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mutter-performance-source/src/frame.c

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2001-05-31 06:42:58 +00:00
/* Metacity X window decorations */
/*
* Copyright (C) 2001 Havoc Pennington
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include "frame.h"
#include "errors.h"
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#include "keybindings.h"
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#define EVENT_MASK (SubstructureRedirectMask | \
StructureNotifyMask | SubstructureNotifyMask | \
ExposureMask | \
ButtonPressMask | ButtonReleaseMask | \
PointerMotionMask | PointerMotionHintMask | \
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EnterWindowMask | LeaveWindowMask | \
FocusChangeMask | \
ColormapChangeMask)
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void
meta_window_ensure_frame (MetaWindow *window)
{
MetaFrame *frame;
XSetWindowAttributes attrs;
if (window->frame)
return;
/* See comment below for why this is required. */
meta_display_grab (window->display);
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frame = g_new (MetaFrame, 1);
frame->window = window;
frame->xwindow = None;
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frame->rect = window->rect;
frame->child_x = 0;
frame->child_y = 0;
frame->bottom_height = 0;
frame->right_width = 0;
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frame->mapped = FALSE;
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attrs.event_mask = EVENT_MASK;
meta_verbose ("Framing window %s: visual %s default, depth %d default depth %d\n",
window->desc,
XVisualIDFromVisual (window->xvisual) ==
XVisualIDFromVisual (window->screen->default_xvisual) ?
"is" : "is not",
window->depth, window->screen->default_depth);
meta_verbose ("Frame geometry %d,%d %dx%d\n",
frame->rect.x, frame->rect.y,
frame->rect.width, frame->rect.height);
/* Default depth/visual handles clients with weird visuals; they can
* always be children of the root depth/visual obviously, but
* e.g. DRI games can't be children of a parent that has the same
* visual as the client.
*/
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frame->xwindow = XCreateWindow (window->display->xdisplay,
window->screen->xroot,
frame->rect.x,
frame->rect.y,
frame->rect.width,
frame->rect.height,
0,
window->screen->default_depth,
CopyFromParent,
window->screen->default_xvisual,
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CWEventMask,
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&attrs);
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/* So our UI can find the window ID */
XFlush (window->display->xdisplay);
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meta_verbose ("Frame for %s is 0x%lx\n", frame->window->desc, frame->xwindow);
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meta_display_register_x_window (window->display, &frame->xwindow, window);
/* Reparent the client window; it may be destroyed,
* thus the error trap. We'll get a destroy notify later
* and free everything. Comment in FVWM source code says
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* we need a server grab or the child can get its MapNotify
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* before we've finished reparenting and getting the decoration
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* window onscreen, so ensure_frame must be called with
* a grab.
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*/
meta_error_trap_push (window->display);
if (window->mapped)
{
window->mapped = FALSE; /* the reparent will unmap the window,
* we don't want to take that as a withdraw
*/
meta_topic (META_DEBUG_WINDOW_STATE,
"Incrementing unmaps_pending on %s for reparent\n", window->desc);
window->unmaps_pending += 1;
}
/* window was reparented to this position */
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window->rect.x = 0;
window->rect.y = 0;
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XReparentWindow (window->display->xdisplay,
window->xwindow,
frame->xwindow,
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window->rect.x,
window->rect.y);
/* FIXME handle this error */
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meta_error_trap_pop (window->display);
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/* stick frame to the window */
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window->frame = frame;
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meta_ui_add_frame (window->screen->ui, frame->xwindow);
if (window->title)
meta_ui_set_frame_title (window->screen->ui,
window->frame->xwindow,
window->title);
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/* Move keybindings to frame instead of window */
meta_window_grab_keys (window);
/* Shape mask */
meta_ui_apply_frame_shape (frame->window->screen->ui,
frame->xwindow,
frame->rect.width,
frame->rect.height);
meta_display_ungrab (window->display);
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}
void
meta_window_destroy_frame (MetaWindow *window)
{
MetaFrame *frame;
if (window->frame == NULL)
return;
frame = window->frame;
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meta_ui_remove_frame (window->screen->ui, frame->xwindow);
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/* Unparent the client window; it may be destroyed,
* thus the error trap.
*/
meta_error_trap_push (window->display);
if (window->mapped)
{
window->mapped = FALSE; /* Keep track of unmapping it, so we
* can identify a withdraw initiated
* by the client.
