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mutter-performance-source/src/compositor/meta-window-actor.c
Jasper St. Pierre 5d12f00b3b window-actor: Speed up mask creation
Due to a conditional error, meta_region_builder_add_rectangle was called
on every single blank pixel, rather than at the end of spans. With the new
rename, it's fairly clear to see the error. Fix the check to ensure that
we no longer make extraneous calls to meta_region_builder_add_rectangle.

https://bugzilla.gnome.org/show_bug.cgi?id=691874
2013-01-17 16:33:54 -05:00

2409 lines
70 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
#include <config.h>
#include <math.h>
#include <X11/extensions/shape.h>
#include <X11/extensions/Xcomposite.h>
#include <X11/extensions/Xdamage.h>
#include <X11/extensions/Xrender.h>
#include <clutter/x11/clutter-x11.h>
#define COGL_ENABLE_EXPERIMENTAL_API
#include <cogl/cogl-texture-pixmap-x11.h>
#include <gdk/gdk.h> /* for gdk_rectangle_union() */
#include <string.h>
#include <meta/display.h>
#include <meta/errors.h>
#include "frame.h"
#include <meta/window.h>
#include <meta/meta-shaped-texture.h>
#include "xprops.h"
#include "compositor-private.h"
#include "meta-shadow-factory-private.h"
#include "meta-window-actor-private.h"
#include "meta-texture-rectangle.h"
#include "region-utils.h"
enum {
POSITION_CHANGED,
SIZE_CHANGED,
LAST_SIGNAL
};
static guint signals[LAST_SIGNAL] = {0};
struct _MetaWindowActorPrivate
{
MetaWindow *window;
Window xwindow;
MetaScreen *screen;
ClutterActor *actor;
/* 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;
Pixmap back_pixmap;
Damage damage;
guint8 opacity;
guint8 shadow_opacity;
gchar * desc;
/* If the window is shaped, a region that matches the shape */
cairo_region_t *shape_region;
/* A rectangular region with the visible extents of the window */
cairo_region_t *bounding_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;
gint last_width;
gint last_height;
MetaFrameBorders last_borders;
gint freeze_count;
char * shadow_class;
/*
* 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 maximize_in_progress;
gint unmaximize_in_progress;
gint map_in_progress;
gint destroy_in_progress;
guint visible : 1;
guint mapped : 1;
guint argb32 : 1;
guint disposed : 1;
guint redecorating : 1;
guint needs_damage_all : 1;
guint received_damage : 1;
guint needs_pixmap : 1;
guint needs_reshape : 1;
guint recompute_focused_shadow : 1;
guint recompute_unfocused_shadow : 1;
guint size_changed : 1;
guint needs_destroy : 1;
guint no_shadow : 1;
guint no_more_x_calls : 1;
guint unredirected : 1;
};
enum
{
PROP_META_WINDOW = 1,
PROP_META_SCREEN,
PROP_X_WINDOW,
PROP_NO_SHADOW,
PROP_SHADOW_CLASS
};
static void meta_window_actor_dispose (GObject *object);
static void meta_window_actor_finalize (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_paint (ClutterActor *actor);
static gboolean meta_window_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume);
static void meta_window_actor_detach (MetaWindowActor *self);
static gboolean meta_window_actor_has_shadow (MetaWindowActor *self);
static void meta_window_actor_clear_shape_region (MetaWindowActor *self);
static void meta_window_actor_clear_bounding_region (MetaWindowActor *self);
static void meta_window_actor_clear_shadow_clip (MetaWindowActor *self);
G_DEFINE_TYPE (MetaWindowActor, meta_window_actor, CLUTTER_TYPE_GROUP);
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;
g_type_class_add_private (klass, sizeof (MetaWindowActorPrivate));
object_class->dispose = meta_window_actor_dispose;
object_class->finalize = meta_window_actor_finalize;
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;
pspec = g_param_spec_object ("meta-window",
"MetaWindow",
"The displayed MetaWindow",
META_TYPE_WINDOW,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT);
g_object_class_install_property (object_class,
PROP_META_WINDOW,
pspec);
pspec = g_param_spec_pointer ("meta-screen",
"MetaScreen",
"MetaScreen",
G_PARAM_READWRITE | G_PARAM_CONSTRUCT);
g_object_class_install_property (object_class,
PROP_META_SCREEN,
pspec);
pspec = g_param_spec_ulong ("x-window",
"Window",
"Window",
0,
G_MAXULONG,
0,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT);
g_object_class_install_property (object_class,
PROP_X_WINDOW,
pspec);
pspec = g_param_spec_boolean ("no-shadow",
"No shadow",
"Do not add shaddow to this window",
FALSE,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_NO_SHADOW,
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);
signals[POSITION_CHANGED] =
g_signal_new ("position-changed",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
0, NULL, NULL, NULL,
G_TYPE_NONE, 0);
signals[SIZE_CHANGED] =
g_signal_new ("size-changed",
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
0, NULL, NULL, NULL,
G_TYPE_NONE, 0);
}
static void
meta_window_actor_init (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv;
priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
META_TYPE_WINDOW_ACTOR,
MetaWindowActorPrivate);
priv->opacity = 0xff;
priv->shadow_class = NULL;
}
static void
window_decorated_notify (MetaWindow *mw,
GParamSpec *arg1,
gpointer data)
{
MetaWindowActor *self = META_WINDOW_ACTOR (data);
MetaWindowActorPrivate *priv = self->priv;
MetaFrame *frame = meta_window_get_frame (mw);
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
Display *xdisplay = meta_display_get_xdisplay (display);
Window new_xwindow;
/*
* Basically, we have to reconstruct the the internals of this object
* from scratch, as everything has changed.
*/
priv->redecorating = TRUE;
if (frame)
new_xwindow = meta_frame_get_xwindow (frame);
else
new_xwindow = meta_window_get_xwindow (mw);
meta_window_actor_detach (self);
/*
* First of all, clean up any resources we are currently using and will
* be replacing.
