MetaWindowActor: Use allocation changes signals for size changed signals
When a Wayland compositor, simply rely on the clutter actor allocation changed signal to sync geometry and emit window actor size changed signals. Attaching a wl_buffer to a MetaShapedTexture will signal allocation changed on the corresponding MetaSurfaceActor, which the MetaWindowActor is listening to. Signed-off-by: Jonas Ådahl <jadahl@gmail.com> https://bugzilla.gnome.org/show_bug.cgi?id=705502
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@ -53,6 +53,8 @@ struct _MetaWindowActorPrivate
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MetaSurfaceActor *surface;
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guint surface_allocation_changed_id;
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/* MetaShadowFactory only caches shadows that are actually in use;
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* to avoid unnecessary recomputation we do two things: 1) we store
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* both a focused and unfocused shadow for the window. If the window
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@ -299,6 +301,8 @@ meta_window_actor_init (MetaWindowActor *self)
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priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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META_TYPE_WINDOW_ACTOR,
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MetaWindowActorPrivate);
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priv->surface_allocation_changed_id = 0;
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priv->opacity = 0xff;
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priv->shadow_class = NULL;
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}
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@ -360,6 +364,17 @@ window_appears_focused_notify (MetaWindow *mw,
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clutter_actor_queue_redraw (CLUTTER_ACTOR (data));
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}
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static void
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surface_allocation_changed_notify (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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MetaWindowActor *self)
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{
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meta_window_actor_sync_actor_geometry (self, FALSE);
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g_signal_emit (self, signals[SIZE_CHANGED], 0);
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}
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static void
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meta_window_actor_constructed (GObject *object)
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{
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@ -397,6 +412,12 @@ meta_window_actor_constructed (GObject *object)
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clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
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priv->surface_allocation_changed_id =
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g_signal_connect (CLUTTER_ACTOR (priv->surface),
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"allocation-changed",
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G_CALLBACK (surface_allocation_changed_notify),
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self);
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/*
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* Since we are holding a pointer to this actor independently of the
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* ClutterContainer internals, and provide a public API to access it,
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@ -482,6 +503,11 @@ meta_window_actor_dispose (GObject *object)
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g_clear_object (&priv->window);
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if (priv->surface != NULL && priv->surface_allocation_changed_id != 0)
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g_signal_handler_disconnect (priv->surface,
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priv->surface_allocation_changed_id);
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priv->surface_allocation_changed_id = 0;
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/*
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* Release the extra reference we took on the actor.
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*/
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