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mutter-performance-source/src/compositor/meta-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 <gdk/gdk.h> /* for gdk_rectangle_intersect() */
#include "clutter-utils.h"
#include "compositor-private.h"
#include "meta-window-actor-private.h"
#include "meta-window-group.h"
#include "window-private.h"
#include "meta-cullable.h"
struct _MetaWindowGroupClass
{
ClutterActorClass parent_class;
};
struct _MetaWindowGroup
{
ClutterActor parent;
MetaScreen *screen;
};
static void cullable_iface_init (MetaCullableInterface *iface);
G_DEFINE_TYPE_WITH_CODE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init));
static void
meta_window_group_cull_out (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
meta_cullable_cull_out_children (cullable, unobscured_region, clip_region);
}
static void
meta_window_group_reset_culling (MetaCullable *cullable)
{
meta_cullable_reset_culling_children (cullable);
}
static void
cullable_iface_init (MetaCullableInterface *iface)
{
iface->cull_out = meta_window_group_cull_out;
iface->reset_culling = meta_window_group_reset_culling;
}
static void
meta_window_group_paint (ClutterActor *actor)
{
cairo_region_t *clip_region;
cairo_region_t *unobscured_region;
cairo_rectangle_int_t visible_rect, clip_rect;
int paint_x_offset, paint_y_offset;
int paint_x_origin, paint_y_origin;
int actor_x_origin, actor_y_origin;
int screen_width, screen_height;
MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
ClutterActor *stage = clutter_actor_get_stage (actor);
meta_screen_get_size (window_group->screen, &screen_width, &screen_height);
/* Normally we expect an actor to be drawn at it's position on the screen.
* However, if we're inside the paint of a ClutterClone, that won't be the
* case and we need to compensate. We look at the position of the window
* group under the current model-view matrix and the position of the actor.
* If they are both simply integer translations, then we can compensate
* easily, otherwise we give up.
*
* Possible cleanup: work entirely in paint space - we can compute the
* combination of the model-view matrix with the local matrix for each child
* actor and get a total transformation for that actor for how we are
* painting currently, and never worry about how actors are positioned
* on the stage.
*/
if (!meta_actor_painting_untransformed (screen_width, screen_height, &paint_x_origin, &paint_y_origin) ||
!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
{
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
return;
}
visible_rect.x = visible_rect.y = 0;
visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
unobscured_region = cairo_region_create_rectangle (&visible_rect);
/* Get the clipped redraw bounds from Clutter so that we can avoid
* painting shadows on windows that don't need to be painted in this
* frame. In the case of a multihead setup with mismatched monitor
* sizes, we could intersect this with an accurate union of the
* monitors to avoid painting shadows that are visible only in the
* holes. */
clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
&clip_rect);
clip_region = cairo_region_create_rectangle (&clip_rect);
paint_x_offset = paint_x_origin - actor_x_origin;
paint_y_offset = paint_y_origin - actor_y_origin;
cairo_region_translate (clip_region, -paint_x_offset, -paint_y_offset);
meta_cullable_cull_out (META_CULLABLE (window_group), unobscured_region, clip_region);
cairo_region_destroy (unobscured_region);
cairo_region_destroy (clip_region);
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
meta_cullable_reset_culling (META_CULLABLE (window_group));
}
/* Adapted from clutter_actor_update_default_paint_volume() */
static gboolean
meta_window_group_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
ClutterActorIter iter;
ClutterActor *child;
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
{
const ClutterPaintVolume *child_volume;
if (!CLUTTER_ACTOR_IS_MAPPED (child))
continue;
child_volume = clutter_actor_get_transformed_paint_volume (child, self);
if (child_volume == NULL)
return FALSE;
clutter_paint_volume_union (volume, child_volume);
}
return TRUE;
}
/* This is a workaround for Clutter's awful allocation tracking.
* Without this, any time the window group changed size, which is
* any time windows are dragged around, we'll do a full repaint
* of the window group, which includes the background actor, meaning
* a full-stage repaint.
*
* Since actors are allowed to paint outside their allocation, and
* since child actors are allowed to be outside their parents, this
* doesn't affect anything, but it means that we'll get much more
* sane and consistent clipped repaints from Clutter. */
static void
meta_window_group_get_preferred_width (ClutterActor *actor,
gfloat for_height,
gfloat *min_width,
gfloat *nat_width)
{
*min_width = 0;
*nat_width = 0;
}
static void
meta_window_group_get_preferred_height (ClutterActor *actor,
gfloat for_width,
gfloat *min_height,
gfloat *nat_height)
{
*min_height = 0;
*nat_height = 0;
}
static void
meta_window_group_class_init (MetaWindowGroupClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
if (0) actor_class->paint = meta_window_group_paint;
actor_class->get_paint_volume = meta_window_group_get_paint_volume;
actor_class->get_preferred_width = meta_window_group_get_preferred_width;
actor_class->get_preferred_height = meta_window_group_get_preferred_height;
}
static void
meta_window_group_init (MetaWindowGroup *window_group)
{
}
ClutterActor *
meta_window_group_new (MetaScreen *screen)
{
MetaWindowGroup *window_group;
window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL);
window_group->screen = screen;
return CLUTTER_ACTOR (window_group);
}