static gboolean st_box_layout_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { StBoxLayout *self = ST_BOX_LAYOUT (actor); gdouble x, y; if (!CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->get_paint_volume (actor, volume)) return FALSE; /* When scrolled, st_box_layout_apply_transform() includes the scroll offset * and affects paint volumes. This is right for our children, but our paint volume * is determined by our allocation and borders and doesn't scroll, so we need * to reverse-compensate here, the same as we do when painting. */ get_border_paint_offsets (self, &x, &y); if (x != 0 || y != 0) { ClutterVertex origin; clutter_paint_volume_get_origin (volume, &origin); origin.x += x; origin.y += y; clutter_paint_volume_set_origin (volume, &origin); } return TRUE; }
static void st_box_layout_paint (ClutterActor *actor) { StBoxLayout *self = ST_BOX_LAYOUT (actor); StBoxLayoutPrivate *priv = self->priv; StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor)); GList *l, *children; gdouble x, y; ClutterActorBox allocation_box; ClutterActorBox content_box; get_border_paint_offsets (self, &x, &y); if (x != 0 || y != 0) { cogl_push_matrix (); cogl_translate ((int)x, (int)y, 0); } CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->paint (actor); if (x != 0 || y != 0) { cogl_pop_matrix (); } children = st_container_get_children_list (ST_CONTAINER (actor)); if (children == NULL) return; clutter_actor_get_allocation_box (actor, &allocation_box); st_theme_node_get_content_box (theme_node, &allocation_box, &content_box); content_box.x1 += x; content_box.y1 += y; content_box.x2 += x; content_box.y2 += y; /* The content area forms the viewport into the scrolled contents, while * the borders and background stay in place; after drawing the borders and * background, we clip to the content area */ if (priv->hadjustment || priv->vadjustment) cogl_clip_push_rectangle ((int)content_box.x1, (int)content_box.y1, (int)content_box.x2, (int)content_box.y2); for (l = children; l; l = g_list_next (l)) { ClutterActor *child = (ClutterActor*) l->data; if (CLUTTER_ACTOR_IS_VISIBLE (child)) clutter_actor_paint (child); } if (priv->hadjustment || priv->vadjustment) cogl_clip_pop (); }
static void st_box_layout_paint (ClutterActor *actor) { StBoxLayout *self = ST_BOX_LAYOUT (actor); StBoxLayoutPrivate *priv = self->priv; StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor)); gdouble x, y; ClutterActorBox allocation_box; ClutterActorBox content_box; ClutterActor *child; get_border_paint_offsets (self, &x, &y); if (x != 0 || y != 0) { cogl_push_matrix (); cogl_translate ((int)x, (int)y, 0); } st_widget_paint_background (ST_WIDGET (actor)); if (x != 0 || y != 0) { cogl_pop_matrix (); } if (clutter_actor_get_n_children (actor) == 0) return; clutter_actor_get_allocation_box (actor, &allocation_box); st_theme_node_get_content_box (theme_node, &allocation_box, &content_box); content_box.x1 += x; content_box.y1 += y; content_box.x2 += x; content_box.y2 += y; /* The content area forms the viewport into the scrolled contents, while * the borders and background stay in place; after drawing the borders and * background, we clip to the content area */ if (priv->hadjustment || priv->vadjustment) cogl_clip_push_rectangle ((int)content_box.x1, (int)content_box.y1, (int)content_box.x2, (int)content_box.y2); for (child = clutter_actor_get_first_child (actor); child != NULL; child = clutter_actor_get_next_sibling (child)) clutter_actor_paint (child); if (priv->hadjustment || priv->vadjustment) cogl_clip_pop (); }
static void st_box_layout_pick (ClutterActor *actor, const ClutterColor *color) { StBoxLayout *self = ST_BOX_LAYOUT (actor); StBoxLayoutPrivate *priv = self->priv; StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor)); gdouble x, y; ClutterActorBox allocation_box; ClutterActorBox content_box; ClutterActor *child; get_border_paint_offsets (self, &x, &y); if (x != 0 || y != 0) { cogl_push_matrix (); cogl_translate ((int)x, (int)y, 0); } CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->pick (actor, color); if (x != 0 || y != 0) { cogl_pop_matrix (); } if (clutter_actor_get_n_children (actor) == 0) return; clutter_actor_get_allocation_box (actor, &allocation_box); st_theme_node_get_content_box (theme_node, &allocation_box, &content_box); content_box.x1 += x; content_box.y1 += y; content_box.x2 += x; content_box.y2 += y; if (priv->hadjustment || priv->vadjustment) cogl_clip_push_rectangle ((int)content_box.x1, (int)content_box.y1, (int)content_box.x2, (int)content_box.y2); for (child = clutter_actor_get_first_child (actor); child != NULL; child = clutter_actor_get_next_sibling (child)) clutter_actor_paint (child); if (priv->hadjustment || priv->vadjustment) cogl_clip_pop (); }
static gboolean st_box_layout_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { StBoxLayout *self = ST_BOX_LAYOUT (actor); gdouble x, y; StBoxLayoutPrivate *priv = self->priv; StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor)); ClutterActorBox allocation_box; ClutterActorBox content_box; ClutterVertex origin; /* When have an adjustment we are clipped to the content box, so base * our paint volume on that. */ if (priv->hadjustment || priv->vadjustment) { clutter_actor_get_allocation_box (actor, &allocation_box); st_theme_node_get_content_box (theme_node, &allocation_box, &content_box); origin.x = content_box.x1 - allocation_box.x1; origin.y = content_box.y1 - allocation_box.y2; origin.z = 0.f; clutter_paint_volume_set_width (volume, content_box.x2 - content_box.x1); clutter_paint_volume_set_height (volume, content_box.y2 - content_box.y1); } else if (!CLUTTER_ACTOR_CLASS (st_box_layout_parent_class)->get_paint_volume (actor, volume)) return FALSE; /* When scrolled, st_box_layout_apply_transform() includes the scroll offset * and affects paint volumes. This is right for our children, but our paint volume * is determined by our allocation and borders and doesn't scroll, so we need * to reverse-compensate here, the same as we do when painting. */ get_border_paint_offsets (self, &x, &y); if (x != 0 || y != 0) { clutter_paint_volume_get_origin (volume, &origin); origin.x += x; origin.y += y; clutter_paint_volume_set_origin (volume, &origin); } return TRUE; }