Make shadows pretty and configurable

The current shadow code just uses a single fixed texture (the Gaussian
blur of a rectangle with a fixed blur radius) for drawing all window
shadows. This patch adds the ability

* Implement efficient blurring of arbitrary regions by approximating
  a Gaussian blur with multiple box blurs.

* Detect when multiple windows can use the same shadow texture by
  converting their shape into a size-invariant MetaWindowShape.

* Add properties shadow-radius, shadow-x-offset, shadow-y-offset,
  shadow-opacity to allow the shadow for a window to be configured.

* Add meta_window_actor_paint() and draw the shadow directly
  from there rather than using a child actor.

* Remove TidyTextureFrame, which is no longer used

https://bugzilla.gnome.org/show_bug.cgi?id=592382
This commit is contained in:
Owen W. Taylor 2010-10-18 15:34:08 -04:00
parent 982a10ac44
commit 9f4942e9a7
12 changed files with 1750 additions and 1162 deletions

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@ -28,6 +28,8 @@ mutter_SOURCES= \
compositor/meta-plugin.c \ compositor/meta-plugin.c \
compositor/meta-plugin-manager.c \ compositor/meta-plugin-manager.c \
compositor/meta-plugin-manager.h \ compositor/meta-plugin-manager.h \
compositor/meta-shadow-factory.c \
compositor/meta-shadow-factory.h \
compositor/meta-shaped-texture.c \ compositor/meta-shaped-texture.c \
compositor/meta-shaped-texture.h \ compositor/meta-shaped-texture.h \
compositor/meta-texture-tower.c \ compositor/meta-texture-tower.c \
@ -36,10 +38,10 @@ mutter_SOURCES= \
compositor/meta-window-actor-private.h \ compositor/meta-window-actor-private.h \
compositor/meta-window-group.c \ compositor/meta-window-group.c \
compositor/meta-window-group.h \ compositor/meta-window-group.h \
compositor/shadow.c \ compositor/meta-window-shape.c \
compositor/shadow.h \ compositor/meta-window-shape.h \
compositor/tidy/tidy-texture-frame.c \ compositor/region-utils.c \
compositor/tidy/tidy-texture-frame.h \ compositor/region-utils.h \
include/compositor.h \ include/compositor.h \
include/meta-plugin.h \ include/meta-plugin.h \
include/meta-window-actor.h \ include/meta-window-actor.h \