*/
if (priv->damage != None)
{
meta_error_trap_push (display);
XDamageDestroy (xdisplay, priv->damage);
meta_error_trap_pop (display);
priv->damage = None;
}
g_free (priv->desc);
priv->desc = NULL;
priv->xwindow = new_xwindow;
/*
* Recreate the contents.
*/
meta_window_actor_constructed (G_OBJECT (self));
}
static void
window_appears_focused_notify (MetaWindow *mw,
GParamSpec *arg1,
gpointer data)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (data));
}
static void
meta_window_actor_constructed (GObject *object)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
Window xwindow = priv->xwindow;
MetaWindow *window = priv->window;
Display *xdisplay = meta_display_get_xdisplay (display);
XRenderPictFormat *format;
priv->damage = XDamageCreate (xdisplay, xwindow,
XDamageReportBoundingBox);
format = XRenderFindVisualFormat (xdisplay, window->xvisual);
if (format && format->type == PictTypeDirect && format->direct.alphaMask)
priv->argb32 = TRUE;
if (!priv->actor)
{
priv->actor = meta_shaped_texture_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (self), priv->actor);
/*
* Since we are holding a pointer to this actor independently of the
* ClutterContainer internals, and provide a public API to access it,
* add a reference here, so that if someone is messing about with us
* via the container interface, we do not end up with a dangling pointer.
* We will release it in dispose().
*/
g_object_ref (priv->actor);
g_signal_connect (window, "notify::decorated",
G_CALLBACK (window_decorated_notify), self);
g_signal_connect (window, "notify::appears-focused",
G_CALLBACK (window_appears_focused_notify), self);
}
else
{
/*
* This is the case where existing window is gaining/loosing frame.
* Just ensure the actor is top most (i.e., above shadow).
*/
clutter_actor_raise_top (priv->actor);
}
meta_window_actor_update_opacity (self);
meta_window_actor_update_shape (self);
}
static void
meta_window_actor_dispose (GObject *object)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen;
MetaDisplay *display;
Display *xdisplay;
MetaCompScreen *info;
if (priv->disposed)
return;
priv->disposed = TRUE;
screen = priv->screen;
display = meta_screen_get_display (screen);
xdisplay = meta_display_get_xdisplay (display);
info = meta_screen_get_compositor_data (screen);
meta_window_actor_detach (self);
meta_window_actor_clear_shape_region (self);
meta_window_actor_clear_bounding_region (self);
meta_window_actor_clear_shadow_clip (self);
if (priv->shadow_class != NULL)
{
g_free (priv->shadow_class);
priv->shadow_class = NULL;
}
if (priv->focused_shadow != NULL)
{
meta_shadow_unref (priv->focused_shadow);
priv->focused_shadow = NULL;
}
if (priv->unfocused_shadow != NULL)
{
meta_shadow_unref (priv->unfocused_shadow);
priv->unfocused_shadow = NULL;
}
if (priv->shadow_shape != NULL)
{
meta_window_shape_unref (priv->shadow_shape);
priv->shadow_shape = NULL;
}
if (priv->damage != None)
{
meta_error_trap_push (display);
XDamageDestroy (xdisplay, priv->damage);
meta_error_trap_pop (display);
priv->damage = None;
}
info->windows = g_list_remove (info->windows, (gconstpointer) self);
if (priv->window)
{
g_object_unref (priv->window);
priv->window = NULL;
}
/*
* Release the extra reference we took on the actor.
*/
g_object_unref (priv->actor);
priv->actor = NULL;
G_OBJECT_CLASS (meta_window_actor_parent_class)->dispose (object);
}
static void
meta_window_actor_finalize (GObject *object)
{
MetaWindowActor *self = META_WINDOW_ACTOR (object);
MetaWindowActorPrivate *priv = self->priv;
g_free (priv->desc);
G_OBJECT_CLASS (meta_window_actor_parent_class)->finalize (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 = self->priv;
switch (prop_id)
{
case PROP_META_WINDOW:
{
if (priv->window)
g_object_unref (priv->window);
priv->window = g_value_dup_object (value);
}
break;
case PROP_META_SCREEN:
priv->screen = g_value_get_pointer (value);
break;
case PROP_X_WINDOW:
priv->xwindow = g_value_get_ulong (value);
break;
case PROP_NO_SHADOW:
{
gboolean newv = g_value_get_boolean (value);
if (newv == priv->no_shadow)
return;
priv->no_shadow = 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)
{
MetaWindowActorPrivate *priv = META_WINDOW_ACTOR (object)->priv;
switch (prop_id)
{
case PROP_META_WINDOW:
g_value_set_object (value, priv->window);
break;
case PROP_META_SCREEN:
g_value_set_pointer (value, priv->screen);
break;
case PROP_X_WINDOW:
g_value_set_ulong (value, priv->xwindow);
break;
case PROP_NO_SHADOW:
g_value_set_boolean (value, priv->no_shadow);
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 = self->priv;
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:
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 = self->priv;
/* We need to be defensive here because there are corner cases
* where getting the shape fails on a window being destroyed
* and similar.