*/
meta_topic (META_DEBUG_WINDOW_STATE,
"Incrementing unmaps_pending on %s for reparent back to root\n", window->desc);
window->unmaps_pending += 1;
}
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XReparentWindow (window->display->xdisplay,
window->xwindow,
window->screen->xroot,
/* FIXME where to put it back depends on the gravity */
window->frame->rect.x,
window->frame->rect.y);
meta_error_trap_pop (window->display);
meta_display_unregister_x_window (window->display,
frame->xwindow);
window->frame = NULL;
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/* Move keybindings to window instead of frame */
meta_window_grab_keys (window);
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/* should we push an error trap? */
XDestroyWindow (window->display->xdisplay, frame->xwindow);
g_free (frame);
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/* Put our state back where it should be */
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meta_window_queue_calc_showing (window);
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}
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MetaFrameFlags
meta_frame_get_flags (MetaFrame *frame)
{
MetaFrameFlags flags;
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flags = META_FRAME_ALLOWS_MENU;
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if (frame->window->has_close_func)
flags |= META_FRAME_ALLOWS_DELETE;
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if (frame->window->has_maximize_func)
flags |= META_FRAME_ALLOWS_MAXIMIZE;
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if (frame->window->has_minimize_func)
flags |= META_FRAME_ALLOWS_MINIMIZE;
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if (frame->window->has_shade_func)
flags |= META_FRAME_ALLOWS_SHADE;
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if (frame->window->has_move_func)
flags |= META_FRAME_ALLOWS_MOVE;
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if (frame->window->has_resize_func &&
!frame->window->maximized &&
!frame->window->shaded)
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{
if (frame->window->size_hints.min_width <
frame->window->size_hints.max_width)
flags |= META_FRAME_ALLOWS_HORIZONTAL_RESIZE;
if (frame->window->size_hints.min_height <
frame->window->size_hints.max_height)
flags |= META_FRAME_ALLOWS_VERTICAL_RESIZE;
}
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if (frame->window->has_focus)
flags |= META_FRAME_HAS_FOCUS;
if (frame->window->shaded)
flags |= META_FRAME_SHADED;
if (frame->window->on_all_workspaces)
flags |= META_FRAME_STUCK;
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if (frame->window->maximized)
flags |= META_FRAME_MAXIMIZED;
if (frame->window->fullscreen)
flags |= META_FRAME_FULLSCREEN;
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return flags;
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}
void
meta_frame_calc_geometry (MetaFrame *frame,
MetaFrameGeometry *geomp)
{
MetaFrameGeometry geom;
MetaWindow *window;
window = frame->window;
meta_ui_get_frame_geometry (window->screen->ui,
frame->xwindow,
&geom.top_height,
&geom.bottom_height,
&geom.left_width,
&geom.right_width);
*geomp = geom;
}
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void
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meta_frame_sync_to_window (MetaFrame *frame,
int resize_gravity,
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gboolean need_move,
gboolean need_resize)
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{
if (!(need_move || need_resize))
return;
meta_topic (META_DEBUG_GEOMETRY,
"Syncing frame geometry %d,%d %dx%d (SE: %d,%d)\n",
frame->rect.x, frame->rect.y,
frame->rect.width, frame->rect.height,
frame->rect.x + frame->rect.width,
frame->rect.y + frame->rect.height);
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/* set bg to none to avoid flicker */
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if (need_resize)
{
meta_ui_unflicker_frame_bg (frame->window->screen->ui,
frame->xwindow,
frame->rect.width,
frame->rect.height);
/* Done before the window resize, because doing it before means
* part of the window being resized becomes unshaped, which may
* be sort of hard to see with bg = None. If we did it after
* window resize, part of the window being resized would become
* shaped, which might be more visible.
*/
meta_ui_apply_frame_shape (frame->window->screen->ui,
frame->xwindow,
frame->rect.width,
frame->rect.height);
}
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if (need_move && need_resize)
XMoveResizeWindow (frame->window->display->xdisplay,
frame->xwindow,
frame->rect.x,
frame->rect.y,
frame->rect.width,
frame->rect.height);
else if (need_move)
XMoveWindow (frame->window->display->xdisplay,
frame->xwindow,
frame->rect.x,
frame->rect.y);
else if (need_resize)
XResizeWindow (frame->window->display->xdisplay,
frame->xwindow,
frame->rect.width,
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frame->rect.height);
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if (need_resize)
{
meta_ui_reset_frame_bg (frame->window->screen->ui,
frame->xwindow);
/* If we're interactively resizing the frame, repaint
* it immediately so we don't start to lag.
*/
if (frame->window->display->grab_window ==
frame->window)
meta_ui_repaint_frame (frame->window->screen->ui,
frame->xwindow);
}
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}
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void
meta_frame_queue_draw (MetaFrame *frame)
{
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meta_ui_queue_frame_draw (frame->window->screen->ui,
frame->xwindow);
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}