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@ -0,0 +1,677 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* MetaShadowFactory:
*
* Create and cache shadow textures for abritrary window shapes
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include <config.h>
#include <math.h>
#include <string.h>
#include "meta-shadow-factory.h"
#include "region-utils.h"
/* This file implements blurring the shape of a window to produce a
* shadow texture. The details are discussed below; a quick summary
* of the optimizations we use:
*
* - If the window shape is along the lines of a rounded rectangle -
* a rectangular center portion with stuff at the corners - then
* the blur of this - the shadow - can also be represented as a
* 9-sliced texture and the same texture can be used for different
* size.
*
* - We use the fact that a Gaussian blur is separable to do a
* 2D blur as 1D blur of the rows followed by a 1D blur of the
* columns.
*
* - For better cache efficiency, we blur rows, transpose the image
* in blocks, blur rows again, and then transpose back.
*
* - We approximate the 1D gaussian blur as 3 successive box filters.
*/
typedef struct _MetaShadowCacheKey MetaShadowCacheKey;
struct _MetaShadowCacheKey
{
MetaWindowShape *shape;
int radius;
};
struct _MetaShadow
{
int ref_count;
MetaShadowFactory *factory;
MetaShadowCacheKey key;
CoglHandle texture;
CoglHandle material;
int spread;
int border_top;
int border_right;
int border_bottom;
int border_left;
};
struct _MetaShadowFactory
{
/* MetaShadowCacheKey => MetaShadow; the shadows are not referenced
* by the factory, they are simply removed from the table when freed */
GHashTable *shadows;
};
static guint
meta_shadow_cache_key_hash (gconstpointer val)
{
const MetaShadowCacheKey *key = val;
return 59 * key->radius + 67 * meta_window_shape_hash (key->shape);
}
static gboolean
meta_shadow_cache_key_equal (gconstpointer a,
gconstpointer b)
{
const MetaShadowCacheKey *key_a = a;
const MetaShadowCacheKey *key_b = b;
return (key_a->radius == key_b->radius &&
meta_window_shape_equal (key_a->shape, key_b->shape));
}
MetaShadow *
meta_shadow_ref (MetaShadow *shadow)
{
shadow->ref_count++;
return shadow;
}
void
meta_shadow_unref (MetaShadow *shadow)
{
shadow->ref_count--;
if (shadow->ref_count == 0)
{
if (shadow->factory)
{
g_hash_table_remove (shadow->factory->shadows,
&shadow->key);
}
meta_window_shape_unref (shadow->key.shape);
cogl_handle_unref (shadow->texture);
cogl_handle_unref (shadow->material);
g_slice_free (MetaShadow, shadow);
}
}
/**
* meta_shadow_paint:
* @window_x: x position of the region to paint a shadow for
* @window_y: y position of the region to paint a shadow for
* @window_width: actual width of the region to paint a shadow for
* @window_height: actual height of the region to paint a shadow for
*
* Paints the shadow at the given position, for the specified actual
* size of the region. (Since a #MetaShadow can be shared between
* different sizes with the same extracted #MetaWindowShape the
* size needs to be passed in here.)
*/
void
meta_shadow_paint (MetaShadow *shadow,
int window_x,
int window_y,
int window_width,
int window_height,
guint8 opacity)
{
float texture_width = cogl_texture_get_width (shadow->texture);
float texture_height = cogl_texture_get_height (shadow->texture);
int i, j;
cogl_material_set_color4ub (shadow->material,
opacity, opacity, opacity, opacity);
cogl_set_source (shadow->material);
if (window_width + 2 * shadow->spread == shadow->border_left &&
window_height + 2 * shadow->spread == shadow->border_top)
{
/* The non-scaled case - paint with a single rectangle */
cogl_rectangle_with_texture_coords (window_x - shadow->spread,
window_y - shadow->spread,
window_x + window_width + shadow->spread,
window_y + window_height + shadow->spread,
0.0, 0.0, 1.0, 1.0);
}
else
{
float src_x[4];
float src_y[4];
float dest_x[4];
float dest_y[4];
src_x[0] = 0.0;
src_x[1] = shadow->border_left / texture_width;
src_x[2] = (texture_width - shadow->border_right) / texture_width;
src_x[3] = 1.0;
src_y[0] = 0.0;
src_y[1] = shadow->border_top / texture_height;
src_y[2] = (texture_height - shadow->border_bottom) / texture_height;
src_y[3] = 1.0;
dest_x[0] = window_x - shadow->spread;
dest_x[1] = window_x - shadow->spread + shadow->border_left;
dest_x[2] = window_x + window_width + shadow->spread - shadow->border_right;
dest_x[3] = window_x + window_width + shadow->spread;
dest_y[0] = window_y - shadow->spread;
dest_y[1] = window_y - shadow->spread + shadow->border_top;
dest_y[2] = window_y + window_height + shadow->spread - shadow->border_bottom;
dest_y[3] = window_y + window_height + shadow->spread;
for (j = 0; j < 3; j++)
for (i = 0; i < 3; i++)
cogl_rectangle_with_texture_coords (dest_x[i], dest_y[j],
dest_x[i + 1], dest_y[j + 1],
src_x[i], src_y[j],
src_x[i + 1], src_y[j + 1]);
}
}
/**
* meta_shadow_get_bounds:
* @shadow: a #MetaShadow
* @window_x: x position of the region to paint a shadow for
* @window_y: y position of the region to paint a shadow for
* @window_width: actual width of the region to paint a shadow for
* @window_height: actual height of the region to paint a shadow for
*
* Computes the bounds of the pixels that will be affected by
* meta_shadow_paints()
*/
void
meta_shadow_get_bounds (MetaShadow *shadow,
int window_x,
int window_y,
int window_width,
int window_height,
cairo_rectangle_int_t *bounds)
{
bounds->x = window_x - shadow->spread;
bounds->y = window_x - shadow->spread;
bounds->width = window_width + 2 * shadow->spread;
bounds->height = window_width + 2 * shadow->spread;
}
MetaShadowFactory *
meta_shadow_factory_new (void)
{
MetaShadowFactory *factory;
factory = g_slice_new0 (MetaShadowFactory);
factory->shadows = g_hash_table_new (meta_shadow_cache_key_hash,
meta_shadow_cache_key_equal);
return factory;
}
void
meta_shadow_factory_free (MetaShadowFactory *factory)
{
GHashTableIter iter;
gpointer key, value;
/* Detach from the shadows in the table so we won't try to
* remove them when they freed. */
g_hash_table_iter_init (&iter, factory->shadows);
while (g_hash_table_iter_next (&iter, &key, &value))
{
MetaShadow *shadow = key;
shadow->factory = NULL;
}
g_hash_table_destroy (factory->shadows);
g_slice_free (MetaShadowFactory, factory);
}
MetaShadowFactory *
meta_shadow_factory_get_default (void)
{
static MetaShadowFactory *factory;
if (factory == NULL)
factory = meta_shadow_factory_new ();
return factory;
}
/* We emulate a 1D Gaussian blur by using 3 consecutive box blurs;
* this produces a result that's within 3% of the original and can be
* implemented much faster for large filter sizes because of the
* efficiency of implementation of a box blur. Idea and formula
* for choosing the box blur size come from:
*
* http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement
*
* The 2D blur is then done by blurring the rows, flipping the
* image and blurring the columns. (This is possible because the
* Gaussian kernel is separable - it's the product of a horizontal
* blur and a vertical blur.)
*/
static int
get_box_filter_size (int radius)
{
return (int)(0.5 + radius * (0.75 * sqrt(2*M_PI)));
}
/* The "spread" of the filter is the number of pixels from an original
* pixel that it's blurred image extends. (A no-op blur that doesn't
* blur would have a spread of 0.) See comment in blur_rows() for why the
* odd and even cases are different
*/
static int
get_shadow_spread (int radius)
{
int d = get_box_filter_size (radius);
if (d % 2 == 1)
return 3 * (d / 2);
else
return 3 * (d / 2) - 1;
}
/* This applies a single box blur pass to a horizontal range of pixels;
* since the box blur has the same weight for all pixels, we can
* implement an efficient sliding window algorithm where we add
* in pixels coming into the window from the right and remove
* them when they leave the windw to the left.
*
* d is the filter width; for even d shift indicates how the blurred
* result is aligned with the original - does ' x ' go to ' yy' (shift=1)
* or 'yy ' (shift=-1)
*/
static void
blur_xspan (guchar *row,
guchar *tmp_buffer,
int row_width,
int x0,
int x1,
int d,
int shift)
{
int offset;
int sum = 0;
int i;
if (d % 2 == 1)
offset = d / 2;
else
offset = (d - shift) / 2;
/* All the conditionals in here look slow, but the branches will
* be well predicted and there are enough different possibilities
* that trying to write this as a series of unconditional loops
* is hard and not an obvious win. The main slow down here seems
* to be the integer division for pixel; one possible optimization
* would be to accumulate into two 16-bit integer buffers and
* only divide down after all three passes. (SSE parallel implementation
* of the divide step is possible.)
