mutter/src/compositor/meta-window-actor.c
Adam Jackson 2a15e5f16a compositor: Drop ARB_texture_rectangle awareness
The GL/GLES versions we require imply full NPOT texture support, so the
ARB_texture_rectangle path will never be hit.

https://gitlab.gnome.org/GNOME/mutter/merge_requests/546
2019-04-18 12:53:10 -04:00

2009 lines
60 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
{
ClutterActor parent;
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;
guint 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,
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_paint (ClutterActor *actor);
static gboolean meta_window_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume);
static void set_surface (MetaWindowActor *actor,
MetaSurfaceActor *surface);
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_real_set_surface_actor (MetaWindowActor *actor,
MetaSurfaceActor *surface)
{
set_surface (actor, surface);
}
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->set_surface_actor = meta_window_actor_real_set_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);
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)
{
}
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_non_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
set_surface (MetaWindowActor *self,
MetaSurfaceActor *surface)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->surface)
{
g_signal_handler_disconnect (priv->surface, priv->size_changed_id);
clutter_actor_remove_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
g_object_unref (priv->surface);
}
priv->surface = surface;
if (priv->surface)
{
g_object_ref_sink (priv->surface);
priv->size_changed_id = g_signal_connect (priv->surface, "size-changed",
G_CALLBACK (surface_size_changed), self);
clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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_update_surface (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaWindow *window = priv->window;
MetaSurfaceActor *surface_actor;
#ifdef HAVE_WAYLAND
if (window->surface)
surface_actor = meta_wayland_surface_get_actor (window->surface);
else
#endif
if (!meta_is_wayland_compositor ())
surface_actor = meta_surface_actor_x11_new (window);
else
surface_actor = NULL;
set_surface (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;
meta_window_actor_update_surface (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);
/* Hang our compositor window state off the MetaWindow for fast retrieval */
meta_window_set_compositor_private (window, object);
}
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)
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);
compositor->windows = g_list_remove (compositor->windows, (gconstpointer) self);
g_clear_object (&priv->window);
set_surface (self, NULL);
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);
return is_non_opaque (self) && priv->window->frame;
}
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);
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_non_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
*/
ClutterActor *
meta_window_actor_get_texture (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
if (priv->surface)
return CLUTTER_ACTOR (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;
gint *counter = NULL;
gboolean use_freeze_thaw = FALSE;
g_assert (compositor->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 (compositor->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));
}
void
meta_window_actor_sync_actor_geometry (MetaWindowActor *self,
gboolean did_placement)
{
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (self);
MetaRectangle window_rect;
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;
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);
}
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 (compositor->switch_workspace_in_progress ||
!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 (compositor->switch_workspace_in_progress)
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;
priv->size_change_in_progress++;
meta_window_actor_freeze (self);
if (!meta_plugin_manager_event_size_change (compositor->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);
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);
meta_cullable_cull_out_children (cullable, unobscured_region, clip_region);
meta_window_actor_set_clip_region_beneath (self, clip_region);
}
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);
}
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;
CoglError *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);
cogl_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));
}
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;
double scale_x, scale_y;
stex = meta_surface_actor_get_texture (priv->surface);
clutter_actor_get_scale (CLUTTER_ACTOR (stex), &scale_x, &scale_y);
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) / scale_x);
bounds->y = (int) floor ((frame_rect.y - buffer_rect.y) / scale_y);
bounds->width = (int) ceil (frame_rect.width / scale_x);
bounds->height = (int) ceil (frame_rect.height / scale_y);
}
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);
MetaShapedTexture *stex;
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);
stex = meta_surface_actor_get_texture (priv->surface);
clutter_actor_apply_transform_to_point (CLUTTER_ACTOR (stex), &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 actor_scale;
float cursor_texture_scale;
stex = meta_surface_actor_get_texture (priv->surface);
clutter_actor_get_scale (CLUTTER_ACTOR (stex), &actor_scale, NULL);
cursor_texture_scale = meta_cursor_sprite_get_texture_scale (cursor_sprite);
*out_cursor_scale = actor_scale / cursor_texture_scale;
}
if (out_relative_cursor_position)
{
MetaShapedTexture *stex;
stex = meta_surface_actor_get_texture (priv->surface);
clutter_actor_transform_stage_point (CLUTTER_ACTOR (stex),
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);
MetaWindowActorPrivate *priv =
meta_window_actor_get_instance_private (window_actor);
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_surface_actor_get_image (priv->surface, 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;
}