actor: Only care about a child's paint volume when clip_to_allocation isn't set

If we're clipping to the allocation, then the child can paint wherever it
wants, and we don't care. The paint volume is the allocation here.
This commit is contained in:
Jasper St. Pierre 2012-02-13 12:43:08 -05:00 committed by Emmanuele Bassi
parent b5aa666dcd
commit 8512dd2336

View File

@ -4705,46 +4705,49 @@ clutter_actor_real_get_paint_volume (ClutterActor *self,
*/ */
res = TRUE; res = TRUE;
} }
else if (priv->has_clip && else
priv->clip.width >= 0 &&
priv->clip.height >= 0)
{ {
ClutterVertex origin; if (priv->has_clip &&
priv->clip.width >= 0 &&
origin.x = priv->clip.x; priv->clip.height >= 0)
origin.y = priv->clip.y;
origin.z = 0;
clutter_paint_volume_set_origin (volume, &origin);
clutter_paint_volume_set_width (volume, priv->clip.width);
clutter_paint_volume_set_height (volume, priv->clip.height);
res = TRUE;
}
/* if we don't have children we just bail out here... */
if (priv->n_children == 0)
return res;
/* ...but if we have children then we ask for their paint volume in
* our coordinates. if any of our children replies that it doesn't
* have a paint volume, we bail out
*/
for (child = priv->first_child;
child != NULL;
child = child->priv->next_sibling)
{
const ClutterPaintVolume *child_volume;
child_volume = clutter_actor_get_transformed_paint_volume (child, self);
if (child_volume == NULL)
{ {
res = FALSE; ClutterVertex origin;
break;
origin.x = priv->clip.x;
origin.y = priv->clip.y;
origin.z = 0;
clutter_paint_volume_set_origin (volume, &origin);
clutter_paint_volume_set_width (volume, priv->clip.width);
clutter_paint_volume_set_height (volume, priv->clip.height);
res = TRUE;
} }
clutter_paint_volume_union (volume, child_volume); /* if we don't have children we just bail out here... */
res = TRUE; if (priv->n_children == 0)
return res;
/* ...but if we have children then we ask for their paint volume in
* our coordinates. if any of our children replies that it doesn't
* have a paint volume, we bail out
*/
for (child = priv->first_child;
child != NULL;
child = child->priv->next_sibling)
{
const ClutterPaintVolume *child_volume;
child_volume = clutter_actor_get_transformed_paint_volume (child, self);
if (child_volume == NULL)
{
res = FALSE;
break;
}
clutter_paint_volume_union (volume, child_volume);
res = TRUE;
}
} }
return res; return res;