*/
for (i = x0 - d + offset; i < x1 + offset; i++)
{
if (i >= 0 && i < row_width)
sum += row[i];
if (i >= x0 + offset)
{
if (i >= d)
sum -= row[i - d];
tmp_buffer[i - offset] = (sum + d / 2) / d;
}
}
memcpy(row + x0, tmp_buffer + x0, x1 - x0);
}
static void
blur_rows (cairo_region_t *convolve_region,
int x_offset,
int y_offset,
guchar *buffer,
int buffer_width,
int buffer_height,
int d)
{
int i, j;
int n_rectangles;
guchar *tmp_buffer;
tmp_buffer = g_malloc (buffer_width);
n_rectangles = cairo_region_num_rectangles (convolve_region);
for (i = 0; i < n_rectangles; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (convolve_region, i, &rect);
for (j = y_offset + rect.y; j < y_offset + rect.y + rect.height; j++)
{
guchar *row = buffer + j * buffer_width;
int x0 = x_offset + rect.x;
int x1 = x0 + rect.width;
/* We want to produce a symmetric blur that spreads a pixel
* equally far to the left and right. If d is odd that happens
* naturally, but for d even, we approximate by using a blur
* on either side and then a centered blur of size d + 1.
* (techique also from the SVG specification)
*/
if (d % 2 == 1)
{
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 0);
}
else
{
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, 1);
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d, -1);
blur_xspan (row, tmp_buffer, buffer_width, x0, x1, d + 1, 0);
}
}
}
g_free (tmp_buffer);
}
/* Swaps width and height. Either swaps in-place and returns the original
* buffer or allocates a new buffer, frees the original buffer and returns
* the new buffer.
*/
static guchar *
flip_buffer (guchar *buffer,
int width,
int height)
{
/* Working in blocks increases cache efficiency, compared to reading
* or writing an entire column at once */
#define BLOCK_SIZE 16
if (width == height)
{
int i0, j0;
for (j0 = 0; j0 < height; j0 += BLOCK_SIZE)
for (i0 = 0; i0 <= j0; i0 += BLOCK_SIZE)
{
int max_j = MIN(j0 + BLOCK_SIZE, height);
int max_i = MIN(i0 + BLOCK_SIZE, width);
int i, j;
if (i0 == j0)
{
for (j = j0; j < max_j; j++)
for (i = i0; i < j; i++)
{
guchar tmp = buffer[j * width + i];
buffer[j * width + i] = buffer[i * width + j];
buffer[i * width + j] = tmp;
}
}
else
{
for (j = j0; j < max_j; j++)
for (i = i0; i < max_i; i++)
{
guchar tmp = buffer[j * width + i];
buffer[j * width + i] = buffer[i * width + j];
buffer[i * width + j] = tmp;
}
}
}
return buffer;
}
else
{
guchar *new_buffer = g_malloc (height * width);
int i0, j0;
for (i0 = 0; i0 < width; i0 += BLOCK_SIZE)
for (j0 = 0; j0 < height; j0 += BLOCK_SIZE)
{
int max_j = MIN(j0 + BLOCK_SIZE, height);
int max_i = MIN(i0 + BLOCK_SIZE, width);
int i, j;
for (i = i0; i < max_i; i++)
for (j = j0; j < max_j; j++)
new_buffer[i * height + j] = buffer[j * width + i];
}
g_free (buffer);
return new_buffer;
}
#undef BLOCK_SIZE
}
static CoglHandle
make_shadow (cairo_region_t *region,
int radius)
{
int d = get_box_filter_size (radius);
int spread = get_shadow_spread (radius);
CoglHandle result;
cairo_rectangle_int_t extents;
cairo_region_t *row_convolve_region;
cairo_region_t *column_convolve_region;
guchar *buffer;
int buffer_width;
int buffer_height;
int n_rectangles, j, k;
cairo_region_get_extents (region, &extents);
buffer_width = extents.width + 2 * spread;
buffer_height = extents.height + 2 * spread;
/* Round up so we have aligned rows/columns */
buffer_width = (buffer_width + 3) & ~3;
buffer_height = (buffer_height + 3) & ~3;
/* Square buffer allows in-place swaps, which are roughly 70% faster, but we
* don't want to over-allocate too much memory.
*/
if (buffer_height < buffer_width && buffer_height > (3 * buffer_width) / 4)
buffer_height = buffer_width;
if (buffer_width < buffer_height && buffer_width > (3 * buffer_height) / 4)
buffer_width = buffer_height;
buffer = g_malloc0 (buffer_width * buffer_height);
/* Blurring with multiple box-blur passes is fast, but (especially for
* large shadow sizes) we can improve efficiency by restricting the blur
* to the region that actually needs to be blurred.
*/
row_convolve_region = meta_make_border_region (region, spread, 0, FALSE);
column_convolve_region = meta_make_border_region (region, spread, spread, TRUE);
/* Step 1: unblurred image */
n_rectangles = cairo_region_num_rectangles (region);
for (k = 0; k < n_rectangles; k++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (region, k, &rect);
for (j = spread + rect.y; j < spread + rect.y + rect.height; j++)
memset (buffer + buffer_width * j + spread + rect.x, 255, rect.width);
}
/* Step 2: blur rows */
blur_rows (row_convolve_region, spread, spread, buffer, buffer_width, buffer_height, d);
/* Step 2: swap rows and columns */
buffer = flip_buffer (buffer, buffer_width, buffer_height);
/* Step 3: blur rows (really columns) */
blur_rows (column_convolve_region, spread, spread, buffer, buffer_height, buffer_width, d);
/* Step 3: swap rows and columns */
buffer = flip_buffer (buffer, buffer_height, buffer_width);
result = cogl_texture_new_from_data (extents.width + 2 * spread,
extents.height + 2 * spread,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_A_8,
COGL_PIXEL_FORMAT_ANY,
buffer_width,
buffer);
cairo_region_destroy (row_convolve_region);
cairo_region_destroy (column_convolve_region);
g_free (buffer);
return result;
}
/**
* meta_shadow_factory_get_shadow:
* @factory: a #MetaShadowFactory
* @shape: the size-invariant shape of the window's region
* @width: the actual width of the window's region
* @width: the actual height of the window's region
* @radius: the radius (gaussian standard deviation) of the shadow
*
* Gets the appropriate shadow object for drawing shadows for the
* specified window shape. The region that we are shadowing is specified
* as a combination of a size-invariant extracted shape and the size.
* In some cases, the same shadow object can be shared between sizes;
* in other cases a different shadow object is used for each size.
*
* Return value: (transfer full): a newly referenced #MetaShadow; unref with
* meta_shadow_unref()
*/
MetaShadow *
meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
MetaWindowShape *shape,
int width,
int height,
int radius)
{
MetaShadowCacheKey key;
MetaShadow *shadow;
cairo_region_t *region;
int spread;
int border_top, border_right, border_bottom, border_left;
gboolean cacheable;
/* Using a single shadow texture for different window sizes only works
* when there is a central scaled area that is greater than twice
* the spread of the gaussian blur we are applying to get to the
* shadow image.
* ********* ***********
* /----------\ *###########* *#############*
* | | => **#*********#** => **#***********#**
* | | **#** **#** **#** **#**
* | | **#*********#** **#***********#**
* \----------/ *###########* *#############*
* ********** ************
* Original Blur Stretched Blur
*
* For smaller sizes, we create a separate shadow image for each size;
* since we assume that there will be little reuse, we don't try to
* cache such images but just recreate them. (Since the current cache
* policy is to only keep around referenced shadows, there wouldn't
* be any harm in caching them, it would just make the book-keeping
* a bit tricker.)
*/
spread = get_shadow_spread (radius);
meta_window_shape_get_borders (shape,
&border_top,
&border_right,
&border_bottom,
&border_left);
cacheable = (border_top + 2 * spread + border_bottom <= height &&
border_left + 2 * spread + border_right <= width);
if (cacheable)
{
key.shape = shape;
key.radius = radius;
shadow = g_hash_table_lookup (factory->shadows, &key);
if (shadow)
return meta_shadow_ref (shadow);
}
shadow = g_slice_new0 (MetaShadow);
shadow->ref_count = 1;
shadow->factory = factory;
shadow->key.shape = meta_window_shape_ref (shape);
shadow->key.radius = radius;
shadow->spread = spread;
if (cacheable)
{
shadow->border_top = border_top + 2 * spread;
shadow->border_right += border_right + 2 * spread;
shadow->border_bottom += border_bottom + 2 * spread;
shadow->border_left += border_left + 2 * spread;
region = meta_window_shape_to_region (shape, 2 * spread, 2 * spread);
}
else
{
/* In the non-scaled case, we put the entire shadow into the
* upper-left-hand corner of the 9-slice */
shadow->border_top = height + 2 * spread;
shadow->border_right = 0;
shadow->border_bottom = 0;
shadow->border_left = width + 2 * spread;
region = meta_window_shape_to_region (shape,
width - border_left - border_right,
height - border_top - border_bottom);
}
shadow->texture = make_shadow (region, radius);
shadow->material = cogl_material_new ();
cogl_material_set_layer (shadow->material, 0, shadow->texture);
cairo_region_destroy (region);
if (cacheable)
g_hash_table_insert (factory->shadows, &shadow->key, shadow);
return shadow;
}