*/
if (priv->shape_region)
cairo_region_get_extents (priv->shape_region, bounds);
else if (priv->bounding_region)
cairo_region_get_extents (priv->bounding_region, bounds);
else
bounds->x = bounds->y = bounds->width = bounds->height = 0;
}
static void
meta_window_actor_get_shadow_bounds (MetaWindowActor *self,
gboolean appears_focused,
cairo_rectangle_int_t *bounds)
{
MetaWindowActorPrivate *priv = self->priv;
MetaShadow *shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
cairo_rectangle_int_t shape_bounds;
MetaShadowParams params;
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 = self->priv;
return (priv->argb32 || priv->opacity != 0xff) && priv->window->frame;
}
static void
meta_window_actor_paint (ClutterActor *actor)
{
MetaWindowActor *self = META_WINDOW_ACTOR (actor);
MetaWindowActorPrivate *priv = self->priv;
gboolean appears_focused = meta_window_appears_focused (priv->window);
MetaShadow *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;
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);
cairo_region_subtract (clip, frame_bounds);
}
meta_shadow_paint (shadow,
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 * priv->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 = self->priv;
cairo_rectangle_int_t bounds;
gboolean appears_focused = meta_window_appears_focused (priv->window);
ClutterVertex origin;
/* The paint volume is computed before paint functions are called
* so our bounds might not be updated yet. Force an update. */
meta_window_actor_pre_paint (self);
meta_window_actor_get_shape_bounds (self, &bounds);
if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
{
cairo_rectangle_int_t shadow_bounds;
/* 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);
gdk_rectangle_union (&bounds, &shadow_bounds, &bounds);
}
origin.x = bounds.x;
origin.y = bounds.y;
origin.z = 0.0f;
clutter_paint_volume_set_origin (volume, &origin);
clutter_paint_volume_set_width (volume, bounds.width);
clutter_paint_volume_set_height (volume, bounds.height);
return TRUE;
}
static gboolean
meta_window_actor_has_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaWindowType window_type = meta_window_get_window_type (priv->window);
if (priv->no_shadow)
return FALSE;
/* 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_HORIZONTAL | META_MAXIMIZE_VERTICAL)) ||
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 ARGB windows; eventually we should generate a
* shadow from the input shape for such windows.
*/
if (priv->argb32 || priv->opacity != 0xff)
return FALSE;
/*
* Add shadows to override redirect windows (e.g., Gtk menus).
*/
if (priv->window->override_redirect)
return TRUE;
/*
* Don't put shadow around DND icon windows
*/
if (window_type == META_WINDOW_DND ||
window_type == META_WINDOW_DESKTOP)
return FALSE;
if (window_type == META_WINDOW_MENU
#if 0
|| window_type == META_WINDOW_DROPDOWN_MENU
#endif
)
return TRUE;
#if 0
if (window_type == META_WINDOW_TOOLTIP)
return TRUE;
#endif
return FALSE;
}
/**
* meta_window_actor_get_x_window: (skip)
*
*/
Window
meta_window_actor_get_x_window (MetaWindowActor *self)
{
if (!self)
return None;
return self->priv->xwindow;
}
/**
* meta_window_actor_get_meta_window:
*
* 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)
{
return self->priv->window;
}
/**
* meta_window_actor_get_texture:
*
* Gets the ClutterActor that is used to display the contents of the window
*
* Return value: (transfer none): the #ClutterActor for the contents
*/
ClutterActor *
meta_window_actor_get_texture (MetaWindowActor *self)
{
return self->priv->actor;
}
/**
* meta_window_actor_is_destroyed:
*
* 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)
{
return self->priv->disposed;
}
gboolean
meta_window_actor_is_override_redirect (MetaWindowActor *self)
{
return meta_window_is_override_redirect (self->priv->window);
}
const char *meta_window_actor_get_description (MetaWindowActor *self)
{
/*
* For windows managed by the WM, we just defer to the WM for the window
* description. For override-redirect windows, we create the description
* ourselves, but only on demand.
*/
if (self->priv->window)
return meta_window_get_description (self->priv->window);
if (G_UNLIKELY (self->priv->desc == NULL))
{
self->priv->desc = g_strdup_printf ("Override Redirect (0x%x)",
(guint) self->priv->xwindow);
}
return self->priv->desc;
}
/**
* meta_window_actor_get_workspace:
* @self: #MetaWindowActor
*
* Returns the index of workspace on which this window is located; if the
* window is sticky, or is not currently located on any workspace, returns -1.
* This function is deprecated and should not be used in newly written code;
* meta_window_get_workspace() instead.
*
* Return value: (transfer none): index of workspace on which this window is
* located.
*/
gint
meta_window_actor_get_workspace (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv;
MetaWorkspace *workspace;
if (!self)
return -1;
priv = self->priv;
if (!priv->window || meta_window_is_on_all_workspaces (priv->window))
return -1;
workspace = meta_window_get_workspace (priv->window);
if (!workspace)
return -1;
return meta_workspace_index (workspace);
}
gboolean
meta_window_actor_showing_on_its_workspace (MetaWindowActor *self)
{
if (!self)
return FALSE;
/* If override redirect: */
if (!self->priv->window)
return TRUE;
return meta_window_showing_on_its_workspace (self->priv->window);
}
static void
meta_window_actor_freeze (MetaWindowActor *self)
{
self->priv->freeze_count++;
}
static void
meta_window_actor_damage_all (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
CoglHandle texture;
if (!priv->needs_damage_all)
return;
texture = meta_shaped_texture_get_texture (META_SHAPED_TEXTURE (priv->actor));
if (!priv->mapped || priv->needs_pixmap)
return;
meta_shaped_texture_update_area (META_SHAPED_TEXTURE (priv->actor),
0, 0,
cogl_texture_get_width (texture),
cogl_texture_get_height (texture));
priv->needs_damage_all = FALSE;
}
static void
meta_window_actor_thaw (MetaWindowActor *self)
{
self->priv->freeze_count--;
if (G_UNLIKELY (self->priv->freeze_count < 0))
{
g_warning ("Error in freeze/thaw accounting.");
self->priv->freeze_count = 0;
return;
}
if (self->priv->freeze_count)
return;
/* Since we ignore damage events while a window is frozen for certain effects
* we may need to issue an update_area() covering the whole pixmap if we
* don't know what real damage has happened. */
if (self->priv->needs_damage_all)
meta_window_actor_damage_all (self);
}
gboolean
meta_window_actor_effect_in_progress (MetaWindowActor *self)
{
return (self->priv->minimize_in_progress ||
self->priv->maximize_in_progress ||
self->priv->unmaximize_in_progress ||
self->priv->map_in_progress ||
self->priv->destroy_in_progress);
}
static void
meta_window_actor_queue_create_pixmap (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
priv->needs_pixmap = TRUE;
if (!priv->mapped)
return;
/* This will cause the compositor paint function to be run
* if the actor is visible or a clone of the actor is visible.
