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mutter-performance-source/src/compositor/meta-window-actor.c
Jonas Ådahl 2f27b8d5fa window-actor: Handle changing surface actor on window reparenting
The commit f2f4af0d50 missed one situation
where mutter does things differently, i.e. changes what surface actor is
associated with a given window actor: reparenting a Xwayland window when
changing whether it is decorated.

To summarize, there are three types of window actors:

X11 window actors - directly tied to the backing X11 window. The
corresponding surface actor is directly owned by the window actor and
will never change.

Wayland window actors - gets its surface actor from MetaWaylandSurface
at construction. A single MetaWaylandSurface may create and destroy
multiple window actors over time, but a single window actor will never
change surface actor.

Xwayland window actors - a mix between the above two types; the window
corresponds to the X11 window, and so does the window actor, but the
surface itself comes from the MetaWaylandSurface.

Normally when a X11 window is unmapped, the corresponding MetaWindow is
unmanaged. With Xwayland, this happens indirectly via the destruction of
the wl_surface. The exception to this is windows that are reparented
during changing their decoration state - in this case on plain X11, the
MetaWindow stays alive. With Xwayland however, there is a race
condition; since the MetaWindow is tied to the wl_surface, if we receive
the new surface ID atom before the destruction of the old wl_surface,
we'll try to associate the existing MetaWindow and MetaWindowActor with
the new wl_surface, hitting the assert. If the surface destruction
arrives first, the MetaWindow and MetaWindowActor will be disposed, and
the we wouldn't hit the assert.

To handle this race gracefully, reinstate handling of replacing the
surface actor of an existing window actor, to handle this race, as it
was handled before.

Eventually, it should be reconsidered whether the MetaWindow lifetime is
tied to the wl_surface or if it should be changed to be consistent with
plain X11, as this re-exposes another bug where the X11 client and
mutter will enter a feedback loop where the window is repeatedly
remapped. See https://gitlab.freedesktop.org/xorg/xserver/issues/740.

Fixes: https://gitlab.gnome.org/GNOME/mutter/issues/709

https://gitlab.gnome.org/GNOME/mutter/merge_requests/773
2019-09-05 07:43:40 +00:00

2256 lines
67 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/**
* SECTION:meta-window-actor
* @title: MetaWindowActor
* @short_description: An actor representing a top-level window in the scene
* graph
*
* #MetaWindowActor is a #ClutterActor that adds a notion of a window to the
* Clutter scene graph. It contains a #MetaWindow which provides the windowing
* API, and the #MetaCompositor that handles it. For the actual content of the
* window, it contains a #MetaSurfaceActor.
*
* #MetaWindowActor takes care of the rendering features you need for your
* window. For example, it will take the windows' requested opacity and use
* that for clutter_actor_set_opacity(). Furthermore, it will also draw a
* shadow around the window (using #MetaShadow) and deal with synchronization
* between events of the window and the actual render loop. See
* MetaWindowActor::first-frame for an example of the latter.
*/
#include "config.h"
#include <gdk/gdk.h>
#include <math.h>
#include <string.h>
#include "backends/meta-screen-cast-window.h"
#include "core/frame.h"
#include "compositor/compositor-private.h"
#include "compositor/meta-cullable.h"
#include "compositor/meta-surface-actor-x11.h"
#include "compositor/meta-surface-actor.h"
#include "compositor/meta-window-actor-private.h"
#include "compositor/region-utils.h"
#include "meta/meta-enum-types.h"
#include "meta/meta-shadow-factory.h"
#include "meta/window.h"
#ifdef HAVE_WAYLAND
#include "compositor/meta-surface-actor-wayland.h"
#include "wayland/meta-wayland-surface.h"
#endif
typedef enum
{
INITIALLY_FROZEN,
DRAWING_FIRST_FRAME,
EMITTED_FIRST_FRAME
} FirstFrameState;
typedef struct _MetaWindowActorPrivate
{
MetaWindow *window;
MetaCompositor *compositor;
MetaSurfaceActor *surface;
/* MetaShadowFactory only caches shadows that are actually in use;
* to avoid unnecessary recomputation we do two things: 1) we store
* both a focused and unfocused shadow for the window. If the window
* doesn't have different focused and unfocused shadow parameters,
* these will be the same. 2) when the shadow potentially changes we
* don't immediately unreference the old shadow, we just flag it as
* dirty and recompute it when we next need it (recompute_focused_shadow,
* recompute_unfocused_shadow.) Because of our extraction of
* size-invariant window shape, we'll often find that the new shadow
* is the same as the old shadow.
*/
MetaShadow *focused_shadow;
MetaShadow *unfocused_shadow;
/* A region that matches the shape of the window, including frame bounds */
cairo_region_t *shape_region;
/* The region we should clip to when painting the shadow */
cairo_region_t *shadow_clip;
/* Extracted size-invariant shape used for shadows */
MetaWindowShape *shadow_shape;
char * shadow_class;
MetaShadowMode shadow_mode;
int geometry_scale;
gulong size_changed_id;
/*
* These need to be counters rather than flags, since more plugins
* can implement same effect; the practicality of stacking effects
* might be dubious, but we have to at least handle it correctly.
*/
gint minimize_in_progress;
gint unminimize_in_progress;
gint size_change_in_progress;
gint map_in_progress;
gint destroy_in_progress;
guint freeze_count;
guint visible : 1;
guint disposed : 1;
guint needs_reshape : 1;
guint recompute_focused_shadow : 1;
guint recompute_unfocused_shadow : 1;
guint needs_destroy : 1;
guint updates_frozen : 1;
guint first_frame_state : 2; /* FirstFrameState */
} MetaWindowActorPrivate;
enum
{
FIRST_FRAME,
EFFECTS_COMPLETED,
DAMAGED,
LAST_SIGNAL
};
static guint signals[LAST_SIGNAL] = { 0 };
enum
{
PROP_META_WINDOW = 1,
PROP_SHADOW_MODE,
PROP_SHADOW_CLASS
};
static void meta_window_actor_dispose (GObject *object);
static void meta_window_actor_constructed (GObject *object);
static void meta_window_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec);
static void meta_window_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec);
static void meta_window_actor_real_assign_surface_actor (MetaWindowActor *self,
MetaSurfaceActor *surface_actor);
static void meta_window_actor_paint (ClutterActor *actor);
static gboolean meta_window_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume);
static gboolean meta_window_actor_has_shadow (MetaWindowActor *self);
static void meta_window_actor_handle_updates (MetaWindowActor *self);
static void check_needs_reshape (MetaWindowActor *self);
static void cullable_iface_init (MetaCullableInterface *iface);
static void screen_cast_window_iface_init (MetaScreenCastWindowInterface *iface);
G_DEFINE_ABSTRACT_TYPE_WITH_CODE (MetaWindowActor, meta_window_actor, CLUTTER_TYPE_ACTOR,
G_ADD_PRIVATE (MetaWindowActor)
G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init)
G_IMPLEMENT_INTERFACE (META_TYPE_SCREEN_CAST_WINDOW, screen_cast_window_iface_init));
static void
meta_window_actor_class_init (MetaWindowActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
object_class->dispose = meta_window_actor_dispose;
object_class->set_property = meta_window_actor_set_property;
object_class->get_property = meta_window_actor_get_property;
object_class->constructed = meta_window_actor_constructed;
actor_class->paint = meta_window_actor_paint;
actor_class->get_paint_volume = meta_window_actor_get_paint_volume;
klass->assign_surface_actor = meta_window_actor_real_assign_surface_actor;
/**
* MetaWindowActor::first-frame:
* @actor: the #MetaWindowActor instance
*
* The ::first-frame signal will be emitted the first time a frame
* of window contents has been drawn by the application and Mutter
* has had the chance to drawn that frame to the screen. If the
* window starts off initially hidden, obscured, or on on a
* different workspace, the ::first-frame signal will be emitted
* even though the user doesn't see the contents.