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@ -0,0 +1,73 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* MetaShadowFactory:
*
* Create and cache shadow textures for arbitrary window shapes
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#ifndef __META_SHADOW_FACTORY_H__
#define __META_SHADOW_FACTORY_H__
#include <clutter/clutter.h>
#include "meta-window-shape.h"
/**
* MetaShadow:
* #MetaShadow holds a shadow texture along with information about how to
* apply that texture to draw a window texture. (E.g., it knows how big the
* unscaled borders are on each side of the shadow texture.)
*/
typedef struct _MetaShadow MetaShadow;
MetaShadow *meta_shadow_ref (MetaShadow *shadow);
void meta_shadow_unref (MetaShadow *shadow);
CoglHandle meta_shadow_get_texture (MetaShadow *shadow);
void meta_shadow_paint (MetaShadow *shadow,
int window_x,
int window_y,
int window_width,
int window_height,
guint8 opacity);
void meta_shadow_get_bounds (MetaShadow *shadow,
int window_x,
int window_y,
int window_width,
int window_height,
cairo_rectangle_int_t *bounds);
/**
* MetaShadowFactory:
* #MetaShadowFactory is used to create window shadows. It caches shadows internally
* so that multiple shadows created for the same shape with the same radius will
* share the same MetaShadow.
*/
typedef struct _MetaShadowFactory MetaShadowFactory;
MetaShadowFactory *meta_shadow_factory_get_default (void);
MetaShadowFactory *meta_shadow_factory_new (void);
void meta_shadow_factory_free (MetaShadowFactory *factory);
MetaShadow * meta_shadow_factory_get_shadow (MetaShadowFactory *factory,
MetaWindowShape *shape,
int width,
int height,
int radius);
#endif /* __META_SHADOW_FACTORY_H__ */