* if the actor isn't visible in any way, then we don't
* need to repair the window anyways, and can wait until
* the stage is redrawn for some other reason
*
* The compositor paint function repairs all windows.
*/
clutter_actor_queue_redraw (priv->actor);
}
static gboolean
is_freeze_thaw_effect (gulong event)
{
switch (event)
{
case META_PLUGIN_DESTROY:
case META_PLUGIN_MAXIMIZE:
case META_PLUGIN_UNMAXIMIZE:
return TRUE;
break;
default:
return FALSE;
}
}
static gboolean
start_simple_effect (MetaWindowActor *self,
gulong event)
{
MetaWindowActorPrivate *priv = self->priv;
MetaCompScreen *info = meta_screen_get_compositor_data (priv->screen);
gint *counter = NULL;
gboolean use_freeze_thaw = FALSE;
if (!info->plugin_mgr)
return FALSE;
switch (event)
{
case META_PLUGIN_MINIMIZE:
counter = &priv->minimize_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_UNMAXIMIZE:
case META_PLUGIN_MAXIMIZE:
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 (info->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 = self->priv;
if (priv->needs_destroy)
{
clutter_actor_destroy (CLUTTER_ACTOR (self));
return;
}
meta_window_actor_sync_visibility (self);
meta_window_actor_sync_actor_position (self);
if (!meta_window_is_mapped (priv->window))
meta_window_actor_detach (self);
if (priv->needs_pixmap)
clutter_actor_queue_redraw (priv->actor);
}
void
meta_window_actor_effect_completed (MetaWindowActor *self,
gulong event)
{
MetaWindowActorPrivate *priv = self->priv;
/* 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_MINIMIZE:
{
priv->minimize_in_progress--;
if (priv->minimize_in_progress < 0)
{
g_warning ("Error in minimize accounting.");
priv->minimize_in_progress = 0;
}
}
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;
}
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;
}
break;
case META_PLUGIN_UNMAXIMIZE:
priv->unmaximize_in_progress--;
if (priv->unmaximize_in_progress < 0)
{
g_warning ("Error in unmaximize accounting.");
priv->unmaximize_in_progress = 0;
}
break;
case META_PLUGIN_MAXIMIZE:
priv->maximize_in_progress--;
if (priv->maximize_in_progress < 0)
{
g_warning ("Error in maximize accounting.");
priv->maximize_in_progress = 0;
}
break;
case META_PLUGIN_SWITCH_WORKSPACE:
g_assert_not_reached ();
break;
}
if (is_freeze_thaw_effect (event))
meta_window_actor_thaw (self);
if (!meta_window_actor_effect_in_progress (self))
meta_window_actor_after_effects (self);
}
/* Called to drop our reference to a window backing pixmap that we
* previously obtained with XCompositeNameWindowPixmap. We do this
* when the window is unmapped or when we want to update to a new
* pixmap for a new size.
*/
static void
meta_window_actor_detach (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
Display *xdisplay = meta_display_get_xdisplay (display);
if (!priv->back_pixmap)
return;
/* Get rid of all references to the pixmap before freeing it; it's unclear whether
* you are supposed to be able to free a GLXPixmap after freeing the underlying
* pixmap, but it certainly doesn't work with current DRI/Mesa
*/
meta_shaped_texture_set_pixmap (META_SHAPED_TEXTURE (priv->actor),
None);
cogl_flush();
XFreePixmap (xdisplay, priv->back_pixmap);
priv->back_pixmap = None;
meta_window_actor_queue_create_pixmap (self);
}
gboolean
meta_window_actor_should_unredirect (MetaWindowActor *self)
{
MetaWindow *metaWindow = meta_window_actor_get_meta_window (self);
MetaScreen *screen = meta_window_get_screen (metaWindow);
MetaWindowActorPrivate *priv = self->priv;
int screen_width, screen_height;
MetaRectangle window_rect, monitor_rect;
int num_monitors = meta_screen_get_n_monitors (screen);
int i;
if (meta_window_requested_dont_bypass_compositor (metaWindow))
return FALSE;
if (!meta_window_is_override_redirect (metaWindow) &&
!meta_window_requested_bypass_compositor (metaWindow))
return FALSE;
if (priv->opacity != 0xff)
return FALSE;
if (priv->argb32 && !meta_window_requested_bypass_compositor (metaWindow))
return FALSE;
if (metaWindow->has_shape)
return FALSE;
if (meta_window_requested_bypass_compositor (metaWindow) &&
meta_window_is_fullscreen (metaWindow))
return TRUE;
meta_screen_get_size (screen, &screen_width, &screen_height);
meta_window_get_outer_rect (metaWindow, &window_rect);
if (window_rect.x == 0 && window_rect.y == 0 &&
window_rect.width == screen_width && window_rect.height == screen_height)
return TRUE;
for (i = 0; i < num_monitors; i++)
{
meta_screen_get_monitor_geometry (screen , i, &monitor_rect);
if (monitor_rect.x == window_rect.x && monitor_rect.y == window_rect.y &&
monitor_rect.width == window_rect.width && monitor_rect.height == window_rect.height)
return TRUE;
}
return FALSE;
}
void
meta_window_actor_set_redirected (MetaWindowActor *self, gboolean state)
{
MetaWindow *metaWindow = meta_window_actor_get_meta_window (self);
MetaDisplay *display = meta_window_get_display (metaWindow);
Display *xdisplay = meta_display_get_xdisplay (display);
Window xwin = meta_window_actor_get_x_window (self);
if (state)
{
meta_error_trap_push (display);
XCompositeRedirectWindow (xdisplay, xwin, CompositeRedirectManual);
meta_error_trap_pop (display);
meta_window_actor_queue_create_pixmap (self);
self->priv->unredirected = FALSE;
}
else
{
meta_error_trap_push (display);
XCompositeUnredirectWindow (xdisplay, xwin, CompositeRedirectManual);
meta_error_trap_pop (display);
self->priv->unredirected = TRUE;
}
}
void
meta_window_actor_destroy (MetaWindowActor *self)
{
MetaWindow *window;
MetaCompScreen *info;
MetaWindowActorPrivate *priv;
MetaWindowType window_type;
priv = self->priv;
window = priv->window;
window_type = meta_window_get_window_type (window);
meta_window_set_compositor_private (window, NULL);
/*
* We remove the window from internal lookup hashes and thus any other
* unmap events etc fail
*/
info = meta_screen_get_compositor_data (priv->screen);
info->windows = g_list_remove (info->windows, (gconstpointer) 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;
/*
* Once the window destruction is initiated we can no longer perform any
* furter X-based operations. For example, if we have a Map effect running,
* we cannot query the window geometry once the effect completes. So, flag
* this.
