static void
shell_slicer_paint (ClutterActor *self)
{
  st_widget_paint_background (ST_WIDGET (self));

  shell_slicer_paint_child (SHELL_SLICER (self));
}
Exemplo n.º 2
0
static void
st_icon_paint (ClutterActor *actor)
{
  StIconPrivate *priv = ST_ICON (actor)->priv;

  st_widget_paint_background (ST_WIDGET (actor));

  if (priv->icon_texture)
    {
      if (priv->shadow_material)
        {
          ClutterActorBox allocation;
          float width, height;

          clutter_actor_get_allocation_box (priv->icon_texture, &allocation);
          clutter_actor_box_get_size (&allocation, &width, &height);

          _st_paint_shadow_with_opacity (priv->shadow_spec,
                                         priv->shadow_material,
                                         &allocation,
                                         clutter_actor_get_paint_opacity (priv->icon_texture));
        }

      clutter_actor_paint (priv->icon_texture);
    }
}
Exemplo n.º 3
0
static void
cinnamon_slicer_paint (ClutterActor *self)
{
  st_widget_paint_background (ST_WIDGET (self));

  cinnamon_slicer_paint_child (CINNAMON_SLICER (self));
}
Exemplo n.º 4
0
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 ();
}
Exemplo n.º 5
0
static void
st_scroll_view_paint (ClutterActor *actor)
{
  StScrollViewPrivate *priv = ST_SCROLL_VIEW (actor)->priv;

  st_widget_paint_background (ST_WIDGET (actor));

  if (priv->child)
    clutter_actor_paint (priv->child);
  if (priv->hscrollbar_visible)
    clutter_actor_paint (priv->hscroll);
  if (priv->vscrollbar_visible)
    clutter_actor_paint (priv->vscroll);
}
static void
cinnamon_generic_container_paint (ClutterActor  *actor)
{
  CinnamonGenericContainer *self = (CinnamonGenericContainer*) actor;
  ClutterActor *child;

  st_widget_paint_background (ST_WIDGET (actor));

  for (child = clutter_actor_get_first_child (actor);
       child != NULL;
       child = clutter_actor_get_next_sibling (child))
    {
      if (g_hash_table_lookup (self->priv->skip_paint, child))
        continue;

      clutter_actor_paint (child);
    }
}