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canvas: Use the actor's content repeat policy
Similarly to what ClutterImage does.
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@ -295,6 +295,7 @@ clutter_canvas_paint_content (ClutterContent *content,
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ClutterColor color;
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ClutterColor color;
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guint8 paint_opacity;
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guint8 paint_opacity;
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ClutterScalingFilter min_f, mag_f;
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ClutterScalingFilter min_f, mag_f;
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ClutterContentRepeat repeat;
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if (self->priv->buffer == NULL)
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if (self->priv->buffer == NULL)
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return;
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return;
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@ -308,6 +309,7 @@ clutter_canvas_paint_content (ClutterContent *content,
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clutter_actor_get_content_box (actor, &box);
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clutter_actor_get_content_box (actor, &box);
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
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clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
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repeat = clutter_actor_get_content_repeat (actor);
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color.red = paint_opacity;
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color.red = paint_opacity;
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color.green = paint_opacity;
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color.green = paint_opacity;
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@ -318,7 +320,24 @@ clutter_canvas_paint_content (ClutterContent *content,
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cogl_object_unref (texture);
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cogl_object_unref (texture);
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clutter_paint_node_set_name (node, "Canvas");
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clutter_paint_node_set_name (node, "Canvas");
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if (repeat == CLUTTER_REPEAT_NONE)
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clutter_paint_node_add_rectangle (node, &box);
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clutter_paint_node_add_rectangle (node, &box);
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else
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{
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float t_w = 1.f, t_h = 1.f;
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if ((repeat & CLUTTER_REPEAT_X_AXIS) != FALSE)
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t_w = (box.x2 - box.x1) / cogl_texture_get_width (texture);
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if ((repeat & CLUTTER_REPEAT_Y_AXIS) != FALSE)
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t_h = (box.y2 - box.y1) / cogl_texture_get_height (texture);
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clutter_paint_node_add_texture_rectangle (node, &box,
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0.f, 0.f,
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t_w, t_h);
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}
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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clutter_paint_node_unref (node);
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}
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}
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