taken into account when positioning the actor.
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* It is recommended to use the #ClutterActor:pivot-point property
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* instead, as it will affect only the transformations.</warning>
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* parent, as well as the position of its children. This change needs
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* to always be taken into account when positioning the actor. It is
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* recommended to use the #ClutterActor:pivot-point property instead,
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* as it will affect only the transformations.</warning>
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*
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* Since: 1.0
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*
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