Report a correct paint volume for shadowed windows
Since we paint shadows directly now rather than using a child actor in the ClutterGroup, we need to implement get_paint_volume() for Clutter 1.5. https://bugzilla.gnome.org/show_bug.cgi?id=592382
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@ -9,6 +9,7 @@
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#include <X11/extensions/Xrender.h>
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#include <clutter/x11/clutter-x11.h>
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#include <gdk/gdk.h> /* for gdk_rectangle_union() */
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#include "display.h"
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#include "errors.h"
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@ -129,6 +130,10 @@ static void meta_window_actor_get_property (GObject *object,
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GParamSpec *pspec);
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static void meta_window_actor_paint (ClutterActor *actor);
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#if CLUTTER_CHECK_VERSION(1, 5, 2)
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static gboolean meta_window_actor_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume);
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#endif
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static void meta_window_actor_detach (MetaWindowActor *self);
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static gboolean meta_window_actor_has_shadow (MetaWindowActor *self);
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@ -202,6 +207,9 @@ meta_window_actor_class_init (MetaWindowActorClass *klass)
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object_class->constructed = meta_window_actor_constructed;
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actor_class->paint = meta_window_actor_paint;
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#if CLUTTER_CHECK_VERSION(1, 5, 2)
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actor_class->get_paint_volume = meta_window_actor_get_paint_volume;
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#endif
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pspec = g_param_spec_object ("meta-window",
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"MetaWindow",
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@ -619,10 +627,37 @@ meta_window_actor_get_shape_bounds (MetaWindowActor *self,
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{
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MetaWindowActorPrivate *priv = self->priv;
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if (priv->shaped)
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/* We need to be defensive here because there are corner cases
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* where getting the shape fails on a window being destroyed
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* and similar.
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*/
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if (priv->shaped && priv->shape_region)
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cairo_region_get_extents (priv->shape_region, bounds);
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else
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else if (priv->bounding_region)
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cairo_region_get_extents (priv->bounding_region, bounds);
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else
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bounds->x = bounds->y = bounds->width = bounds->height = 0;
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}
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static void
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meta_window_actor_get_shadow_bounds (MetaWindowActor *self,
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gboolean appears_focused,
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cairo_rectangle_int_t *bounds)
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{
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MetaWindowActorPrivate *priv = self->priv;
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MetaShadow *shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
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cairo_rectangle_int_t shape_bounds;
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MetaShadowParams params;
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meta_window_actor_get_shape_bounds (self, &shape_bounds);
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meta_window_actor_get_shadow_params (self, appears_focused, ¶ms);
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meta_shadow_get_bounds (shadow,
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params.x_offset + shape_bounds.x,
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params.y_offset + shape_bounds.y,
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shape_bounds.width,
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shape_bounds.height,
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bounds);
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}
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static void
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@ -656,6 +691,50 @@ meta_window_actor_paint (ClutterActor *actor)
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CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
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}
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#if CLUTTER_CHECK_VERSION(1, 5, 2)
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static gboolean
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meta_window_actor_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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MetaWindowActor *self = META_WINDOW_ACTOR (actor);
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MetaWindowActorPrivate *priv = self->priv;
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cairo_rectangle_int_t bounds;
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gboolean appears_focused = meta_window_appears_focused (priv->window);
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ClutterVertex origin;
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/* The paint volume is computed before paint functions are called
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* so our bounds might not be updated yet. Force an update. */
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meta_window_actor_pre_paint (self);
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meta_window_actor_get_shape_bounds (self, &bounds);
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if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
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{
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cairo_rectangle_int_t shadow_bounds;
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/* We could compute an full clip region as we do for the window
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* texture, but the shadow is relatively cheap to draw, and
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* a little more complex to clip, so we just catch the case where
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* the shadow is completely obscured and doesn't need to be drawn
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* at all.
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*/
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meta_window_actor_get_shadow_bounds (self, appears_focused, &shadow_bounds);
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gdk_rectangle_union (&bounds, &shadow_bounds, &bounds);
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}
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origin.x = bounds.x;
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origin.y = bounds.y;
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origin.z = 0.0f;
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clutter_paint_volume_set_origin (volume, &origin);
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clutter_paint_volume_set_width (volume, bounds.width);
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clutter_paint_volume_set_height (volume, bounds.height);
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return TRUE;
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}
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#endif /* CLUTTER_CHECK_VERSION */
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static gboolean
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is_shaped (MetaDisplay *display, Window xwindow)
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{
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@ -1627,12 +1706,10 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
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cairo_region_t *beneath_region)
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{
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MetaWindowActorPrivate *priv = self->priv;
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if (priv->focused_shadow)
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{
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gboolean appears_focused = meta_window_appears_focused (priv->window);
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MetaShadowParams params;
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cairo_rectangle_int_t shape_bounds;
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if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
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{
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cairo_rectangle_int_t shadow_bounds;
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cairo_region_overlap_t overlap;
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@ -1642,16 +1719,7 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
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* the shadow is completely obscured and doesn't need to be drawn
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* at all.
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*/
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meta_window_actor_get_shape_bounds (self, &shape_bounds);
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meta_window_actor_get_shadow_params (self, appears_focused, ¶ms);
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meta_shadow_get_bounds (appears_focused ? priv->focused_shadow : priv->unfocused_shadow,
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params.x_offset + shape_bounds.x,
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params.y_offset + shape_bounds.y,
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shape_bounds.width,
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shape_bounds.height,
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&shadow_bounds);
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meta_window_actor_get_shadow_bounds (self, appears_focused, &shadow_bounds);
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overlap = cairo_region_contains_rectangle (beneath_region, &shadow_bounds);
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priv->paint_shadow = overlap != CAIRO_REGION_OVERLAP_OUT;
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}
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