*
* MetaDisplay::window-created is a good place to connect to this
* signal - at that point, the MetaWindowActor for the window
* exists, but the window has reliably not yet been drawn.
* Connecting to an existing window that has already been drawn to
* the screen is not useful.
*/
signals[FIRST_FRAME] =
g_signal_new ("first-frame",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* MetaWindowActor::effects-completed:
* @actor: the #MetaWindowActor instance
*
* The ::effects-completed signal will be emitted once all pending compositor
* effects are completed.
*/
signals[EFFECTS_COMPLETED] =
g_signal_new ("effects-completed",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* MetaWindowActor::damaged:
* @actor: the #MetaWindowActor instance
*
* Notify that one or more of the surfaces of the window have been damaged.
*/
signals[DAMAGED] =
g_signal_new ("damaged",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 0);
pspec = g_param_spec_object ("meta-window",
"MetaWindow",
"The displayed MetaWindow",
META_TYPE_WINDOW,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY);
g_object_class_install_property (object_class,
PROP_META_WINDOW,
pspec);
pspec = g_param_spec_enum ("shadow-mode",
"Shadow mode",
"Decides when to paint shadows",
META_TYPE_SHADOW_MODE,
META_SHADOW_MODE_AUTO,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_MODE,
pspec);
pspec = g_param_spec_string ("shadow-class",
"Name of the shadow class for this window.",
"NULL means to use the default shadow class for this window type",
NULL,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_CLASS,
pspec);
}
static void
meta_window_actor_init (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
priv->geometry_scale = 1;
}
static void
window_appears_focused_notify (MetaWindow *mw,
GParamSpec *arg1,
gpointer data)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (data));
}
static void
surface_size_changed (MetaSurfaceActor *actor,
gpointer user_data)
{
MetaWindowActor *self = META_WINDOW_ACTOR (user_data);
meta_window_actor_update_shape (self);
}
static gboolean
is_argb32 (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
/* assume we're argb until we get the window (because
in practice we're drawing nothing, so we're fully
transparent)
*/
if (priv->surface)
return meta_surface_actor_is_argb32 (priv->surface);
else
return TRUE;
}
static gboolean
is_opaque (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
return !is_argb32 (self) && (window->opacity == 0xFF);
}
static gboolean
is_frozen (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
return priv->surface == NULL || priv->freeze_count > 0;
}
static void
meta_window_actor_freeze (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->freeze_count == 0 && priv->surface)
meta_surface_actor_set_frozen (priv->surface, TRUE);
priv->freeze_count ++;
}
static void
meta_window_actor_sync_thawed_state (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->first_frame_state == INITIALLY_FROZEN)
priv->first_frame_state = DRAWING_FIRST_FRAME;
if (priv->surface)
meta_surface_actor_set_frozen (priv->surface, FALSE);
/* We sometimes ignore moves and resizes on frozen windows */
meta_window_actor_sync_actor_geometry (self, FALSE);
}
static void
meta_window_actor_thaw (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->freeze_count <= 0)
g_error ("Error in freeze/thaw accounting");
priv->freeze_count--;
if (priv->freeze_count > 0)
return;
/* We still might be frozen due to lack of a MetaSurfaceActor */
if (is_frozen (self))
return;
meta_window_actor_sync_thawed_state (self);
/* We do this now since we might be going right back into the
* frozen state */
meta_window_actor_handle_updates (self);
}
static void
meta_window_actor_real_assign_surface_actor (MetaWindowActor *self,
MetaSurfaceActor *surface_actor)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->surface)
{
g_warn_if_fail (priv->window->client_type == META_WINDOW_CLIENT_TYPE_X11 &&
meta_is_wayland_compositor ());
g_clear_signal_handler (&priv->size_changed_id, priv->surface);
clutter_actor_remove_child (CLUTTER_ACTOR (self),
CLUTTER_ACTOR (priv->surface));
g_clear_object (&priv->surface);
}
priv->surface = g_object_ref_sink (surface_actor);
priv->size_changed_id = g_signal_connect (priv->surface, "size-changed",
G_CALLBACK (surface_size_changed),
self);
meta_window_actor_update_shape (self);
if (is_frozen (self))
meta_surface_actor_set_frozen (priv->surface, TRUE);
else
meta_window_actor_sync_thawed_state (self);
}
void
meta_window_actor_assign_surface_actor (MetaWindowActor *self,
MetaSurfaceActor *surface_actor)
{
META_WINDOW_ACTOR_GET_CLASS (self)->assign_surface_actor (self,
surface_actor);
}
static void
init_surface_actor (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
MetaSurfaceActor *surface_actor;
if (!meta_is_wayland_compositor ())
surface_actor = meta_surface_actor_x11_new (window);
#ifdef HAVE_WAYLAND
else if (window->surface)
surface_actor = meta_wayland_surface_get_actor (window->surface);
#endif
else
surface_actor = NULL;
if (surface_actor)
meta_window_actor_assign_surface_actor (self, surface_actor);
}
static void
meta_window_actor_constructed (GObject *object)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
priv->compositor = window->display->compositor;
/* Hang our compositor window state off the MetaWindow for fast retrieval */
meta_window_set_compositor_private (window, object);
init_surface_actor (self);
meta_window_actor_update_opacity (self);
/* Start off with an empty shape region to maintain the invariant
* that it's always set */
priv->shape_region = cairo_region_create ();
meta_window_actor_sync_updates_frozen (self);
if (is_frozen (self))
priv->first_frame_state = INITIALLY_FROZEN;
else
priv->first_frame_state = DRAWING_FIRST_FRAME;
meta_window_actor_sync_actor_geometry (self, priv->window->placed);
}
static void
meta_window_actor_dispose (GObject *object)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaCompositor *compositor = priv->compositor;
if (priv->disposed)
{
G_OBJECT_CLASS (meta_window_actor_parent_class)->dispose (object);
return;
}
priv->disposed = TRUE;
g_clear_pointer (&priv->shape_region, cairo_region_destroy);
g_clear_pointer (&priv->shadow_clip, cairo_region_destroy);
g_clear_pointer (&priv->shadow_class, g_free);
g_clear_pointer (&priv->focused_shadow, meta_shadow_unref);
g_clear_pointer (&priv->unfocused_shadow, meta_shadow_unref);
g_clear_pointer (&priv->shadow_shape, meta_window_shape_unref);
meta_compositor_remove_window_actor (compositor, self);
g_clear_object (&priv->window);
if (priv->surface)
{
g_clear_signal_handler (&priv->size_changed_id, priv->surface);
clutter_actor_remove_child (CLUTTER_ACTOR (self),
CLUTTER_ACTOR (priv->surface));
g_clear_object (&priv->surface);
}
G_OBJECT_CLASS (meta_window_actor_parent_class)->dispose (object);
}
static void
meta_window_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
switch (prop_id)
{
case PROP_META_WINDOW:
priv->window = g_value_dup_object (value);
