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Add an offset to render nodes
This will let us account for the difference between clip and allocation.
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@ -178,6 +178,7 @@ gsk_render_node_init (GskRenderNode *self)
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graphene_matrix_init_identity (&self->transform);
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graphene_matrix_init_identity (&self->child_transform);
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graphene_point3d_init (&self->offset, 0.f, 0.f, 0.f);
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self->opacity = 1.0;
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@ -934,6 +935,23 @@ gsk_render_node_set_transform (GskRenderNode *node,
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else
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graphene_matrix_init_from_matrix (&node->transform, transform);
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graphene_matrix_translate (&node->transform, &node->offset);
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node->transform_set = !graphene_matrix_is_identity (&node->transform);
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}
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void
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gsk_render_node_set_offset (GskRenderNode *node,
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const graphene_point3d_t *offset)
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{
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g_return_if_fail (GSK_IS_RENDER_NODE (node));
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g_return_if_fail (node->is_mutable);
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graphene_point3d_scale (&node->offset, -1, &node->offset);
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graphene_matrix_translate (&node->transform, &node->offset);
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graphene_point3d_init_from_point (&node->offset, offset);
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graphene_matrix_translate (&node->transform, &node->offset);
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node->transform_set = !graphene_matrix_is_identity (&node->transform);
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}
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@ -95,6 +95,9 @@ GDK_AVAILABLE_IN_3_22
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void gsk_render_node_set_transform (GskRenderNode *node,
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const graphene_matrix_t *transform);
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GDK_AVAILABLE_IN_3_22
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void gsk_render_node_set_offset (GskRenderNode *node,
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const graphene_point3d_t *offset);
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GDK_AVAILABLE_IN_3_22
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void gsk_render_node_set_child_transform (GskRenderNode *node,
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const graphene_matrix_t *transform);
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GDK_AVAILABLE_IN_3_22
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@ -53,6 +53,8 @@ struct _GskRenderNode
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/* Transformations applied to the node */
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graphene_matrix_t transform;
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graphene_point3d_t offset;
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/* Transformations applied to the children of the node */
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graphene_matrix_t child_transform;
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