Esempio n. 1
0
static void
clutter_canvas_paint_content (ClutterContent   *content,
                              ClutterActor     *actor,
                              ClutterPaintNode *root)
{
  ClutterCanvas *self = CLUTTER_CANVAS (content);
  ClutterCanvasPrivate *priv = self->priv;
  ClutterPaintNode *node;

  if (priv->buffer == NULL)
    return;

  if (priv->dirty)
    g_clear_pointer (&priv->texture, cogl_object_unref);

  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;

  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);

  priv->dirty = FALSE;
}
Esempio n. 2
0
static void
clutter_image_paint_content (ClutterContent   *content,
                             ClutterActor     *actor,
                             ClutterPaintNode *root)
{
  ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
  ClutterScalingFilter min_f, mag_f;
  ClutterContentRepeat repeat;
  ClutterPaintNode *node;
  ClutterActorBox box;
  ClutterColor color;
  guint8 paint_opacity;

  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);

  /* ClutterTextureNode will premultiply the blend color, so we
   * want it to be white with the paint opacity
   */
  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, "Image");

  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);
    }

  clutter_paint_node_add_child (root, node);
  clutter_paint_node_unref (node);
}