{
ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
ClutterScalingFilter min_f, mag_f;
+ ClutterContentRepeat repeat;
ClutterPaintNode *node;
ClutterActorBox box;
ClutterColor color;
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);
color.red = paint_opacity;
color.green = paint_opacity;
node = clutter_texture_node_new (priv->texture, &color, min_f, mag_f);
clutter_paint_node_set_name (node, "Image");
- clutter_paint_node_add_rectangle (node, &box);
+
+ 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);
}