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mutter-performance-source/src/compositor/mutter-window-group.c

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
#include <config.h>
#define _ISOC99_SOURCE /* for roundf */
#include <math.h>
#include "mutter-window-private.h"
#include "mutter-window-group.h"
#include "region.h"
struct _MutterWindowGroupClass
{
ClutterGroupClass parent_class;
};
struct _MutterWindowGroup
{
ClutterGroup parent;
MetaScreen *screen;
};
G_DEFINE_TYPE (MutterWindowGroup, mutter_window_group, CLUTTER_TYPE_GROUP);
/* We want to find out if the window is "close enough" to
* 1:1 transform. We do that by converting the transformed coordinates
* to 24.8 fixed-point before checking if they look right.
*/
static inline int
round_to_fixed (float x)
{
return roundf (x * 256);
}
/* We can only (easily) apply our logic for figuring out what a window
* obscures if is not transformed. This function does that check and
* as a side effect gets the position of the upper-left corner of the
* actors.
*
* (We actually could handle scaled and non-integrally positioned actors
* too as long as they weren't shaped - no filtering is done at the
* edges so a rectangle stays a rectangle. But the gain from that is
* small, especally since most of our windows are shaped. The simple
* case we handle here is the case that matters when the user is just
* using the desktop normally.)
*
* If we assume that the window group is untransformed (it better not
* be!) then we could also make this determination by checking directly
* if the actor itself is rotated, scaled, or at a non-integral position.
* However, the criterion for "close enough" in that case get trickier,
* since, for example, the allowed rotation depends on the size of
* actor. The approach we take here is to just require everything
* to be within 1/256th of a pixel.
*/
static gboolean
actor_is_untransformed (ClutterActor *actor,
int *x_origin,
int *y_origin)
{
gfloat widthf, heightf;
int width, height;
ClutterVertex verts[4];
int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
int x, y;
clutter_actor_get_size (actor, &widthf, &heightf);
width = round_to_fixed (widthf); height = round_to_fixed (heightf);
clutter_actor_get_abs_allocation_vertices (actor, verts);
v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y);
/* Using shifting for converting fixed => int, gets things right for
* negative values. / 256. wouldn't do the same
*/
x = v0x >> 8;
y = v0y >> 8;
/* At integral coordinates? */
if (x * 256 != v0x || y * 256 != v0y)
return FALSE;
/* Not scaled? */
if (v1x - v0x != width || v2y - v0y != height)
return FALSE;
/* Not rotated/skewed? */
if (v0x != v2x || v0y != v1y ||
v3x != v1x || v3y != v2y)
return FALSE;
*x_origin = x;
*y_origin = y;
return TRUE;
}
static void
mutter_window_group_paint (ClutterActor *actor)
{
MutterWindowGroup *window_group = MUTTER_WINDOW_GROUP (actor);
MetaRegion *visible_region;
GdkRectangle screen_rect = { 0 };
GList *children, *l;
/* We walk the list from top to bottom (opposite of painting order),
* and subtract the opaque area of each window out of the visible
* region that we pass to the windows below.
*/
children = clutter_container_get_children (CLUTTER_CONTAINER (actor));
children = g_list_reverse (children);
/* Start off with the full screen area (for a multihead setup, we
* might want to use a more accurate union of the monitors to avoid
* painting in holes from mismatched monitor sizes. That's just an
* optimization, however.)
*/
meta_screen_get_size (window_group->screen, &screen_rect.width, &screen_rect.height);
visible_region = meta_region_new_from_rectangle (&screen_rect);
for (l = children; l; l = l->next)
{
MutterWindow *cw;
gboolean x, y;
if (!MUTTER_IS_WINDOW (l->data) || !CLUTTER_ACTOR_IS_VISIBLE (l->data))
continue;
cw = l->data;
if (!actor_is_untransformed (CLUTTER_ACTOR (cw), &x, &y))
continue;
/* Temporarily move to the coordinate system of the actor */
meta_region_translate (visible_region, - x, - y);
mutter_window_set_visible_region (cw, visible_region);
if (clutter_actor_get_paint_opacity (CLUTTER_ACTOR (cw)) == 0xff)
{
MetaRegion *obscured_region = mutter_window_get_obscured_region (cw);
if (obscured_region)
meta_region_subtract (visible_region, obscured_region);
}
mutter_window_set_visible_region_beneath (cw, visible_region);
meta_region_translate (visible_region, x, y);
}
meta_region_destroy (visible_region);
CLUTTER_ACTOR_CLASS (mutter_window_group_parent_class)->paint (actor);
/* Now that we are done painting, unset the visible regions (they will
* mess up painting clones of our actors)
*/
for (l = children; l; l = l->next)
{
MutterWindow *cw;
if (!MUTTER_IS_WINDOW (l->data))
continue;
cw = l->data;
mutter_window_reset_visible_regions (cw);
}
g_list_free (children);
}
static void
mutter_window_group_class_init (MutterWindowGroupClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint = mutter_window_group_paint;
}
static void
mutter_window_group_init (MutterWindowGroup *window_group)
{
}
ClutterActor *
mutter_window_group_new (MetaScreen *screen)
{
MutterWindowGroup *window_group;
window_group = g_object_new (MUTTER_TYPE_WINDOW_GROUP, NULL);
window_group->screen = screen;
return CLUTTER_ACTOR (window_group);
}