g_signal_connect_object (priv->window, "notify::appears-focused",
G_CALLBACK (window_appears_focused_notify), self, 0);
break;
case PROP_SHADOW_MODE:
{
MetaShadowMode newv = g_value_get_enum (value);
if (newv == priv->shadow_mode)
return;
priv->shadow_mode = newv;
meta_window_actor_invalidate_shadow (self);
}
break;
case PROP_SHADOW_CLASS:
{
const char *newv = g_value_get_string (value);
if (g_strcmp0 (newv, priv->shadow_class) == 0)
return;
g_free (priv->shadow_class);
priv->shadow_class = g_strdup (newv);
meta_window_actor_invalidate_shadow (self);
}
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
meta_window_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
switch (prop_id)
{
case PROP_META_WINDOW:
g_value_set_object (value, priv->window);
break;
case PROP_SHADOW_MODE:
g_value_set_enum (value, priv->shadow_mode);
break;
case PROP_SHADOW_CLASS:
g_value_set_string (value, priv->shadow_class);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static const char *
meta_window_actor_get_shadow_class (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->shadow_class != NULL)
return priv->shadow_class;
else
{
MetaWindowType window_type = meta_window_get_window_type (priv->window);
switch (window_type)
{
case META_WINDOW_DROPDOWN_MENU:
case META_WINDOW_COMBO:
return "dropdown-menu";
case META_WINDOW_POPUP_MENU:
return "popup-menu";
default:
{
MetaFrameType frame_type = meta_window_get_frame_type (priv->window);
return meta_frame_type_to_string (frame_type);
}
}
}
}
static void
meta_window_actor_get_shadow_params (MetaWindowActor *self,
gboolean appears_focused,
MetaShadowParams *params)
{
const char *shadow_class = meta_window_actor_get_shadow_class (self);
meta_shadow_factory_get_params (meta_shadow_factory_get_default (),
shadow_class, appears_focused,
params);
}
void
meta_window_actor_get_shape_bounds (MetaWindowActor *self,
cairo_rectangle_int_t *bounds)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
cairo_region_get_extents (priv->shape_region, bounds);
}
static void
meta_window_actor_get_shadow_bounds (MetaWindowActor *self,
gboolean appears_focused,
cairo_rectangle_int_t *bounds)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaShadow *shadow;
cairo_rectangle_int_t shape_bounds;
MetaShadowParams params;
shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
meta_window_actor_get_shape_bounds (self, &shape_bounds);
meta_window_actor_get_shadow_params (self, appears_focused, &params);
meta_shadow_get_bounds (shadow,
params.x_offset + shape_bounds.x,
params.y_offset + shape_bounds.y,
shape_bounds.width,
shape_bounds.height,
bounds);
}
/* If we have an ARGB32 window that we decorate with a frame, it's
* probably something like a translucent terminal - something where
* the alpha channel represents transparency rather than a shape. We
* don't want to show the shadow through the translucent areas since
* the shadow is wrong for translucent windows (it should be
* translucent itself and colored), and not only that, will /look/
* horribly wrong - a misplaced big black blob. As a hack, what we
* want to do is just draw the shadow as normal outside the frame, and
* inside the frame draw no shadow. This is also not even close to
* the right result, but looks OK. We also apply this approach to
* windows set to be partially translucent with _NET_WM_WINDOW_OPACITY.
*/
static gboolean
clip_shadow_under_window (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->window->frame)
return TRUE;
return is_opaque (self);
}
static void
meta_window_actor_paint (ClutterActor *actor)
{
MetaWindowActor *self = META_WINDOW_ACTOR (actor);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
gboolean appears_focused = meta_window_appears_focused (priv->window);
MetaShadow *shadow;
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
if (shadow != NULL)
{
MetaShadowParams params;
cairo_rectangle_int_t shape_bounds;
cairo_region_t *clip = priv->shadow_clip;
MetaWindow *window = priv->window;
meta_window_actor_get_shape_bounds (self, &shape_bounds);
meta_window_actor_get_shadow_params (self, appears_focused, &params);
/* The frame bounds are already subtracted from priv->shadow_clip
* if that exists.
*/
if (!clip && clip_shadow_under_window (self))
{
cairo_region_t *frame_bounds = meta_window_get_frame_bounds (priv->window);
cairo_rectangle_int_t bounds;
meta_window_actor_get_shadow_bounds (self, appears_focused, &bounds);
clip = cairo_region_create_rectangle (&bounds);
if (frame_bounds)
cairo_region_subtract (clip, frame_bounds);
}
meta_shadow_paint (shadow,
framebuffer,
params.x_offset + shape_bounds.x,
params.y_offset + shape_bounds.y,
shape_bounds.width,
shape_bounds.height,
(clutter_actor_get_paint_opacity (actor) * params.opacity * window->opacity) / (255 * 255),
clip,
clip_shadow_under_window (self)); /* clip_strictly - not just as an optimization */
if (clip && clip != priv->shadow_clip)
cairo_region_destroy (clip);
}
CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
}
static gboolean
meta_window_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume)
{
MetaWindowActor *self = META_WINDOW_ACTOR (actor);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
gboolean appears_focused = meta_window_appears_focused (priv->window);
/* The paint volume is computed before paint functions are called
* so our bounds might not be updated yet. Force an update. */
meta_window_actor_handle_updates (self);
if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
{
cairo_rectangle_int_t shadow_bounds;
ClutterActorBox shadow_box;
/* We could compute an full clip region as we do for the window
* texture, but the shadow is relatively cheap to draw, and
* a little more complex to clip, so we just catch the case where
* the shadow is completely obscured and doesn't need to be drawn
* at all.
*/
meta_window_actor_get_shadow_bounds (self, appears_focused, &shadow_bounds);
shadow_box.x1 = shadow_bounds.x;
shadow_box.x2 = shadow_bounds.x + shadow_bounds.width;
shadow_box.y1 = shadow_bounds.y;
shadow_box.y2 = shadow_bounds.y + shadow_bounds.height;
clutter_paint_volume_union_box (volume, &shadow_box);
}
if (priv->surface)
{
const ClutterPaintVolume *child_volume;
child_volume = clutter_actor_get_transformed_paint_volume (CLUTTER_ACTOR (priv->surface), actor);
if (!child_volume)
return FALSE;
clutter_paint_volume_union (volume, child_volume);
}
return TRUE;
}
static gboolean
meta_window_actor_has_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->shadow_mode == META_SHADOW_MODE_FORCED_OFF)
return FALSE;
if (priv->shadow_mode == META_SHADOW_MODE_FORCED_ON)
return TRUE;
/* Leaving out shadows for maximized and fullscreen windows is an effeciency
* win and also prevents the unsightly effect of the shadow of maximized
* window appearing on an adjacent window */
if ((meta_window_get_maximized (priv->window) == META_MAXIMIZE_BOTH) ||
meta_window_is_fullscreen (priv->window))
return FALSE;
/*
* If we have two snap-tiled windows, we don't want the shadow to obstruct
* the other window.
