From 4c91e05b8672c8f6402422e259b4fdfe74d1926d Mon Sep 17 00:00:00 2001 From: "Owen W. Taylor" Date: Thu, 11 Nov 2010 17:18:02 -0500 Subject: [PATCH] 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 --- src/compositor/meta-window-actor.c | 86 +++++++++++++++++++++++++----- 1 file changed, 72 insertions(+), 14 deletions(-) diff --git a/src/compositor/meta-window-actor.c b/src/compositor/meta-window-actor.c index 35f6f3dc8..55a981e48 100644 --- a/src/compositor/meta-window-actor.c +++ b/src/compositor/meta-window-actor.c @@ -9,6 +9,7 @@ #include #include +#include /* for gdk_rectangle_union() */ #include "display.h" #include "errors.h" @@ -129,6 +130,10 @@ static void meta_window_actor_get_property (GObject *object, GParamSpec *pspec); static void meta_window_actor_paint (ClutterActor *actor); +#if CLUTTER_CHECK_VERSION(1, 5, 2) +static gboolean meta_window_actor_get_paint_volume (ClutterActor *actor, + ClutterPaintVolume *volume); +#endif static void meta_window_actor_detach (MetaWindowActor *self); static gboolean meta_window_actor_has_shadow (MetaWindowActor *self); @@ -202,6 +207,9 @@ meta_window_actor_class_init (MetaWindowActorClass *klass) object_class->constructed = meta_window_actor_constructed; actor_class->paint = meta_window_actor_paint; +#if CLUTTER_CHECK_VERSION(1, 5, 2) + actor_class->get_paint_volume = meta_window_actor_get_paint_volume; +#endif pspec = g_param_spec_object ("meta-window", "MetaWindow", @@ -625,6 +633,27 @@ meta_window_actor_get_shape_bounds (MetaWindowActor *self, cairo_region_get_extents (priv->bounding_region, bounds); } +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, ¶ms); + + meta_shadow_get_bounds (shadow, + params.x_offset + shape_bounds.x, + params.y_offset + shape_bounds.y, + shape_bounds.width, + shape_bounds.height, + bounds); +} + static void meta_window_actor_paint (ClutterActor *actor) { @@ -656,6 +685,46 @@ meta_window_actor_paint (ClutterActor *actor) CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor); } +#if CLUTTER_CHECK_VERSION(1, 5, 2) +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; + + 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; +} +#endif /* CLUTTER_CHECK_VERSION */ + static gboolean is_shaped (MetaDisplay *display, Window xwindow) { @@ -1627,12 +1696,10 @@ 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 (priv->focused_shadow) + if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow) { - gboolean appears_focused = meta_window_appears_focused (priv->window); - MetaShadowParams params; - cairo_rectangle_int_t shape_bounds; cairo_rectangle_int_t shadow_bounds; cairo_region_overlap_t overlap; @@ -1642,16 +1709,7 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self, * the shadow is completely obscured and doesn't need to be drawn * at all. */ - meta_window_actor_get_shape_bounds (self, &shape_bounds); - meta_window_actor_get_shadow_params (self, appears_focused, ¶ms); - - meta_shadow_get_bounds (appears_focused ? priv->focused_shadow : priv->unfocused_shadow, - params.x_offset + shape_bounds.x, - params.y_offset + shape_bounds.y, - shape_bounds.width, - shape_bounds.height, - &shadow_bounds); - + meta_window_actor_get_shadow_bounds (self, appears_focused, &shadow_bounds); overlap = cairo_region_contains_rectangle (beneath_region, &shadow_bounds); priv->paint_shadow = overlap != CAIRO_REGION_OVERLAP_OUT; }