*/
priv->no_more_x_calls = TRUE;
if (!meta_window_actor_effect_in_progress (self))
clutter_actor_destroy (CLUTTER_ACTOR (self));
}
void
meta_window_actor_sync_actor_position (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaRectangle window_rect;
meta_window_get_input_rect (priv->window, &window_rect);
if (priv->last_width != window_rect.width ||
priv->last_height != window_rect.height)
{
priv->size_changed = TRUE;
meta_window_actor_queue_create_pixmap (self);
priv->last_width = window_rect.width;
priv->last_height = window_rect.height;
}
if (meta_window_actor_effect_in_progress (self))
return;
clutter_actor_set_position (CLUTTER_ACTOR (self),
window_rect.x, window_rect.y);
clutter_actor_set_size (CLUTTER_ACTOR (self),
window_rect.width, window_rect.height);
g_signal_emit (self, signals[POSITION_CHANGED], 0);
}
void
meta_window_actor_show (MetaWindowActor *self,
MetaCompEffect effect)
{
MetaWindowActorPrivate *priv;
MetaCompScreen *info;
gulong event;
priv = self->priv;
info = meta_screen_get_compositor_data (priv->screen);
g_return_if_fail (!priv->visible);
self->priv->visible = TRUE;
event = 0;
switch (effect)
{
case META_COMP_EFFECT_CREATE:
event = META_PLUGIN_MAP;
break;
case META_COMP_EFFECT_UNMINIMIZE:
/* FIXME: should have META_PLUGIN_UNMINIMIZE */
event = META_PLUGIN_MAP;
break;
case META_COMP_EFFECT_NONE:
break;
case META_COMP_EFFECT_DESTROY:
case META_COMP_EFFECT_MINIMIZE:
g_assert_not_reached();
}
if (priv->redecorating ||
info->switch_workspace_in_progress ||
event == 0 ||
!start_simple_effect (self, event))
{
clutter_actor_show_all (CLUTTER_ACTOR (self));
priv->redecorating = FALSE;
}
}
void
meta_window_actor_hide (MetaWindowActor *self,
MetaCompEffect effect)
{
MetaWindowActorPrivate *priv;
MetaCompScreen *info;
gulong event;
priv = self->priv;
info = meta_screen_get_compositor_data (priv->screen);
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 (info->switch_workspace_in_progress)
return;
event = 0;
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:
break;
case META_COMP_EFFECT_UNMINIMIZE:
case META_COMP_EFFECT_CREATE:
g_assert_not_reached();
}
if (event == 0 ||
!start_simple_effect (self, event))
clutter_actor_hide (CLUTTER_ACTOR (self));
}
void
meta_window_actor_maximize (MetaWindowActor *self,
MetaRectangle *old_rect,
MetaRectangle *new_rect)
{
MetaCompScreen *info = meta_screen_get_compositor_data (self->priv->screen);
/* The window has already been resized (in order to compute new_rect),
* which by side effect caused the actor to be resized. Restore it to the
* old size and position */
clutter_actor_set_position (CLUTTER_ACTOR (self), old_rect->x, old_rect->y);
clutter_actor_set_size (CLUTTER_ACTOR (self), old_rect->width, old_rect->height);
self->priv->maximize_in_progress++;
meta_window_actor_freeze (self);
if (!info->plugin_mgr ||
!meta_plugin_manager_event_maximize (info->plugin_mgr,
self,
META_PLUGIN_MAXIMIZE,
new_rect->x, new_rect->y,
new_rect->width, new_rect->height))
{
self->priv->maximize_in_progress--;
meta_window_actor_thaw (self);
}
}
void
meta_window_actor_unmaximize (MetaWindowActor *self,
MetaRectangle *old_rect,
MetaRectangle *new_rect)
{
MetaCompScreen *info = meta_screen_get_compositor_data (self->priv->screen);
/* The window has already been resized (in order to compute new_rect),
* which by side effect caused the actor to be resized. Restore it to the
* old size and position */
clutter_actor_set_position (CLUTTER_ACTOR (self), old_rect->x, old_rect->y);
clutter_actor_set_size (CLUTTER_ACTOR (self), old_rect->width, old_rect->height);
self->priv->unmaximize_in_progress++;
meta_window_actor_freeze (self);
if (!info->plugin_mgr ||
!meta_plugin_manager_event_maximize (info->plugin_mgr,
self,
META_PLUGIN_UNMAXIMIZE,
new_rect->x, new_rect->y,
new_rect->width, new_rect->height))
{
self->priv->unmaximize_in_progress--;
meta_window_actor_thaw (self);
}
}
MetaWindowActor *
meta_window_actor_new (MetaWindow *window)
{
MetaScreen *screen = meta_window_get_screen (window);
MetaCompScreen *info = meta_screen_get_compositor_data (screen);
MetaWindowActor *self;
MetaWindowActorPrivate *priv;
MetaFrame *frame;
Window top_window;
frame = meta_window_get_frame (window);
if (frame)
top_window = meta_frame_get_xwindow (frame);
else
top_window = meta_window_get_xwindow (window);
meta_verbose ("add window: Meta %p, xwin 0x%x\n", window, (guint)top_window);
self = g_object_new (META_TYPE_WINDOW_ACTOR,
"meta-window", window,
"x-window", top_window,
"meta-screen", screen,
NULL);
priv = self->priv;
priv->last_width = -1;
priv->last_height = -1;
priv->mapped = meta_window_toplevel_is_mapped (priv->window);
if (priv->mapped)
meta_window_actor_queue_create_pixmap (self);
meta_window_actor_sync_actor_position (self);
/* Hang our compositor window state off the MetaWindow for fast retrieval */
meta_window_set_compositor_private (window, G_OBJECT (self));
clutter_container_add_actor (CLUTTER_CONTAINER (info->window_group),
CLUTTER_ACTOR (self));
clutter_actor_hide (CLUTTER_ACTOR (self));
/* Initial position in the stack is arbitrary; stacking will be synced
* before we first paint.