*/
if (meta_window_get_tile_match (priv->window))
return FALSE;
/*
* Always put a shadow around windows with a frame - This should override
* the restriction about not putting a shadow around ARGB windows.
*/
if (meta_window_get_frame (priv->window))
return TRUE;
/*
* Do not add shadows to non-opaque (ARGB32) windows, as we can't easily
* generate shadows for them.
*/
if (!is_opaque (self))
return FALSE;
/*
* If a window specifies that it has custom frame extents, that likely
* means that it is drawing a shadow itself. Don't draw our own.
*/
if (priv->window->has_custom_frame_extents)
return FALSE;
/*
* Generate shadows for all other windows.
*/
return TRUE;
}
/**
* meta_window_actor_get_meta_window:
* @self: a #MetaWindowActor
*
* Gets the #MetaWindow object that the the #MetaWindowActor is displaying
*
* Return value: (transfer none): the displayed #MetaWindow
*/
MetaWindow *
meta_window_actor_get_meta_window (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
return priv->window;
}
/**
* meta_window_actor_get_texture:
* @self: a #MetaWindowActor
*
* Gets the ClutterActor that is used to display the contents of the window,
* or NULL if no texture is shown yet, because the window is not mapped.
*
* Return value: (transfer none): the #ClutterActor for the contents
*/
MetaShapedTexture *
meta_window_actor_get_texture (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->surface)
return meta_surface_actor_get_texture (priv->surface);
else
return NULL;
}
/**
* meta_window_actor_get_surface:
* @self: a #MetaWindowActor
*
* Gets the MetaSurfaceActor that draws the content of this window,
* or NULL if there is no surface yet associated with this window.
*
* Return value: (transfer none): the #MetaSurfaceActor for the contents
*/
MetaSurfaceActor *
meta_window_actor_get_surface (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
return priv->surface;
}
/**
* meta_window_actor_is_destroyed:
* @self: a #MetaWindowActor
*
* Gets whether the X window that the actor was displaying has been destroyed
*
* Return value: %TRUE when the window is destroyed, otherwise %FALSE
*/
gboolean
meta_window_actor_is_destroyed (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
return priv->disposed || priv->needs_destroy;
}
void
meta_window_actor_queue_frame_drawn (MetaWindowActor *self,
gboolean no_delay_frame)
{
META_WINDOW_ACTOR_GET_CLASS (self)->queue_frame_drawn (self,
no_delay_frame);
}
gboolean
meta_window_actor_effect_in_progress (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
return (priv->minimize_in_progress ||
priv->size_change_in_progress ||
priv->map_in_progress ||
priv->destroy_in_progress);
}
static gboolean
is_freeze_thaw_effect (MetaPluginEffect event)
{
switch (event)
{
case META_PLUGIN_DESTROY:
case META_PLUGIN_SIZE_CHANGE:
return TRUE;
break;
default:
return FALSE;
}
}
static gboolean
start_simple_effect (MetaWindowActor *self,
MetaPluginEffect event)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaCompositor *compositor = priv->compositor;
MetaPluginManager *plugin_mgr =
meta_compositor_get_plugin_manager (compositor);
gint *counter = NULL;
gboolean use_freeze_thaw = FALSE;
g_assert (plugin_mgr != NULL);
switch (event)
{
case META_PLUGIN_NONE:
return FALSE;
case META_PLUGIN_MINIMIZE:
counter = &priv->minimize_in_progress;
break;
case META_PLUGIN_UNMINIMIZE:
counter = &priv->unminimize_in_progress;
break;
case META_PLUGIN_MAP:
counter = &priv->map_in_progress;
break;
case META_PLUGIN_DESTROY:
counter = &priv->destroy_in_progress;
break;
case META_PLUGIN_SIZE_CHANGE:
case META_PLUGIN_SWITCH_WORKSPACE:
g_assert_not_reached ();
break;
}
g_assert (counter);
use_freeze_thaw = is_freeze_thaw_effect (event);
if (use_freeze_thaw)
meta_window_actor_freeze (self);
(*counter)++;
if (!meta_plugin_manager_event_simple (plugin_mgr, self, event))
{
(*counter)--;
if (use_freeze_thaw)
meta_window_actor_thaw (self);
return FALSE;
}
return TRUE;
}
static void
meta_window_actor_after_effects (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->needs_destroy)
{
clutter_actor_destroy (CLUTTER_ACTOR (self));
return;
}
g_signal_emit (self, signals[EFFECTS_COMPLETED], 0);
meta_window_actor_sync_visibility (self);
meta_window_actor_sync_actor_geometry (self, FALSE);
}
void
meta_window_actor_effect_completed (MetaWindowActor *self,
MetaPluginEffect event)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
gboolean inconsistent = FALSE;
/* NB: Keep in mind that when effects get completed it possible
* that the corresponding MetaWindow may have be been destroyed.
* In this case priv->window will == NULL */
switch (event)
{
case META_PLUGIN_NONE:
break;
case META_PLUGIN_MINIMIZE:
{
priv->minimize_in_progress--;
if (priv->minimize_in_progress < 0)
{
g_warning ("Error in minimize accounting.");
priv->minimize_in_progress = 0;
inconsistent = TRUE;
}
}
break;
case META_PLUGIN_UNMINIMIZE:
{
priv->unminimize_in_progress--;
if (priv->unminimize_in_progress < 0)
{
g_warning ("Error in unminimize accounting.");
priv->unminimize_in_progress = 0;
inconsistent = TRUE;
}
}
break;
case META_PLUGIN_MAP:
/*
* Make sure that the actor is at the correct place in case
* the plugin fscked.
*/
priv->map_in_progress--;
if (priv->map_in_progress < 0)
{
g_warning ("Error in map accounting.");
priv->map_in_progress = 0;
inconsistent = TRUE;
}
break;
case META_PLUGIN_DESTROY:
priv->destroy_in_progress--;
if (priv->destroy_in_progress < 0)
{
g_warning ("Error in destroy accounting.");
priv->destroy_in_progress = 0;
inconsistent = TRUE;
}
break;
case META_PLUGIN_SIZE_CHANGE:
priv->size_change_in_progress--;
if (priv->size_change_in_progress < 0)
{
g_warning ("Error in size change accounting.");
priv->size_change_in_progress = 0;
inconsistent = TRUE;
}
break;
case META_PLUGIN_SWITCH_WORKSPACE:
g_assert_not_reached ();
break;
}
if (is_freeze_thaw_effect (event) && !inconsistent)
meta_window_actor_thaw (self);
if (!meta_window_actor_effect_in_progress (self))
meta_window_actor_after_effects (self);
}
gboolean
meta_window_actor_should_unredirect (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (!meta_window_actor_is_destroyed (self) && priv->surface)
return meta_surface_actor_should_unredirect (priv->surface);
else
return FALSE;
}
void
meta_window_actor_set_unredirected (MetaWindowActor *self,
gboolean unredirected)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
g_assert (priv->surface); /* because otherwise should_unredirect() is FALSE */
meta_surface_actor_set_unredirected (priv->surface, unredirected);
}
void
meta_window_actor_queue_destroy (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
MetaWindowType window_type = meta_window_get_window_type (window);
meta_window_set_compositor_private (window, NULL);
META_WINDOW_ACTOR_GET_CLASS (self)->queue_destroy (self);
if (window_type == META_WINDOW_DROPDOWN_MENU ||
window_type == META_WINDOW_POPUP_MENU ||
window_type == META_WINDOW_TOOLTIP ||
window_type == META_WINDOW_NOTIFICATION ||
window_type == META_WINDOW_COMBO ||
window_type == META_WINDOW_DND ||
window_type == META_WINDOW_OVERRIDE_OTHER)
{
/*
* No effects, just kill it.