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@ -17,10 +17,9 @@
#include "xprops.h" #include "xprops.h"
#include "compositor-private.h" #include "compositor-private.h"
#include "meta-shadow-factory.h"
#include "meta-shaped-texture.h" #include "meta-shaped-texture.h"
#include "meta-window-actor-private.h" #include "meta-window-actor-private.h"
#include "shadow.h"
#include "tidy/tidy-texture-frame.h"
struct _MetaWindowActorPrivate struct _MetaWindowActorPrivate
{ {
@ -31,12 +30,13 @@ struct _MetaWindowActorPrivate
MetaScreen *screen; MetaScreen *screen;
ClutterActor *actor; ClutterActor *actor;
ClutterActor *shadow; MetaShadow *shadow;
Pixmap back_pixmap; Pixmap back_pixmap;
Damage damage; Damage damage;
guint8 opacity; guint8 opacity;
guint8 shadow_opacity;
gchar * desc; gchar * desc;
@ -46,8 +46,15 @@ struct _MetaWindowActorPrivate
* texture */ * texture */
cairo_region_t *bounding_region; cairo_region_t *bounding_region;
/* Extracted size-invariant shape used for shadows */
MetaWindowShape *shadow_shape;
gint freeze_count; gint freeze_count;
gint shadow_radius;
gint shadow_x_offset;
gint shadow_y_offset;
/* /*
* These need to be counters rather than flags, since more plugins * These need to be counters rather than flags, since more plugins
* can implement same effect; the practicality of stacking effects * can implement same effect; the practicality of stacking effects
@ -71,6 +78,8 @@ struct _MetaWindowActorPrivate
guint needs_pixmap : 1; guint needs_pixmap : 1;
guint needs_reshape : 1; guint needs_reshape : 1;
guint recompute_shadow : 1;
guint paint_shadow : 1;
guint size_changed : 1; guint size_changed : 1;
guint needs_destroy : 1; guint needs_destroy : 1;
@ -87,8 +96,16 @@ enum
PROP_X_WINDOW, PROP_X_WINDOW,
PROP_X_WINDOW_ATTRIBUTES, PROP_X_WINDOW_ATTRIBUTES,
PROP_NO_SHADOW, PROP_NO_SHADOW,
PROP_SHADOW_RADIUS,
PROP_SHADOW_X_OFFSET,
PROP_SHADOW_Y_OFFSET,
PROP_SHADOW_OPACITY
}; };
#define DEFAULT_SHADOW_RADIUS 12
#define DEFAULT_SHADOW_X_OFFSET 0
#define DEFAULT_SHADOW_Y_OFFSET 8
static void meta_window_actor_dispose (GObject *object); static void meta_window_actor_dispose (GObject *object);
static void meta_window_actor_finalize (GObject *object); static void meta_window_actor_finalize (GObject *object);
static void meta_window_actor_constructed (GObject *object); static void meta_window_actor_constructed (GObject *object);
@ -101,6 +118,8 @@ static void meta_window_actor_get_property (GObject *object,
GValue *value, GValue *value,
GParamSpec *pspec); GParamSpec *pspec);
static void meta_window_actor_paint (ClutterActor *actor);
static void meta_window_actor_detach (MetaWindowActor *self); static void meta_window_actor_detach (MetaWindowActor *self);
static gboolean meta_window_actor_has_shadow (MetaWindowActor *self); static gboolean meta_window_actor_has_shadow (MetaWindowActor *self);
@ -161,6 +180,7 @@ static void
meta_window_actor_class_init (MetaWindowActorClass *klass) meta_window_actor_class_init (MetaWindowActorClass *klass)
{ {
GObjectClass *object_class = G_OBJECT_CLASS (klass); GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec; GParamSpec *pspec;
g_type_class_add_private (klass, sizeof (MetaWindowActorPrivate)); g_type_class_add_private (klass, sizeof (MetaWindowActorPrivate));
@ -171,6 +191,8 @@ meta_window_actor_class_init (MetaWindowActorClass *klass)
object_class->get_property = meta_window_actor_get_property; object_class->get_property = meta_window_actor_get_property;
object_class->constructed = meta_window_actor_constructed; object_class->constructed = meta_window_actor_constructed;
actor_class->paint = meta_window_actor_paint;
pspec = g_param_spec_object ("meta-window", pspec = g_param_spec_object ("meta-window",
"MetaWindow", "MetaWindow",
"The displayed MetaWindow", "The displayed MetaWindow",
@ -216,11 +238,52 @@ meta_window_actor_class_init (MetaWindowActorClass *klass)
"No shadow", "No shadow",
"Do not add shaddow to this window", "Do not add shaddow to this window",
FALSE, FALSE,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT); G_PARAM_READWRITE);
g_object_class_install_property (object_class, g_object_class_install_property (object_class,
PROP_NO_SHADOW, PROP_NO_SHADOW,
pspec); pspec);
pspec = g_param_spec_int ("shadow-radius",
"Shadow Radius",
"Radius (standard deviation of gaussian blur) of window's shadow",
0, 128, DEFAULT_SHADOW_RADIUS,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_RADIUS,
pspec);
pspec = g_param_spec_int ("shadow-x-offset",
"Shadow X Offset",
"Distance shadow is offset in the horizontal direction in pixels",
G_MININT, G_MAXINT, DEFAULT_SHADOW_X_OFFSET,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_X_OFFSET,
pspec);
pspec = g_param_spec_int ("shadow-y-offset",
"Shadow Y Offset",
"Distance shadow is offset in the vertical direction in piyels",
G_MININT, G_MAXINT, DEFAULT_SHADOW_Y_OFFSET,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_Y_OFFSET,
pspec);
pspec = g_param_spec_uint ("shadow-opacity",
"Shadow Opacity",
"Opacity of the window's shadow",
0, 255,
255,
G_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHADOW_OPACITY,
pspec);
} }
static void static void
@ -232,6 +295,11 @@ meta_window_actor_init (MetaWindowActor *self)
META_TYPE_WINDOW_ACTOR, META_TYPE_WINDOW_ACTOR,
MetaWindowActorPrivate); MetaWindowActorPrivate);
priv->opacity = 0xff; priv->opacity = 0xff;
priv->shadow_radius = DEFAULT_SHADOW_RADIUS;
priv->shadow_x_offset = DEFAULT_SHADOW_X_OFFSET;
priv->shadow_y_offset = DEFAULT_SHADOW_Y_OFFSET;
priv->shadow_opacity = 0xff;
priv->paint_shadow = TRUE;
} }
static void static void
@ -291,18 +359,6 @@ window_decorated_notify (MetaWindow *mw,
g_object_set (self, "x-window-attributes", &attrs, NULL); g_object_set (self, "x-window-attributes", &attrs, NULL);
if (priv->shadow)
{
ClutterActor *p = clutter_actor_get_parent (priv->shadow);
if (CLUTTER_IS_CONTAINER (p))
clutter_container_remove_actor (CLUTTER_CONTAINER (p), priv->shadow);
else
clutter_actor_unparent (priv->shadow);
priv->shadow = NULL;
}
/* /*
* Recreate the contents. * Recreate the contents.
*/ */
@ -344,13 +400,6 @@ meta_window_actor_constructed (GObject *object)
meta_window_actor_update_opacity (self); meta_window_actor_update_opacity (self);
if (meta_window_actor_has_shadow (self))
{
priv->shadow = meta_create_shadow_frame (compositor);
clutter_container_add_actor (CLUTTER_CONTAINER (self), priv->shadow);
}
if (!priv->actor) if (!priv->actor)
{ {
priv->actor = meta_shaped_texture_new (); priv->actor = meta_shaped_texture_new ();
@ -407,6 +456,18 @@ meta_window_actor_dispose (GObject *object)
meta_window_actor_clear_shape_region (self); meta_window_actor_clear_shape_region (self);
meta_window_actor_clear_bounding_region (self); meta_window_actor_clear_bounding_region (self);
if (priv->shadow != NULL)
{
meta_shadow_unref (priv->shadow);
priv->shadow = NULL;
}
if (priv->shadow_shape != NULL)
{
meta_window_shape_unref (priv->shadow_shape);
priv->shadow_shape = NULL;
}
if (priv->damage != None) if (priv->damage != None)
{ {
meta_error_trap_push (display); meta_error_trap_push (display);
@ -463,36 +524,60 @@ meta_window_actor_set_property (GObject *object,
break; break;
case PROP_NO_SHADOW: case PROP_NO_SHADOW:
{ {
gboolean oldv = priv->no_shadow ? TRUE : FALSE;
gboolean newv = g_value_get_boolean (value); gboolean newv = g_value_get_boolean (value);
if (oldv == newv) if (newv == priv->no_shadow)
return; return;
priv->no_shadow = newv; priv->no_shadow = newv;
if (newv && priv->shadow) priv->recompute_shadow = TRUE;
{ clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
clutter_container_remove_actor (CLUTTER_CONTAINER (object),
priv->shadow);
priv->shadow = NULL;
} }
else if (!newv && !priv->shadow && meta_window_actor_has_shadow (self)) break;
case PROP_SHADOW_RADIUS:
{ {
gfloat w, h; gint newv = g_value_get_int (value);
MetaDisplay *display = meta_screen_get_display (priv->screen);
MetaCompositor *compositor;
compositor = meta_display_get_compositor (display); if (newv == priv->shadow_radius)
return;
clutter_actor_get_size (CLUTTER_ACTOR (self), &w, &h); priv->shadow_radius = newv;
priv->recompute_shadow = TRUE;
priv->shadow = meta_create_shadow_frame (compositor); clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
clutter_actor_set_size (priv->shadow, w, h);
clutter_container_add_actor (CLUTTER_CONTAINER (self), priv->shadow);
} }
break;
case PROP_SHADOW_X_OFFSET:
{
gint newv = g_value_get_int (value);
if (newv == priv->shadow_x_offset)
return;
priv->shadow_x_offset = newv;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
break;
case PROP_SHADOW_Y_OFFSET:
{
gint newv = g_value_get_int (value);