*/
info->windows = g_list_append (info->windows, self);
return self;
}
void
meta_window_actor_mapped (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
g_return_if_fail (!priv->mapped);
priv->mapped = TRUE;
meta_window_actor_queue_create_pixmap (self);
}
void
meta_window_actor_unmapped (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
g_return_if_fail (priv->mapped);
priv->mapped = FALSE;
if (meta_window_actor_effect_in_progress (self))
return;
meta_window_actor_detach (self);
priv->needs_pixmap = FALSE;
}
static void
meta_window_actor_clear_shape_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
if (priv->shape_region)
{
cairo_region_destroy (priv->shape_region);
priv->shape_region = NULL;
}
}
static void
meta_window_actor_clear_bounding_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
if (priv->bounding_region)
{
cairo_region_destroy (priv->bounding_region);
priv->bounding_region = NULL;
}
}
static void
meta_window_actor_clear_shadow_clip (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
if (priv->shadow_clip)
{
cairo_region_destroy (priv->shadow_clip);
priv->shadow_clip = NULL;
}
}
static void
meta_window_actor_update_bounding_region_and_borders (MetaWindowActor *self,
int width,
int height)
{
MetaWindowActorPrivate *priv = self->priv;
MetaFrameBorders borders;
cairo_rectangle_int_t bounding_rectangle;
meta_frame_calc_borders (priv->window->frame, &borders);
bounding_rectangle.x = borders.invisible.left;
bounding_rectangle.y = borders.invisible.top;
width -= borders.invisible.left + borders.invisible.right;
height -= borders.invisible.top + borders.invisible.bottom;
bounding_rectangle.width = width;
bounding_rectangle.height = height;
if (priv->bounding_region != NULL)
{
cairo_rectangle_int_t old_bounding_rectangle;
cairo_region_get_extents (priv->bounding_region, &old_bounding_rectangle);
/* Because the bounding region doesn't include the invisible borders,
* we need to make sure that the border sizes haven't changed before
* short-circuiting early.
*/
if (bounding_rectangle.width == old_bounding_rectangle.width &&
bounding_rectangle.height == old_bounding_rectangle.height &&
priv->last_borders.invisible.left == borders.invisible.left &&
priv->last_borders.invisible.right == borders.invisible.right &&
priv->last_borders.invisible.top == borders.invisible.top &&
priv->last_borders.invisible.bottom == borders.invisible.bottom)
return;
}
priv->last_borders = borders;
meta_window_actor_clear_bounding_region (self);
priv->bounding_region = cairo_region_create_rectangle (&bounding_rectangle);
meta_window_actor_update_shape (self);
g_signal_emit (self, signals[SIZE_CHANGED], 0);
}
static void
meta_window_actor_update_shape_region (MetaWindowActor *self,
cairo_region_t *region)
{
MetaWindowActorPrivate *priv = self->priv;
meta_window_actor_clear_shape_region (self);
/* region must be non-null */
priv->shape_region = region;
cairo_region_reference (region);
/* Our "shape_region" is called the "bounding region" in the X Shape
* Extension Documentation.
*
* Our "bounding_region" is called the "bounding rectangle", which defines
* the shape of the window as if it the window was unshaped.
*
* The X Shape extension requires that the "bounding region" can never
* extend outside the "bounding rectangle", and says it must be implicitly
* clipped before rendering. The region we get back hasn't been clipped.
* We explicitly clip the region here.
*/
if (priv->bounding_region != NULL)
cairo_region_intersect (priv->shape_region, priv->bounding_region);
}
/**
* meta_window_actor_get_obscured_region:
* @self: a #MetaWindowActor
*
* Gets the region that is completely obscured by the window. Coordinates
* are relative to the upper-left of the window.
*
* Return value: (transfer none): the area obscured by the window,
* %NULL is the same as an empty region.
*/
cairo_region_t *
meta_window_actor_get_obscured_region (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
if (!priv->argb32 && priv->opacity == 0xff && priv->back_pixmap)
{
if (priv->shape_region)
return priv->shape_region;
else
return priv->bounding_region;
}
else
return NULL;
}
#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_visible_region:
* @self: a #MetaWindowActor
* @visible_region: the region of the screen that isn't completely
* obscured.
*
* Provides a hint as to what areas of the window need to be
* drawn. Regions not in @visible_region are completely obscured.
* This will be set before painting then unset afterwards.
*/
void
meta_window_actor_set_visible_region (MetaWindowActor *self,
cairo_region_t *visible_region)
{
MetaWindowActorPrivate *priv = self->priv;
meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor),
visible_region);
}
/**
* meta_window_actor_set_visible_region_beneath:
* @self: a #MetaWindowActor
* @visible_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 visible 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.