*/
clutter_actor_destroy (CLUTTER_ACTOR (self));
return;
}
priv->needs_destroy = TRUE;
if (!meta_window_actor_effect_in_progress (self))
clutter_actor_destroy (CLUTTER_ACTOR (self));
}
MetaWindowActorChanges
meta_window_actor_sync_actor_geometry (MetaWindowActor *self,
gboolean did_placement)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaRectangle window_rect;
ClutterActor *actor = CLUTTER_ACTOR (self);
MetaWindowActorChanges changes = 0;
meta_window_get_buffer_rect (priv->window, &window_rect);
/* When running as a Wayland compositor we catch size changes when new
* buffers are attached */
if (META_IS_SURFACE_ACTOR_X11 (priv->surface))
meta_surface_actor_x11_set_size (META_SURFACE_ACTOR_X11 (priv->surface),
window_rect.width, window_rect.height);
/* Normally we want freezing a window to also freeze its position; this allows
* windows to atomically move and resize together, either under app control,
* or because the user is resizing from the left/top. But on initial placement
* we need to assign a position, since immediately after the window
* is shown, the map effect will go into effect and prevent further geometry
* updates.
*/
if (is_frozen (self) && !did_placement)
return META_WINDOW_ACTOR_CHANGE_POSITION | META_WINDOW_ACTOR_CHANGE_SIZE;
if (meta_window_actor_effect_in_progress (self))
return META_WINDOW_ACTOR_CHANGE_POSITION | META_WINDOW_ACTOR_CHANGE_SIZE;
if (clutter_actor_has_allocation (actor))
{
ClutterActorBox box;
float old_x, old_y;
float old_width, old_height;
clutter_actor_get_allocation_box (actor, &box);
old_x = box.x1;
old_y = box.y1;
old_width = box.x2 - box.x1;
old_height = box.y2 - box.y1;
if (old_x != window_rect.x || old_y != window_rect.y)
changes |= META_WINDOW_ACTOR_CHANGE_POSITION;
if (old_width != window_rect.width || old_height != window_rect.height)
changes |= META_WINDOW_ACTOR_CHANGE_SIZE;
}
else
{
changes = META_WINDOW_ACTOR_CHANGE_POSITION | META_WINDOW_ACTOR_CHANGE_SIZE;
}
if (changes & META_WINDOW_ACTOR_CHANGE_POSITION)
clutter_actor_set_position (actor, window_rect.x, window_rect.y);
if (changes & META_WINDOW_ACTOR_CHANGE_SIZE)
clutter_actor_set_size (actor, window_rect.width, window_rect.height);
return changes;
}
void
meta_window_actor_show (MetaWindowActor *self,
MetaCompEffect effect)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaCompositor *compositor = priv->compositor;
MetaPluginEffect event;
g_return_if_fail (!priv->visible);
priv->visible = TRUE;
switch (effect)
{
case META_COMP_EFFECT_CREATE:
event = META_PLUGIN_MAP;
break;
case META_COMP_EFFECT_UNMINIMIZE:
event = META_PLUGIN_UNMINIMIZE;
break;
case META_COMP_EFFECT_NONE:
event = META_PLUGIN_NONE;
break;
default:
g_assert_not_reached();
}
if (meta_compositor_is_switching_workspace (compositor) ||
!start_simple_effect (self, event))
{
clutter_actor_show (CLUTTER_ACTOR (self));
}
}
void
meta_window_actor_hide (MetaWindowActor *self,
MetaCompEffect effect)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaCompositor *compositor = priv->compositor;
MetaPluginEffect event;
g_return_if_fail (priv->visible);
priv->visible = FALSE;
/* If a plugin is animating a workspace transition, we have to
* hold off on hiding the window, and do it after the workspace
* switch completes
*/
if (meta_compositor_is_switching_workspace (compositor))
return;
switch (effect)
{
case META_COMP_EFFECT_DESTROY:
event = META_PLUGIN_DESTROY;
break;
case META_COMP_EFFECT_MINIMIZE:
event = META_PLUGIN_MINIMIZE;
break;
case META_COMP_EFFECT_NONE:
event = META_PLUGIN_NONE;
break;
default:
g_assert_not_reached();
}
if (!start_simple_effect (self, event))
clutter_actor_hide (CLUTTER_ACTOR (self));
}
void
meta_window_actor_size_change (MetaWindowActor *self,
MetaSizeChange which_change,
MetaRectangle *old_frame_rect,
MetaRectangle *old_buffer_rect)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaCompositor *compositor = priv->compositor;
MetaPluginManager *plugin_mgr =
meta_compositor_get_plugin_manager (compositor);
priv->size_change_in_progress++;
meta_window_actor_freeze (self);
if (!meta_plugin_manager_event_size_change (plugin_mgr, self,
which_change, old_frame_rect, old_buffer_rect))
{
priv->size_change_in_progress--;
meta_window_actor_thaw (self);
}
}
#if 0
/* Print out a region; useful for debugging */
static void
print_region (cairo_region_t *region)
{
int n_rects;
int i;
n_rects = cairo_region_num_rectangles (region);
g_print ("[");
for (i = 0; i < n_rects; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (region, i, &rect);
g_print ("+%d+%dx%dx%d ",
rect.x, rect.y, rect.width, rect.height);
}
g_print ("]\n");
}
#endif
#if 0
/* Dump a region to a PNG file; useful for debugging */
static void
see_region (cairo_region_t *region,
int width,
int height,
char *filename)
{
cairo_surface_t *surface = cairo_image_surface_create (CAIRO_FORMAT_A8, width, height);
cairo_t *cr = cairo_create (surface);
gdk_cairo_region (cr, region);
cairo_fill (cr);
cairo_surface_write_to_png (surface, filename);
cairo_destroy (cr);
cairo_surface_destroy (surface);
}
#endif
/**
* meta_window_actor_set_clip_region_beneath:
* @self: a #MetaWindowActor
* @clip_region: the region of the screen that isn't completely
* obscured beneath the main window texture.
*
* Provides a hint as to what areas need to be drawn *beneath*
* the main window texture. This is the relevant clip region
* when drawing the shadow, properly accounting for areas of the
* shadow hid by the window itself. This will be set before painting
* then unset afterwards.