if (newv == priv->shadow_y_offset)
return;
priv->shadow_y_offset = newv;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
break;
case PROP_SHADOW_OPACITY:
{
guint newv = g_value_get_uint (value);
if (newv == priv->shadow_opacity)
return;
priv->shadow_opacity = newv;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
} }
break; break;
default: default:
@ -526,12 +611,57 @@ meta_window_actor_get_property (GObject *object,
case PROP_NO_SHADOW: case PROP_NO_SHADOW:
g_value_set_boolean (value, priv->no_shadow); g_value_set_boolean (value, priv->no_shadow);
break; break;
case PROP_SHADOW_RADIUS:
g_value_set_int (value, priv->shadow_radius);
break;
case PROP_SHADOW_X_OFFSET:
g_value_set_int (value, priv->shadow_x_offset);
break;
case PROP_SHADOW_Y_OFFSET:
g_value_set_int (value, priv->shadow_y_offset);
break;
case PROP_SHADOW_OPACITY:
g_value_set_uint (value, priv->shadow_opacity);
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break; break;
} }
} }
static void
meta_window_actor_get_shape_bounds (MetaWindowActor *self,
cairo_rectangle_int_t *bounds)
{
MetaWindowActorPrivate *priv = self->priv;
if (priv->shaped)
cairo_region_get_extents (priv->shape_region, bounds);
else
cairo_region_get_extents (priv->bounding_region, bounds);
}
static void
meta_window_actor_paint (ClutterActor *actor)
{
MetaWindowActor *self = META_WINDOW_ACTOR (actor);
MetaWindowActorPrivate *priv = self->priv;
if (priv->shadow != NULL && priv->paint_shadow)
{
cairo_rectangle_int_t shape_bounds;
meta_window_actor_get_shape_bounds (self, &shape_bounds);
meta_shadow_paint (priv->shadow,
priv->shadow_x_offset + shape_bounds.x,
priv->shadow_y_offset + shape_bounds.y,
shape_bounds.width,
shape_bounds.height,
(clutter_actor_get_paint_opacity (actor) * priv->shadow_opacity) / 255);
}
CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
}
static gboolean static gboolean
is_shaped (MetaDisplay *display, Window xwindow) is_shaped (MetaDisplay *display, Window xwindow)
{ {
@ -560,10 +690,12 @@ meta_window_actor_has_shadow (MetaWindowActor *self)
if (priv->no_shadow) if (priv->no_shadow)
return FALSE; return FALSE;
if (priv->shadow_radius == 0)
return FALSE;
/* /*
* Always put a shadow around windows with a frame - This should override * Always put a shadow around windows with a frame - This should override
* the restriction about not putting a shadow around shaped windows * the restriction about not putting a shadow around ARGB windows.
* as the frame might be the reason the window is shaped
*/ */
if (priv->window) if (priv->window)
{ {
@ -576,7 +708,8 @@ meta_window_actor_has_shadow (MetaWindowActor *self)
} }
/* /*
* Do not add shadows to ARGB windows (since they are probably transparent) * 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) if (priv->argb32 || priv->opacity != 0xff)
{ {
@ -585,19 +718,8 @@ meta_window_actor_has_shadow (MetaWindowActor *self)
return FALSE; return FALSE;
} }
/*
* Never put a shadow around shaped windows
*/
if (priv->shaped)
{
meta_verbose ("Window 0x%x has no shadow as it is shaped\n",
(guint)priv->xwindow);
return FALSE;
}
/* /*
* Add shadows to override redirect windows (e.g., Gtk menus). * Add shadows to override redirect windows (e.g., Gtk menus).
* This must have lower priority than window shape test.
*/ */
if (priv->attrs.override_redirect) if (priv->attrs.override_redirect)
{ {
@ -1366,9 +1488,26 @@ meta_window_actor_update_bounding_region (MetaWindowActor *self,
MetaWindowActorPrivate *priv = self->priv; MetaWindowActorPrivate *priv = self->priv;
cairo_rectangle_int_t bounding_rectangle = { 0, 0, width, height }; cairo_rectangle_int_t bounding_rectangle = { 0, 0, width, height };
if (priv->bounding_region != NULL)
{
cairo_rectangle_int_t old_bounding_rectangle;
cairo_region_get_extents (priv->bounding_region, &old_bounding_rectangle);
if (old_bounding_rectangle.width == width && old_bounding_rectangle.height == height)
return;
}
meta_window_actor_clear_bounding_region (self); meta_window_actor_clear_bounding_region (self);
priv->bounding_region = cairo_region_create_rectangle (&bounding_rectangle); priv->bounding_region = cairo_region_create_rectangle (&bounding_rectangle);
/* When we're shaped, we use the shape region to generate the shadow; the shape
* region only changes when we get ShapeNotify event; but for unshaped windows
* we generate the shadow from the bounding region, so we need to recompute
* the shadow when the size changes.
*/
if (!priv->shaped)
priv->recompute_shadow = TRUE;
} }
static void static void
@ -1500,8 +1639,8 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
if (priv->shadow) if (priv->shadow)
{ {
cairo_rectangle_int_t shadow_rect; cairo_rectangle_int_t shape_bounds;
ClutterActorBox box; cairo_rectangle_int_t shadow_bounds;
cairo_region_overlap_t overlap; cairo_region_overlap_t overlap;
/* We could compute an full clip region as we do for the window /* We could compute an full clip region as we do for the window
@ -1510,17 +1649,17 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
* the shadow is completely obscured and doesn't need to be drawn * the shadow is completely obscured and doesn't need to be drawn
* at all. * at all.
*/ */
clutter_actor_get_allocation_box (priv->shadow, &box); meta_window_actor_get_shape_bounds (self, &shape_bounds);
shadow_rect.x = roundf (box.x1); meta_shadow_get_bounds (priv->shadow,
shadow_rect.y = roundf (box.y1); priv->shadow_x_offset + shape_bounds.x,
shadow_rect.width = roundf (box.x2 - box.x1); priv->shadow_y_offset + shape_bounds.y,
shadow_rect.height = roundf (box.y2 - box.y1); shape_bounds.width,
shape_bounds.height,
&shadow_bounds);
overlap = cairo_region_contains_rectangle (beneath_region, &shadow_rect); overlap = cairo_region_contains_rectangle (beneath_region, &shadow_bounds);
priv->paint_shadow = overlap != CAIRO_REGION_OVERLAP_OUT;
tidy_texture_frame_set_needs_paint (TIDY_TEXTURE_FRAME (priv->shadow),
overlap != CAIRO_REGION_OVERLAP_OUT);
} }
} }
@ -1538,8 +1677,7 @@ meta_window_actor_reset_visible_regions (MetaWindowActor *self)
meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor), meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor),
NULL); NULL);
if (priv->shadow) priv->paint_shadow = TRUE;
tidy_texture_frame_set_needs_paint (TIDY_TEXTURE_FRAME (priv->shadow), TRUE);
} }
static void static void
@ -1622,9 +1760,6 @@ check_needs_pixmap (MetaWindowActor *self)
"pixmap-height", &pxm_height, "pixmap-height", &pxm_height,
NULL); NULL);
if (priv->shadow)
clutter_actor_set_size (priv->shadow, pxm_width, pxm_height);
meta_window_actor_update_bounding_region (self, pxm_width, pxm_height); meta_window_actor_update_bounding_region (self, pxm_width, pxm_height);
full = TRUE; full = TRUE;
@ -1635,6 +1770,58 @@ check_needs_pixmap (MetaWindowActor *self)
priv->needs_pixmap = FALSE; priv->needs_pixmap = FALSE;
} }
static void
check_needs_shadow (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
MetaShadow *old_shadow = NULL;
gboolean should_have_shadow;
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);
if (priv->shadow != NULL && (!should_have_shadow || priv->recompute_shadow))
{
old_shadow = priv->shadow;
priv->shadow = NULL;
}
if (priv->shadow == NULL && should_have_shadow)
{
MetaShadowFactory *factory = meta_shadow_factory_get_default ();
cairo_rectangle_int_t shape_bounds;
if (priv->shadow_shape == NULL)
{
if (priv->shaped)
priv->shadow_shape = meta_window_shape_new (priv->shape_region);
else
priv->shadow_shape = meta_window_shape_new (priv->bounding_region);
}
meta_window_actor_get_shape_bounds (self, &shape_bounds);
priv->shadow = meta_shadow_factory_get_shadow (factory,
priv->shadow_shape,
shape_bounds.width, shape_bounds.height,
priv->shadow_radius);
}
if (old_shadow != NULL)
meta_shadow_unref (old_shadow);
priv->recompute_shadow = FALSE;
}
static gboolean static gboolean
is_frozen (MetaWindowActor *self) is_frozen (MetaWindowActor *self)
{ {
@ -1733,6 +1920,7 @@ check_needs_reshape (MetaWindowActor *self)
#endif #endif
priv->needs_reshape = FALSE; priv->needs_reshape = FALSE;
priv->recompute_shadow = TRUE;
} }
void void
@ -1743,6 +1931,11 @@ meta_window_actor_update_shape (MetaWindowActor *self,
priv->shaped = shaped; priv->shaped = shaped;
priv->needs_reshape = TRUE; 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); clutter_actor_queue_redraw (priv->actor);
} }
@ -1770,8 +1963,9 @@ meta_window_actor_pre_paint (MetaWindowActor *self)
priv->received_damage = FALSE; priv->received_damage = FALSE;
} }
check_needs_reshape (self);
check_needs_pixmap (self); check_needs_pixmap (self);
check_needs_reshape (self);
check_needs_shadow (self);
} }
void void

