// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
/* exported BaseIcon, IconGrid, PaginatedIconGrid */
-const { Clutter, GLib, GObject, Meta, St } = imports.gi;
+const { Clutter, GLib, GObject, Graphene, Meta, St } = imports.gi;
const Params = imports.misc.params;
const Main = imports.ui.main;
let allocationBox = this.get_allocation_box();
let paintBox = themeNode.get_paint_box(allocationBox);
- let origin = new Clutter.Vertex();
+ let origin = new Graphene.Point3D();
origin.x = paintBox.x1 - allocationBox.x1;
origin.y = paintBox.y1 - allocationBox.y1;
origin.z = 0.0;
/* Code adapted from clutter-actor.c:
* Copyright 2006, 2007, 2008 OpenedHand Ltd
*/
- ClutterVertex v[4];
+ graphene_point3d_t v[4];
gfloat x_min, x_max, y_min, y_max;
guint i;
StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
ClutterActorBox allocation_box;
ClutterActorBox content_box;
- ClutterVertex origin;
+ graphene_point3d_t origin;
/* Setting the paint volume does not make sense when we don't have any allocation */
if (!clutter_actor_has_allocation (actor))
float fade_area_topleft[2];
float fade_area_bottomright[2];
- ClutterVertex verts[4];
+ graphene_point3d_t verts[4];
clutter_actor_get_paint_box (self->actor, &paint_box);
clutter_actor_get_abs_allocation_vertices (self->actor, verts);
ClutterActorBox paint_box, alloc_box;
StThemeNode *theme_node;
StWidgetPrivate *priv;
- ClutterVertex origin;
+ graphene_point3d_t origin;
/* Setting the paint volume does not make sense when we don't have any allocation */
if (!clutter_actor_has_allocation (self))
StDirectionType direction)
{
ClutterActorBox cbox;
- ClutterVertex abs_vertices[4];
+ graphene_point3d_t abs_vertices[4];
GList *l, *ret;
ClutterActor *child;
{
int ax, ay, bx, by, dx, dy;
ClutterActorBox abox;
- ClutterVertex abs_vertices[4];
+ graphene_point3d_t abs_vertices[4];
clutter_actor_get_abs_allocation_vertices (actor, abs_vertices);
clutter_actor_box_from_vertices (&abox, abs_vertices);
else /* direction is an arrow key, not tab */
{
ClutterActorBox sort_box;
- ClutterVertex abs_vertices[4];
+ graphene_point3d_t abs_vertices[4];
/* Compute the allocation box of the previous focused actor. If there
* was no previous focus, use the coordinates of the appropriate edge of