*/
static void
meta_window_actor_set_clip_region_beneath (MetaWindowActor *self,
cairo_region_t *beneath_region)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
gboolean appears_focused = meta_window_appears_focused (priv->window);
if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
{
g_clear_pointer (&priv->shadow_clip, cairo_region_destroy);
if (beneath_region)
{
priv->shadow_clip = cairo_region_copy (beneath_region);
if (clip_shadow_under_window (self))
{
cairo_region_t *frame_bounds = meta_window_get_frame_bounds (priv->window);
if (frame_bounds)
cairo_region_subtract (priv->shadow_clip, frame_bounds);
}
}
else
priv->shadow_clip = NULL;
}
}
static void
meta_window_actor_cull_out (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
MetaWindowActor *self = META_WINDOW_ACTOR (cullable);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
meta_cullable_cull_out_children (cullable, unobscured_region, clip_region);
meta_window_actor_set_clip_region_beneath (self, clip_region);
if (unobscured_region && is_opaque (self))
{
cairo_region_t *region = meta_window_get_frame_bounds (priv->window);
if (region)
{
cairo_region_subtract (unobscured_region, region);
}
else
{
cairo_rectangle_int_t rect;
meta_window_get_frame_rect (priv->window, &rect);
rect.x = rect.y = 0;
cairo_region_subtract_rectangle (unobscured_region, &rect);
}
}
}
static void
meta_window_actor_reset_culling (MetaCullable *cullable)
{
MetaWindowActor *self = META_WINDOW_ACTOR (cullable);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
g_clear_pointer (&priv->shadow_clip, cairo_region_destroy);
meta_cullable_reset_culling_children (cullable);
}
static void
cullable_iface_init (MetaCullableInterface *iface)
{
iface->cull_out = meta_window_actor_cull_out;
iface->reset_culling = meta_window_actor_reset_culling;
}
static void
check_needs_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaShadow *old_shadow = NULL;
MetaShadow **shadow_location;
gboolean recompute_shadow;
gboolean should_have_shadow;
gboolean appears_focused;
/* Calling meta_window_actor_has_shadow() here at every pre-paint is cheap
* and avoids the need to explicitly handle window type changes, which
* we would do if tried to keep track of when we might be adding or removing
* a shadow more explicitly. We only keep track of changes to the *shape* of
* the shadow with priv->recompute_shadow.
*/
should_have_shadow = meta_window_actor_has_shadow (self);
appears_focused = meta_window_appears_focused (priv->window);
if (appears_focused)
{
recompute_shadow = priv->recompute_focused_shadow;
priv->recompute_focused_shadow = FALSE;
shadow_location = &priv->focused_shadow;
}
else
{
recompute_shadow = priv->recompute_unfocused_shadow;
priv->recompute_unfocused_shadow = FALSE;
shadow_location = &priv->unfocused_shadow;
}
if (!should_have_shadow || recompute_shadow)
{
if (*shadow_location != NULL)
{
old_shadow = *shadow_location;
*shadow_location = NULL;
}
}
if (*shadow_location == NULL && should_have_shadow)
{
if (priv->shadow_shape == NULL)
priv->shadow_shape = meta_window_shape_new (priv->shape_region);
MetaShadowFactory *factory = meta_shadow_factory_get_default ();
const char *shadow_class = meta_window_actor_get_shadow_class (self);
cairo_rectangle_int_t shape_bounds;
meta_window_actor_get_shape_bounds (self, &shape_bounds);
*shadow_location = meta_shadow_factory_get_shadow (factory,
priv->shadow_shape,
shape_bounds.width, shape_bounds.height,
shadow_class, appears_focused);
}
if (old_shadow != NULL)
meta_shadow_unref (old_shadow);
}
void
meta_window_actor_process_x11_damage (MetaWindowActor *self,
XDamageNotifyEvent *event)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->surface)
meta_surface_actor_process_damage (priv->surface,
event->area.x,
event->area.y,
event->area.width,
event->area.height);
meta_window_actor_notify_damaged (self);
}
void
meta_window_actor_sync_visibility (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self) != priv->visible)
{
if (priv->visible)
clutter_actor_show (CLUTTER_ACTOR (self));
else
clutter_actor_hide (CLUTTER_ACTOR (self));
}
}
static cairo_region_t *
scan_visible_region (guchar *mask_data,
int stride,
cairo_region_t *scan_area)
{
int i, n_rects = cairo_region_num_rectangles (scan_area);
MetaRegionBuilder builder;
meta_region_builder_init (&builder);
for (i = 0; i < n_rects; i++)
{
int x, y;
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (scan_area, i, &rect);
for (y = rect.y; y < (rect.y + rect.height); y++)
{
for (x = rect.x; x < (rect.x + rect.width); x++)
{
int x2 = x;
while (mask_data[y * stride + x2] == 255 && x2 < (rect.x + rect.width))
x2++;
if (x2 > x)
{
meta_region_builder_add_rectangle (&builder, x, y, x2 - x, 1);
x = x2;
}
}
}
}
return meta_region_builder_finish (&builder);
}
static void
build_and_scan_frame_mask (MetaWindowActor *self,
cairo_rectangle_int_t *client_area,
cairo_region_t *shape_region)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
guchar *mask_data;
guint tex_width, tex_height;
MetaShapedTexture *stex;
CoglTexture *paint_tex, *mask_texture;
int stride;
cairo_t *cr;
cairo_surface_t *surface;
GError *error = NULL;
stex = meta_surface_actor_get_texture (priv->surface);
g_return_if_fail (stex);
meta_shaped_texture_set_mask_texture (stex, NULL);
paint_tex = meta_shaped_texture_get_texture (stex);
if (paint_tex == NULL)
return;
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
stride = cairo_format_stride_for_width (CAIRO_FORMAT_A8, tex_width);
/* Create data for an empty image */
mask_data = g_malloc0 (stride * tex_height);
surface = cairo_image_surface_create_for_data (mask_data,
CAIRO_FORMAT_A8,
tex_width,
tex_height,
stride);
cr = cairo_create (surface);
gdk_cairo_region (cr, shape_region);
cairo_fill (cr);
if (priv->window->frame != NULL)
{
cairo_region_t *frame_paint_region, *scanned_region;
cairo_rectangle_int_t rect = { 0, 0, tex_width, tex_height };
/* Make sure we don't paint the frame over the client window. */
frame_paint_region = cairo_region_create_rectangle (&rect);
cairo_region_subtract_rectangle (frame_paint_region, client_area);
gdk_cairo_region (cr, frame_paint_region);
cairo_clip (cr);
meta_frame_get_mask (priv->window->frame, cr);
cairo_surface_flush (surface);
scanned_region = scan_visible_region (mask_data, stride, frame_paint_region);
cairo_region_union (shape_region, scanned_region);
cairo_region_destroy (scanned_region);
cairo_region_destroy (frame_paint_region);
}
cairo_destroy (cr);
cairo_surface_destroy (surface);
mask_texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, tex_width, tex_height,
COGL_PIXEL_FORMAT_A_8,
stride, mask_data, &error));
if (error)
{
g_warning ("Failed to allocate mask texture: %s", error->message);
g_error_free (error);
}
meta_shaped_texture_set_mask_texture (stex, mask_texture);
if (mask_texture)
cogl_object_unref (mask_texture);
g_free (mask_data);
}
static void
meta_window_actor_update_shape_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
cairo_region_t *region = NULL;
cairo_rectangle_int_t client_area;
meta_window_get_client_area_rect (priv->window, &client_area);
if (priv->window->frame != NULL && priv->window->shape_region != NULL)
{
region = cairo_region_copy (priv->window->shape_region);
cairo_region_translate (region, client_area.x, client_area.y);
}
else if (priv->window->shape_region != NULL)
{
region = cairo_region_reference (priv->window->shape_region);
}
else
{
/* If we don't have a shape on the server, that means that
* we have an implicit shape of one rectangle covering the
* entire window. */
region = cairo_region_create_rectangle (&client_area);
}
if ((priv->window->shape_region != NULL) || (priv->window->frame != NULL))
build_and_scan_frame_mask (self, &client_area, region);
g_clear_pointer (&priv->shape_region, cairo_region_destroy);
priv->shape_region = region;
g_clear_pointer (&priv->shadow_shape, meta_window_shape_unref);
meta_window_actor_invalidate_shadow (self);
}
static void
meta_window_actor_update_input_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
cairo_region_t *region;
if (window->shape_region && window->input_region)
{
region = cairo_region_copy (window->shape_region);
cairo_region_intersect (region, window->input_region);
}
else if (window->shape_region)
region = cairo_region_reference (window->shape_region);
else if (window->input_region)
region = cairo_region_reference (window->input_region);
else
region = NULL;
meta_surface_actor_set_input_region (priv->surface, region);
cairo_region_destroy (region);
}
static void
meta_window_actor_update_opaque_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
cairo_region_t *opaque_region;
gboolean argb32 = is_argb32 (self);
if (argb32 && priv->window->opaque_region != NULL)
{
cairo_rectangle_int_t client_area;
meta_window_get_client_area_rect (priv->window, &client_area);
/* The opaque region is defined to be a part of the
* window which ARGB32 will always paint with opaque
* pixels. For these regions, we want to avoid painting
* windows and shadows beneath them.