View File

@ -0,0 +1,254 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* MetaWindowShape
*
* Extracted invariant window shape
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include <string.h>
#include "meta-window-shape.h"
#include "region-utils.h"
struct _MetaWindowShape
{
guint ref_count;
int top, right, bottom, left;
int n_rectangles;
cairo_rectangle_int_t *rectangles;
guint hash;
};
MetaWindowShape *
meta_window_shape_new (cairo_region_t *region)
{
MetaWindowShape *shape;
MetaRegionIterator iter;
cairo_rectangle_int_t extents;
int max_yspan_y1 = 0;
int max_yspan_y2 = 0;
int max_xspan_x1 = -1;
int max_xspan_x2 = -1;
guint hash;
shape = g_slice_new0 (MetaWindowShape);
shape->ref_count = 1;
cairo_region_get_extents (region, &extents);
shape->n_rectangles = cairo_region_num_rectangles (region);
if (shape->n_rectangles == 0)
{
shape->rectangles = NULL;
shape->top = shape->right = shape->bottom = shape->left = 0;
shape->hash = 0;
return shape;
}
for (meta_region_iterator_init (&iter, region);
!meta_region_iterator_at_end (&iter);
meta_region_iterator_next (&iter))
{
int max_line_xspan_x1 = -1;
int max_line_xspan_x2 = -1;
if (iter.rectangle.width > max_line_xspan_x2 - max_line_xspan_x1)
{
max_line_xspan_x1 = iter.rectangle.x;
max_line_xspan_x2 = iter.rectangle.x + iter.rectangle.width;
}
if (iter.line_end)
{
if (iter.rectangle.height > max_yspan_y2 - max_yspan_y1)
{
max_yspan_y1 = iter.rectangle.y;
max_yspan_y2 = iter.rectangle.y + iter.rectangle.height;
}
if (max_xspan_x1 < 0) /* First line */
{
max_xspan_x1 = max_line_xspan_x1;
max_xspan_x2 = max_line_xspan_x2;
}
else
{
max_xspan_x1 = MAX (max_xspan_x1, max_line_xspan_x1);
max_xspan_x2 = MIN (max_xspan_x2, max_line_xspan_x2);
if (max_xspan_x2 < max_xspan_x1)
max_xspan_x2 = max_xspan_x1;
}
}
}
#if 0
g_print ("xspan: %d -> %d, yspan: %d -> %d\n",
max_xspan_x1, max_xspan_x2,
max_yspan_y1, max_yspan_y2);
#endif
shape->top = max_yspan_y1 - extents.y;
shape->right = extents.x + extents.width - max_xspan_x2;
shape->bottom = extents.y + extents.height - max_yspan_y2;
shape->left = max_xspan_x1 - extents.x;
shape->rectangles = g_new (cairo_rectangle_int_t, shape->n_rectangles);
hash = 0;
for (meta_region_iterator_init (&iter, region);
!meta_region_iterator_at_end (&iter);
meta_region_iterator_next (&iter))
{
int x1, x2, y1, y2;
x1 = iter.rectangle.x;
x2 = iter.rectangle.x + iter.rectangle.width;
y1 = iter.rectangle.y;
y2 = iter.rectangle.y + iter.rectangle.height;
if (x1 > max_xspan_x1)
x1 -= MIN (x1, max_xspan_x2 - 1) - max_xspan_x1;
if (x2 > max_xspan_x1)
x2 -= MIN (x2, max_xspan_x2 - 1) - max_xspan_x1;
if (y1 > max_yspan_y1)
y1 -= MIN (y1, max_yspan_y2 - 1) - max_yspan_y1;
if (y2 > max_yspan_y1)
y2 -= MIN (y2, max_yspan_y2 - 1) - max_yspan_y1;
shape->rectangles[iter.i].x = x1 - extents.x;
shape->rectangles[iter.i].y = y1 - extents.y;
shape->rectangles[iter.i].width = x2 - x1;
shape->rectangles[iter.i].height = y2 - y1;
#if 0
g_print ("%d: +%d+%dx%dx%d => +%d+%dx%dx%d\n",
iter.i, iter.rectangle.x, iter.rectangle.y, iter.rectangle.width, iter.rectangle.height,
shape->rectangles[iter.i].x, shape->rectangles[iter.i].y,
hape->rectangles[iter.i].width, shape->rectangles[iter.i].height);
#endif
hash = hash * 31 + x1 * 17 + x2 * 27 + y1 * 37 + y2 * 43;
}
shape->hash = hash;
#if 0
g_print ("%d %d %d %d: %#x\n\n", shape->top, shape->right, shape->bottom, shape->left, shape->hash);
#endif
return shape;
}
MetaWindowShape *
meta_window_shape_ref (MetaWindowShape *shape)
{
shape->ref_count++;
return shape;
}
void
meta_window_shape_unref (MetaWindowShape *shape)
{
shape->ref_count--;
if (shape->ref_count == 0)
{
g_free (shape->rectangles);
g_slice_free (MetaWindowShape, shape);
}
}
guint
meta_window_shape_hash (MetaWindowShape *shape)
{
return shape->hash;
}
gboolean
meta_window_shape_equal (MetaWindowShape *shape_a,
MetaWindowShape *shape_b)
{
if (shape_a->n_rectangles != shape_b->n_rectangles)
return FALSE;
return memcmp (shape_a->rectangles, shape_b->rectangles,
sizeof (cairo_rectangle_int_t) * shape_a->n_rectangles) == 0;
}
void
meta_window_shape_get_borders (MetaWindowShape *shape,
int *border_top,
int *border_right,
int *border_bottom,
int *border_left)
{
if (border_top)
*border_top = shape->top;
if (border_right)
*border_right = shape->right;
if (border_bottom)
*border_bottom = shape->bottom;
if (border_left)
*border_left = shape->left;
}
/**
* meta_window_shape_to_region:
* @shape: a #MetaWindowShape
* @center_width: size of the central region horizontally
* @center_height: size of the central region vertically
*
* Converts the shape to to a cairo_region_t using the given width
* and height for the central scaled region.
*
* Return value: a newly created region
*/
cairo_region_t *
meta_window_shape_to_region (MetaWindowShape *shape,
int center_width,
int center_height)
{
cairo_region_t *region;
int i;
region = cairo_region_create ();
for (i = 0; i < shape->n_rectangles; i++)
{
cairo_rectangle_int_t rect = shape->rectangles[i];
if (rect.x <= shape->left && rect.x + rect.width >= shape->left + 1)
rect.width += center_width;
else if (rect.x >= shape->left + 1)
rect.x += center_width;
if (rect.y <= shape->top && rect.y + rect.height >= shape->top + 1)
rect.height += center_height;
else if (rect.y >= shape->top + 1)
rect.y += center_height;
cairo_region_union_rectangle (region, &rect);
}
return region;
}

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* MetaWindowShape
*
* Extracted invariant window shape
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#ifndef __META_WINDOW_SHAPE_H__
#define __META_WINDOW_SHAPE_H__
#include <cairo.h>
#include <glib.h>
/**
* MetaWindowShape:
* #MetaWindowShape represents a 9-sliced region with borders on all sides that
* are unscaled, and a constant central region that is scaled. For example,
* the regions representing two windows that are rounded rectangles,
* with the same corner radius but different sizes, have the
* same MetaWindowShape.
*
* #MetaWindowShape is designed to be used as part of a hash table key, so has
* efficient hash and equal functions.
*/
typedef struct _MetaWindowShape MetaWindowShape;
MetaWindowShape * meta_window_shape_new (cairo_region_t *region);
MetaWindowShape * meta_window_shape_ref (MetaWindowShape *shape);
void meta_window_shape_unref (MetaWindowShape *shape);
guint meta_window_shape_hash (MetaWindowShape *shape);
gboolean meta_window_shape_equal (MetaWindowShape *shape_a,
MetaWindowShape *shape_b);
void meta_window_shape_get_borders (MetaWindowShape *shape,
int *border_top,
int *border_right,
int *border_bottom,
int *border_left);
cairo_region_t *meta_window_shape_to_region (MetaWindowShape *shape,
int center_width,
int center_height);
#endif /* __META_WINDOW_SHAPE_H __*/