*/
void
meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
cairo_region_t *beneath_region)
{
MetaWindowActorPrivate *priv = self->priv;
gboolean appears_focused = meta_window_appears_focused (priv->window);
if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
{
meta_window_actor_clear_shadow_clip (self);
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);
cairo_region_subtract (priv->shadow_clip, frame_bounds);
}
}
}
/**
* meta_window_actor_reset_visible_regions:
* @self: a #MetaWindowActor
*
* Unsets the regions set by meta_window_actor_reset_visible_region() and
* meta_window_actor_reset_visible_region_beneath()
*/
void
meta_window_actor_reset_visible_regions (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor),
NULL);
meta_window_actor_clear_shadow_clip (self);
}
static void
check_needs_pixmap (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
Display *xdisplay = meta_display_get_xdisplay (display);
MetaCompScreen *info = meta_screen_get_compositor_data (screen);
MetaCompositor *compositor;
Window xwindow = priv->xwindow;
if (!priv->needs_pixmap)
return;
if (!priv->mapped)
return;
if (xwindow == meta_screen_get_xroot (screen) ||
xwindow == clutter_x11_get_stage_window (CLUTTER_STAGE (info->stage)))
return;
compositor = meta_display_get_compositor (display);
if (priv->size_changed)
{
meta_window_actor_detach (self);
priv->size_changed = FALSE;
}
meta_error_trap_push (display);
if (priv->back_pixmap == None)
{
CoglHandle texture;
meta_error_trap_push (display);
priv->back_pixmap = XCompositeNameWindowPixmap (xdisplay, xwindow);
if (meta_error_trap_pop_with_return (display) != Success)
{
/* Probably a BadMatch if the window isn't viewable; we could
* GrabServer/GetWindowAttributes/NameWindowPixmap/UngrabServer/Sync
* to avoid this, but there's no reason to take two round trips
* when one will do. (We need that Sync if we want to handle failures
* for any reason other than !viewable. That's unlikely, but maybe
* we'll BadAlloc or something.)
*/
priv->back_pixmap = None;
}
if (priv->back_pixmap == None)
{
meta_verbose ("Unable to get named pixmap for %p\n", self);
meta_window_actor_update_bounding_region_and_borders (self, 0, 0);
goto out;
}
if (compositor->no_mipmaps)
meta_shaped_texture_set_create_mipmaps (META_SHAPED_TEXTURE (priv->actor),
FALSE);
meta_shaped_texture_set_pixmap (META_SHAPED_TEXTURE (priv->actor),
priv->back_pixmap);
texture = meta_shaped_texture_get_texture (META_SHAPED_TEXTURE (priv->actor));
/*
* This only works *after* actually setting the pixmap, so we have to
* do it here.
* See: http://bugzilla.clutter-project.org/show_bug.cgi?id=2236
*/
if (G_UNLIKELY (!cogl_texture_pixmap_x11_is_using_tfp_extension (texture)))
g_warning ("NOTE: Not using GLX TFP!\n");
meta_window_actor_update_bounding_region_and_borders (self,
cogl_texture_get_width (texture),
cogl_texture_get_height (texture));
}
priv->needs_pixmap = FALSE;
out:
meta_error_trap_pop (display);
}
static void
check_needs_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaShadow *old_shadow = NULL;
MetaShadow **shadow_location;
gboolean recompute_shadow;
gboolean should_have_shadow;
gboolean appears_focused;
if (!priv->mapped)
return;
/* 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)
{
if (priv->shape_region)
priv->shadow_shape = meta_window_shape_new (priv->shape_region);
else if (priv->bounding_region)
priv->shadow_shape = meta_window_shape_new (priv->bounding_region);
}
if (priv->shadow_shape != NULL)
{
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);
}
static gboolean
is_frozen (MetaWindowActor *self)
{
return self->priv->freeze_count ? TRUE : FALSE;
}
void
meta_window_actor_process_damage (MetaWindowActor *self,
XDamageNotifyEvent *event)
{
MetaWindowActorPrivate *priv = self->priv;
priv->received_damage = TRUE;
/* Drop damage event for unredirected windows */
if (self->priv->unredirected)
return;
if (is_frozen (self))
{
/* The window is frozen due to an effect in progress: we ignore damage
* here on the off chance that this will stop the corresponding
* texture_from_pixmap from being update.
*
* needs_damage_all tracks that some unknown damage happened while the
* window was frozen so that when the window becomes unfrozen we can
* issue a full window update to cover any lost damage.
*
* It should be noted that this is an unreliable mechanism since it's
* quite likely that drivers will aim to provide a zero-copy
* implementation of the texture_from_pixmap extension and in those cases
* any drawing done to the window is always immediately reflected in the
* texture regardless of damage event handling.
*/
priv->needs_damage_all = TRUE;
return;
}
if (!priv->mapped || priv->needs_pixmap)
return;
meta_shaped_texture_update_area (META_SHAPED_TEXTURE (priv->actor),
event->area.x,
event->area.y,
event->area.width,
event->area.height);
}
void
meta_window_actor_sync_visibility (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
if (CLUTTER_ACTOR_IS_VISIBLE (self) != priv->visible)
{
if (priv->visible)
clutter_actor_show (CLUTTER_ACTOR (self));
else
clutter_actor_hide (CLUTTER_ACTOR (self));
}
}
#define TAU (2*M_PI)
static void
install_corners (MetaWindow *window,
MetaFrameBorders *borders,
cairo_t *cr)
{
float top_left, top_right, bottom_left, bottom_right;
int x, y;
MetaRectangle outer;
meta_frame_get_corner_radiuses (window->frame,
&top_left,
&top_right,
&bottom_left,
&bottom_right);
meta_window_get_outer_rect (window, &outer);
/* top left */
x = borders->invisible.left;
y = borders->invisible.top;
cairo_arc (cr,
x + top_left,
y + top_left,
top_left,
2 * TAU / 4,
3 * TAU / 4);
/* top right */
x = borders->invisible.left + outer.width - top_right;
y = borders->invisible.top;
cairo_arc (cr,
x,
y + top_right,
top_right,
3 * TAU / 4,
4 * TAU / 4);
/* bottom right */
x = borders->invisible.left + outer.width - bottom_right;
y = borders->invisible.top + outer.height - bottom_right;
cairo_arc (cr,
x,
y,
bottom_right,
0 * TAU / 4,
1 * TAU / 4);
/* bottom left */