*
* If the client gives bad coordinates where it does not
* fully paint, the behavior is defined by the specification
* to be undefined, and considered a client bug. In mutter's
* case, graphical glitches will occur.
*/
opaque_region = cairo_region_copy (priv->window->opaque_region);
cairo_region_translate (opaque_region, client_area.x, client_area.y);
cairo_region_intersect (opaque_region, priv->shape_region);
}
else if (argb32)
opaque_region = NULL;
else
opaque_region = cairo_region_reference (priv->shape_region);
meta_surface_actor_set_opaque_region (priv->surface, opaque_region);
cairo_region_destroy (opaque_region);
}
static void
check_needs_reshape (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (!priv->needs_reshape)
return;
meta_window_actor_update_shape_region (self);
if (priv->window->client_type == META_WINDOW_CLIENT_TYPE_X11)
{
meta_window_actor_update_input_region (self);
meta_window_actor_update_opaque_region (self);
}
priv->needs_reshape = FALSE;
}
void
meta_window_actor_update_shape (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
priv->needs_reshape = TRUE;
if (is_frozen (self))
return;
clutter_actor_queue_redraw (CLUTTER_ACTOR (priv->surface));
}
static void
meta_window_actor_handle_updates (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (is_frozen (self))
{
/* The window is frozen due to a pending animation: we'll wait until
* the animation finishes to reshape and repair the window */
return;
}
if (meta_surface_actor_is_unredirected (priv->surface))
return;
meta_surface_actor_pre_paint (priv->surface);
if (!meta_surface_actor_is_visible (priv->surface))
return;
check_needs_reshape (self);
check_needs_shadow (self);
}
void
meta_window_actor_pre_paint (MetaWindowActor *self)
{
if (meta_window_actor_is_destroyed (self))
return;
meta_window_actor_handle_updates (self);
META_WINDOW_ACTOR_GET_CLASS (self)->pre_paint (self);
}
void
meta_window_actor_post_paint (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
META_WINDOW_ACTOR_GET_CLASS (self)->post_paint (self);
if (meta_window_actor_is_destroyed (self))
return;
if (priv->first_frame_state == DRAWING_FIRST_FRAME)
{
priv->first_frame_state = EMITTED_FIRST_FRAME;
g_signal_emit (self, signals[FIRST_FRAME], 0);
}
}
void
meta_window_actor_frame_complete (MetaWindowActor *self,
ClutterFrameInfo *frame_info,
gint64 presentation_time)
{
META_WINDOW_ACTOR_GET_CLASS (self)->frame_complete (self,
frame_info,
presentation_time);
}
void
meta_window_actor_invalidate_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
priv->recompute_focused_shadow = TRUE;
priv->recompute_unfocused_shadow = TRUE;
if (is_frozen (self))
return;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
void
meta_window_actor_update_opacity (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
if (priv->surface)
clutter_actor_set_opacity (CLUTTER_ACTOR (priv->surface), window->opacity);
}
static void
meta_window_actor_set_updates_frozen (MetaWindowActor *self,
gboolean updates_frozen)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
updates_frozen = updates_frozen != FALSE;
if (priv->updates_frozen != updates_frozen)
{
priv->updates_frozen = updates_frozen;
if (updates_frozen)
meta_window_actor_freeze (self);
else
meta_window_actor_thaw (self);
}
}
void
meta_window_actor_sync_updates_frozen (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
meta_window_actor_set_updates_frozen (self, meta_window_updates_are_frozen (window));
}
MetaWindowActor *
meta_window_actor_from_window (MetaWindow *window)
{
return META_WINDOW_ACTOR (meta_window_get_compositor_private (window));
}
void
meta_window_actor_set_geometry_scale (MetaWindowActor *window_actor,
int geometry_scale)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
CoglMatrix child_transform;
if (priv->geometry_scale == geometry_scale)
return;
priv->geometry_scale = geometry_scale;
cogl_matrix_init_identity (&child_transform);
cogl_matrix_scale (&child_transform, geometry_scale, geometry_scale, 1);
clutter_actor_set_child_transform (CLUTTER_ACTOR (window_actor),
&child_transform);
}
int
meta_window_actor_get_geometry_scale (MetaWindowActor *window_actor)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
return priv->geometry_scale;
}
static void
meta_window_actor_get_frame_bounds (MetaScreenCastWindow *screen_cast_window,
MetaRectangle *bounds)
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (screen_cast_window);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
MetaWindow *window;
MetaShapedTexture *stex;
MetaRectangle buffer_rect;
MetaRectangle frame_rect;
int buffer_scale;
stex = meta_surface_actor_get_texture (priv->surface);
buffer_scale = meta_shaped_texture_get_buffer_scale (stex);
window = priv->window;
meta_window_get_buffer_rect (window, &buffer_rect);
meta_window_get_frame_rect (window, &frame_rect);
bounds->x = (int) floor ((frame_rect.x - buffer_rect.x) / (float) buffer_scale);
bounds->y = (int) floor ((frame_rect.y - buffer_rect.y) / (float) buffer_scale);
bounds->width = (int) ceil (frame_rect.width / (float) buffer_scale);
bounds->height = (int) ceil (frame_rect.height / (float) buffer_scale);
}
static void
meta_window_actor_transform_relative_position (MetaScreenCastWindow *screen_cast_window,
double x,
double y,
double *x_out,
double *y_out)
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (screen_cast_window);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
MetaRectangle bounds;
ClutterVertex v1 = { 0.f, }, v2 = { 0.f, };
meta_window_actor_get_frame_bounds (screen_cast_window, &bounds);
v1.x = CLAMP ((float) x,
bounds.x,
bounds.x + bounds.width);
v1.y = CLAMP ((float) y,
bounds.y,
bounds.y + bounds.height);
clutter_actor_apply_transform_to_point (CLUTTER_ACTOR (priv->surface),
&v1,
&v2);
*x_out = (double) v2.x;
*y_out = (double) v2.y;
}
static gboolean
meta_window_actor_transform_cursor_position (MetaScreenCastWindow *screen_cast_window,
MetaCursorSprite *cursor_sprite,
