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actor: Add internal "create textute node" function
To avoid excessive copy and paste. We could even consider making it public before release.
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@ -319,6 +319,9 @@ void _clutter_actor_queue_only_relayout
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CoglFramebuffer * _clutter_actor_get_active_framebuffer (ClutterActor *actor);
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ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self,
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CoglTexture *texture);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */
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@ -21037,3 +21037,66 @@ clutter_actor_bind_model_with_properties (ClutterActor *self,
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clutter_actor_bind_model (self, model, bind_child_with_properties, clos, bind_closure_free);
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}
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/*< private >
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* clutter_actor_create_texture_paint_node:
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* @self: a #ClutterActor
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* @texture: a #CoglTexture
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*
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* Creates a #ClutterPaintNode initialized using the state of the
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* given #ClutterActor, ready to be used inside the implementation
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* of the #ClutterActorClass.paint_node virtual function.
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*
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* The returned paint node has the geometry set to the size of the
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* #ClutterActor:content-box property; it uses the filters specified
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* in the #ClutterActor:minification-filter and #ClutterActor:magnification-filter
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* properties; and respects the #ClutterActor:content-repeat property.
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*
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* Returns: (transfer full): The newly created #ClutterPaintNode
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*
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* Since: 1.24
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*/
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ClutterPaintNode *
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clutter_actor_create_texture_paint_node (ClutterActor *self,
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CoglTexture *texture)
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{
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ClutterActorPrivate *priv = clutter_actor_get_instance_private (self);
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ClutterPaintNode *node;
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ClutterActorBox box;
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ClutterColor color;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
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g_return_val_if_fail (texture != NULL, NULL);
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clutter_actor_get_content_box (self, &box);
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/* ClutterTextureNode will premultiply the blend color, so we
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* want it to be white with the paint opacity
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*/
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color.red = 255;
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color.green = 255;
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color.blue = 255;
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color.alpha = clutter_actor_get_paint_opacity_internal (self);
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node = clutter_texture_node_new (texture, &color, priv->min_filter, priv->mag_filter);
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clutter_paint_node_set_name (node, "Texture");
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if (priv->content_repeat == CLUTTER_REPEAT_NONE)
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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 ((priv->content_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 ((priv->content_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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return node;
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}
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