x = borders->invisible.left;
y = borders->invisible.top + outer.height - bottom_left;
cairo_arc (cr,
x + bottom_left,
y,
bottom_left,
1 * TAU / 4,
2 * TAU / 4);
cairo_set_source_rgba (cr, 1, 1, 1, 1);
cairo_fill (cr);
}
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,
MetaFrameBorders *borders,
cairo_rectangle_int_t *client_area,
cairo_region_t *shape_region)
{
MetaWindowActorPrivate *priv = self->priv;
guchar *mask_data;
guint tex_width, tex_height;
CoglHandle paint_tex, mask_texture;
int stride;
cairo_t *cr;
cairo_surface_t *surface;
paint_tex = meta_shaped_texture_get_texture (META_SHAPED_TEXTURE (priv->actor));
if (paint_tex == COGL_INVALID_HANDLE)
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);
install_corners (priv->window, borders, 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);
if (meta_texture_rectangle_check (paint_tex))
{
mask_texture = meta_texture_rectangle_new (tex_width, tex_height,
COGL_PIXEL_FORMAT_A_8,
COGL_PIXEL_FORMAT_A_8,
stride,
mask_data,
NULL /* error */);
}
else
{
/* Note: we don't allow slicing for this texture because we
* need to use it with multi-texturing which doesn't support
* sliced textures */
mask_texture = cogl_texture_new_from_data (tex_width, tex_height,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_A_8,
COGL_PIXEL_FORMAT_ANY,
stride,
mask_data);
}
meta_shaped_texture_set_mask_texture (META_SHAPED_TEXTURE (priv->actor),
mask_texture);
cogl_handle_unref (mask_texture);
g_free (mask_data);
}
static void
check_needs_reshape (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
MetaFrameBorders borders;
cairo_region_t *region = NULL;
cairo_rectangle_int_t client_area;
gboolean needs_mask;
if (!priv->needs_reshape)
return;
meta_frame_calc_borders (priv->window->frame, &borders);
client_area.x = borders.total.left;
client_area.y = borders.total.top;
client_area.width = priv->window->rect.width;
client_area.height = priv->window->rect.height;
meta_shaped_texture_set_mask_texture (META_SHAPED_TEXTURE (priv->actor), COGL_INVALID_HANDLE);
meta_window_actor_clear_shape_region (self);
#ifdef HAVE_SHAPE
if (priv->window->has_shape)
{
/* Translate the set of XShape rectangles that we
* get from the X server to a cairo_region. */
Display *xdisplay = meta_display_get_xdisplay (display);
XRectangle *rects;
int n_rects, ordering;
meta_error_trap_push (display);
rects = XShapeGetRectangles (xdisplay,
priv->window->xwindow,
ShapeBounding,
&n_rects,
&ordering);
meta_error_trap_pop (display);
if (rects)
{
int i;
cairo_rectangle_int_t *cairo_rects = g_new (cairo_rectangle_int_t, n_rects);
for (i = 0; i < n_rects; i ++)
{
cairo_rects[i].x = rects[i].x + client_area.x;
cairo_rects[i].y = rects[i].y + client_area.y;
cairo_rects[i].width = rects[i].width;
cairo_rects[i].height = rects[i].height;
}
XFree (rects);
region = cairo_region_create_rectangles (cairo_rects, n_rects);
g_free (cairo_rects);
}
}
#endif
needs_mask = (region != NULL) || (priv->window->frame != NULL);
if (region == NULL)
{
/* 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 (needs_mask)
{
/* This takes the region, generates a mask using GTK+
* and scans the mask looking for all opaque pixels,
* adding it to region.
*/
build_and_scan_frame_mask (self, &borders, &client_area, region);
}
meta_window_actor_update_shape_region (self, region);
cairo_region_destroy (region);
priv->needs_reshape = FALSE;
meta_window_actor_invalidate_shadow (self);
}
void
meta_window_actor_update_shape (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
priv->needs_reshape = TRUE;
if (priv->shadow_shape != NULL)
{
meta_window_shape_unref (priv->shadow_shape);
priv->shadow_shape = NULL;
}
clutter_actor_queue_redraw (priv->actor);
}
void
meta_window_actor_pre_paint (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaScreen *screen = priv->screen;
MetaDisplay *display = meta_screen_get_display (screen);
Display *xdisplay = meta_display_get_xdisplay (display);
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 (priv->unredirected)
{
/* Nothing to do here until/if the window gets redirected again */
return;
}
if (priv->received_damage)
{
meta_error_trap_push (display);
XDamageSubtract (xdisplay, priv->damage, None, None);
meta_error_trap_pop (display);
/* We need to make sure that any X drawing that happens before the
* XDamageSubtract() above is visible to subsequent GL rendering;
* the only standardized way to do this is EXT_x11_sync_object,
* which isn't yet widely available. For now, we count on details
* of Xorg and the open source drivers, and hope for the best
* otherwise.
*
* Xorg and open source driver specifics:
*
* The X server makes sure to flush drawing to the kernel before
* sending out damage events, but since we use DamageReportBoundingBox
* there may be drawing between the last damage event and the
* XDamageSubtract() that needs to be flushed as well.
*
* Xorg always makes sure that drawing is flushed to the kernel
* before writing events or responses to the client, so any round trip
* request at this point is sufficient to flush the GLX buffers.
*/
XSync (xdisplay, False);
priv->received_damage = FALSE;
}
check_needs_pixmap (self);
check_needs_reshape (self);
check_needs_shadow (self);
}
void
meta_window_actor_invalidate_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
priv->recompute_focused_shadow = TRUE;
priv->recompute_unfocused_shadow = TRUE;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
void
meta_window_actor_update_opacity (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaDisplay *display = meta_screen_get_display (priv->screen);
MetaCompositor *compositor = meta_display_get_compositor (display);
Window xwin = meta_window_get_xwindow (priv->window);
gulong value;
guint8 opacity;
if (meta_prop_get_cardinal (display, xwin,
compositor->atom_net_wm_window_opacity,
&value))
{
opacity = (guint8)((gfloat)value * 255.0 / ((gfloat)0xffffffff));
}
else
opacity = 255;
self->priv->opacity = opacity;
clutter_actor_set_opacity (self->priv->actor, opacity);
}