From af010d5e2daf09f8ce4e453e32efa4920b3d103a Mon Sep 17 00:00:00 2001 From: Emmanuele Bassi Date: Mon, 24 Aug 2015 09:59:53 +0100 Subject: [PATCH] canvas: Use internal function for the texture node ClutterActor has a convenience function that removes the need to query the actor's state and apply it to a ClutterTextureNode, so we should use it. --- clutter/clutter-canvas.c | 45 ++++++---------------------------------- 1 file changed, 6 insertions(+), 39 deletions(-) diff --git a/clutter/clutter-canvas.c b/clutter/clutter-canvas.c index 5c5b4a661..00b8c8a1c 100644 --- a/clutter/clutter-canvas.c +++ b/clutter/clutter-canvas.c @@ -53,6 +53,7 @@ #define CLUTTER_ENABLE_EXPERIMENTAL_API +#include "clutter-actor-private.h" #include "clutter-backend.h" #include "clutter-cairo.h" #include "clutter-color.h" @@ -364,57 +365,23 @@ clutter_canvas_paint_content (ClutterContent *content, ClutterCanvas *self = CLUTTER_CANVAS (content); ClutterCanvasPrivate *priv = self->priv; ClutterPaintNode *node; - ClutterActorBox box; - ClutterColor color; - guint8 paint_opacity; - ClutterScalingFilter min_f, mag_f; - ClutterContentRepeat repeat; if (priv->buffer == NULL) return; - if (priv->texture && priv->dirty) + if (priv->dirty) g_clear_pointer (&priv->texture, cogl_object_unref); - if (!priv->texture) - priv->texture = cogl_texture_new_from_bitmap (self->priv->buffer, + if (priv->texture == NULL) + priv->texture = cogl_texture_new_from_bitmap (priv->buffer, COGL_TEXTURE_NO_SLICING, CLUTTER_CAIRO_FORMAT_ARGB32); if (priv->texture == NULL) return; - clutter_actor_get_content_box (actor, &box); - paint_opacity = clutter_actor_get_paint_opacity (actor); - clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f); - repeat = clutter_actor_get_content_repeat (actor); - - color.red = 255; - color.green = 255; - color.blue = 255; - color.alpha = paint_opacity; - - node = clutter_texture_node_new (priv->texture, &color, min_f, mag_f); - - clutter_paint_node_set_name (node, "Canvas"); - - if (repeat == CLUTTER_REPEAT_NONE) - clutter_paint_node_add_rectangle (node, &box); - else - { - float t_w = 1.f, t_h = 1.f; - - if ((repeat & CLUTTER_REPEAT_X_AXIS) != FALSE) - t_w = (box.x2 - box.x1) / cogl_texture_get_width (priv->texture); - - if ((repeat & CLUTTER_REPEAT_Y_AXIS) != FALSE) - t_h = (box.y2 - box.y1) / cogl_texture_get_height (priv->texture); - - clutter_paint_node_add_texture_rectangle (node, &box, - 0.f, 0.f, - t_w, t_h); - } - + node = clutter_actor_create_texture_paint_node (actor, priv->texture); + clutter_paint_node_set_name (node, "Canvas Content"); clutter_paint_node_add_child (root, node); clutter_paint_node_unref (node);