ClutterPoint *cursor_position,
float *out_cursor_scale,
ClutterPoint *out_relative_cursor_position)
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (screen_cast_window);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
MetaWindow *window;
window = priv->window;
if (!meta_window_has_pointer (window))
return FALSE;
if (cursor_sprite &&
meta_cursor_sprite_get_cogl_texture (cursor_sprite) &&
out_cursor_scale)
{
MetaShapedTexture *stex;
double texture_scale;
float cursor_texture_scale;
stex = meta_surface_actor_get_texture (priv->surface);
texture_scale = meta_shaped_texture_get_buffer_scale (stex);
cursor_texture_scale = meta_cursor_sprite_get_texture_scale (cursor_sprite);
*out_cursor_scale = texture_scale / cursor_texture_scale;
}
if (out_relative_cursor_position)
{
clutter_actor_transform_stage_point (CLUTTER_ACTOR (priv->surface),
cursor_position->x,
cursor_position->y,
&out_relative_cursor_position->x,
&out_relative_cursor_position->y);
}
return TRUE;
}
static void
meta_window_actor_capture_into (MetaScreenCastWindow *screen_cast_window,
MetaRectangle *bounds,
uint8_t *data)
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (screen_cast_window);
cairo_surface_t *image;
uint8_t *cr_data;
int cr_stride;
int cr_width;
int cr_height;
int bpp = 4;
if (meta_window_actor_is_destroyed (window_actor))
return;
image = meta_window_actor_get_image (window_actor, bounds);
cr_data = cairo_image_surface_get_data (image);
cr_width = cairo_image_surface_get_width (image);
cr_height = cairo_image_surface_get_height (image);
cr_stride = cairo_image_surface_get_stride (image);
if (cr_width < bounds->width || cr_height < bounds->height)
{
uint8_t *src, *dst;
src = cr_data;
dst = data;
for (int i = 0; i < cr_height; i++)
{
memcpy (dst, src, cr_stride);
if (cr_width < bounds->width)
memset (dst + cr_stride, 0, (bounds->width * bpp) - cr_stride);
src += cr_stride;
dst += bounds->width * bpp;
}
for (int i = cr_height; i < bounds->height; i++)
{
memset (dst, 0, bounds->width * bpp);
dst += bounds->width * bpp;
}
}
else
{
memcpy (data, cr_data, cr_height * cr_stride);
}
cairo_surface_destroy (image);
}
static gboolean
meta_window_actor_has_damage (MetaScreenCastWindow *screen_cast_window)
{
return clutter_actor_has_damage (CLUTTER_ACTOR (screen_cast_window));
}
static void
screen_cast_window_iface_init (MetaScreenCastWindowInterface *iface)
{
iface->get_frame_bounds = meta_window_actor_get_frame_bounds;
iface->transform_relative_position = meta_window_actor_transform_relative_position;
iface->transform_cursor_position = meta_window_actor_transform_cursor_position;
iface->capture_into = meta_window_actor_capture_into;
iface->has_damage = meta_window_actor_has_damage;
}
MetaWindowActor *
meta_window_actor_from_actor (ClutterActor *actor)
{
if (!META_IS_SURFACE_ACTOR (actor))
return NULL;
do
{
actor = clutter_actor_get_parent (actor);
if (META_IS_WINDOW_ACTOR (actor))
return META_WINDOW_ACTOR (actor);
}
while (actor != NULL);
return NULL;
}
void
meta_window_actor_notify_damaged (MetaWindowActor *window_actor)
{
g_signal_emit (window_actor, signals[DAMAGED], 0);
}
cairo_surface_t *
meta_window_actor_get_image (MetaWindowActor *self,
MetaRectangle *clip)
{
MetaWindowActorPrivate *priv = meta_window_actor_get_instance_private (self);
ClutterActor *actor = CLUTTER_ACTOR (self);
MetaBackend *backend = meta_get_backend ();
ClutterBackend *clutter_backend = meta_backend_get_clutter_backend (backend);
CoglContext *cogl_context =
clutter_backend_get_cogl_context (clutter_backend);
float resource_scale;
float width, height;
CoglTexture2D *texture;
g_autoptr (GError) error = NULL;
CoglOffscreen *offscreen;
CoglFramebuffer *framebuffer;
CoglColor clear_color;
float x, y;
MetaRectangle scaled_clip;
cairo_surface_t *surface;
if (!priv->surface)
return NULL;
if (clutter_actor_get_n_children (actor) == 1)
{
MetaShapedTexture *stex;
stex = meta_surface_actor_get_texture (priv->surface);
return meta_shaped_texture_get_image (stex, clip);
}
clutter_actor_get_size (actor, &width, &height);
if (width == 0 || height == 0)
return NULL;
if (!clutter_actor_get_resource_scale (actor, &resource_scale))
return NULL;
width = ceilf (width * resource_scale);
height = ceilf (height * resource_scale);
texture = cogl_texture_2d_new_with_size (cogl_context, width, height);
if (!texture)
return NULL;
cogl_primitive_texture_set_auto_mipmap (COGL_PRIMITIVE_TEXTURE (texture),
FALSE);
offscreen = cogl_offscreen_new_with_texture (COGL_TEXTURE (texture));
framebuffer = COGL_FRAMEBUFFER (offscreen);
cogl_object_unref (texture);
if (!cogl_framebuffer_allocate (framebuffer, &error))
{
g_warning ("Failed to allocate framebuffer for screenshot: %s",
error->message);
cogl_object_unref (framebuffer);
cogl_object_unref (texture);
return NULL;
}
cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);
clutter_actor_get_position (actor, &x, &y);
cogl_push_framebuffer (framebuffer);
cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &clear_color);
cogl_framebuffer_orthographic (framebuffer, 0, 0, width, height, 0, 1.0);
cogl_framebuffer_scale (framebuffer, resource_scale, resource_scale, 1);
cogl_framebuffer_translate (framebuffer, -x, -y, 0);
clutter_actor_paint (actor);
cogl_pop_framebuffer ();
if (clip)
{
meta_rectangle_scale_double (clip, resource_scale,
META_ROUNDING_STRATEGY_GROW,
&scaled_clip);
meta_rectangle_intersect (&scaled_clip,
&(MetaRectangle) {
.width = width,
.height = height,
},
&scaled_clip);
}
else
{
scaled_clip = (MetaRectangle) {
.width = width,
.height = height,
};
}
surface = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
scaled_clip.width, scaled_clip.height);
cogl_framebuffer_read_pixels (framebuffer,
scaled_clip.x, scaled_clip.y,
scaled_clip.width, scaled_clip.height,
CLUTTER_CAIRO_FORMAT_ARGB32,
cairo_image_surface_get_data (surface));
cogl_object_unref (framebuffer);
cairo_surface_mark_dirty (surface);
return surface;
}