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Utilities for region manipulation
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include "region-utils.h"
#include <math.h>
/* MetaRegionBuilder */
/* Various algorithms in this file require unioning together a set of rectangles
* that are unsorted or overlap; unioning such a set of rectangles 1-by-1
* using cairo_region_union_rectangle() produces O(N^2) behavior (if the union
* adds or removes rectangles in the middle of the region, then it has to
* move all the rectangles after that.) To avoid this behavior, MetaRegionBuilder
* creates regions for small groups of rectangles and merges them together in
* a binary tree.
*
* Possible improvement: From a glance at the code, accumulating all the rectangles
* into a flat array and then calling the (not usefully documented)
* cairo_region_create_rectangles() would have the same behavior and would be
* simpler and a bit more efficient.
*/
/* Optimium performance seems to be with MAX_CHUNK_RECTANGLES=4; 8 is about 10% slower.
* But using 8 may be more robust to systems with slow malloc(). */
#define MAX_CHUNK_RECTANGLES 8
#define MAX_LEVELS 16
typedef struct
{
/* To merge regions in binary tree order, we need to keep track of
* the regions that we've already merged together at different
* levels of the tree. We fill in an array in the pattern:
*
* |a |
* |b |a |
* |c | |ab |
* |d |c |ab |
* |e | | |abcd|
*/
cairo_region_t *levels[MAX_LEVELS];
int n_levels;
} MetaRegionBuilder;
static void
meta_region_builder_init (MetaRegionBuilder *builder)
{
int i;
for (i = 0; i < MAX_LEVELS; i++)
builder->levels[i] = NULL;
builder->n_levels = 1;
}
static void
meta_region_builder_add_rectangle (MetaRegionBuilder *builder,
int x,
int y,
int width,
int height)
{
cairo_rectangle_int_t rect;
int i;
if (builder->levels[0] == NULL)
builder->levels[0] = cairo_region_create ();
rect.x = x;
rect.y = y;
rect.width = width;
rect.height = height;
cairo_region_union_rectangle (builder->levels[0], &rect);
if (cairo_region_num_rectangles (builder->levels[0]) >= MAX_CHUNK_RECTANGLES)
{
for (i = 1; i < builder->n_levels + 1; i++)
{
if (builder->levels[i] == NULL)
{
if (i < MAX_LEVELS)
{
builder->levels[i] = builder->levels[i - 1];
builder->levels[i - 1] = NULL;
if (i == builder->n_levels)
builder->n_levels++;
}
break;
}
else
{
cairo_region_union (builder->levels[i], builder->levels[i - 1]);
cairo_region_destroy (builder->levels[i - 1]);
builder->levels[i - 1] = NULL;
}
}
}
}
static cairo_region_t *
meta_region_builder_finish (MetaRegionBuilder *builder)
{
cairo_region_t *result = NULL;
int i;
for (i = 0; i < builder->n_levels; i++)
{
if (builder->levels[i])
{
if (result == NULL)
result = builder->levels[i];
else
{
cairo_region_union(result, builder->levels[i]);
cairo_region_destroy (builder->levels[i]);
}
}
}
if (result == NULL)
result = cairo_region_create ();
return result;
}
/* MetaRegionIterator */
void
meta_region_iterator_init (MetaRegionIterator *iter,
cairo_region_t *region)
{
iter->region = region;
iter->i = 0;
iter->n_rectangles = cairo_region_num_rectangles (region);
iter->line_start = TRUE;
if (iter->n_rectangles > 1)
{
cairo_region_get_rectangle (region, 0, &iter->rectangle);
cairo_region_get_rectangle (region, 1, &iter->next_rectangle);
iter->line_end = iter->next_rectangle.y != iter->rectangle.y;
}
else if (iter->n_rectangles > 0)
{
cairo_region_get_rectangle (region, 0, &iter->rectangle);
iter->line_end = TRUE;
}
}
gboolean
meta_region_iterator_at_end (MetaRegionIterator *iter)
{
return iter->i >= iter->n_rectangles;
}
void
meta_region_iterator_next (MetaRegionIterator *iter)
{
iter->i++;
iter->rectangle = iter->next_rectangle;
iter->line_start = iter->line_end;
if (iter->i < iter->n_rectangles)
{
cairo_region_get_rectangle (iter->region, iter->i + 1, &iter->next_rectangle);
iter->line_end = iter->next_rectangle.y != iter->rectangle.y;
}
else
{
iter->line_end = TRUE;
}
}
static void
add_expanded_rect (MetaRegionBuilder *builder,
int x,
int y,
int width,
int height,
int x_amount,
int y_amount,
gboolean flip)
{
if (flip)
meta_region_builder_add_rectangle (builder,
y - y_amount, x - x_amount,
height + 2 * y_amount, width + 2 * x_amount);
else
meta_region_builder_add_rectangle (builder,
x - x_amount, y - y_amount,
width + 2 * x_amount, height + 2 * y_amount);
}
static cairo_region_t *
expand_region (cairo_region_t *region,
int x_amount,
int y_amount,
gboolean flip)
{
MetaRegionBuilder builder;
int n;
int i;
meta_region_builder_init (&builder);
n = cairo_region_num_rectangles (region);
for (i = 0; i < n; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (region, i, &rect);
add_expanded_rect (&builder,
rect.x, rect.y, rect.width, rect.height,
x_amount, y_amount, flip);
}
return meta_region_builder_finish (&builder);
}
/* This computes a (clipped version) of the inverse of the region
* and expands it by the given amount */
static cairo_region_t *
expand_region_inverse (cairo_region_t *region,
int x_amount,
int y_amount,
gboolean flip)
{
MetaRegionBuilder builder;
MetaRegionIterator iter;
cairo_rectangle_int_t extents;
cairo_region_t *chunk;
int last_x;
meta_region_builder_init (&builder);
cairo_region_get_extents (region, &extents);
add_expanded_rect (&builder,
extents.x, extents.y - 1, extents.width, 1,
x_amount, y_amount, flip);
add_expanded_rect (&builder,
extents.x - 1, extents.y, 1, extents.height,
x_amount, y_amount, flip);
add_expanded_rect (&builder,
extents.x + extents.width, extents.y, 1, extents.height,
x_amount, y_amount, flip);
add_expanded_rect (&builder,
extents.x, extents.y + extents.height, extents.width, 1,
x_amount, y_amount, flip);
chunk = NULL;
last_x = extents.x;
for (meta_region_iterator_init (&iter, region);
!meta_region_iterator_at_end (&iter);
meta_region_iterator_next (&iter))
{
if (chunk == NULL)
chunk = cairo_region_create ();
if (iter.rectangle.x > last_x)
add_expanded_rect (&builder,
last_x, iter.rectangle.y,
iter.rectangle.x - last_x, iter.rectangle.height,
x_amount, y_amount, flip);
if (iter.line_end)
{
if (extents.x + extents.width > iter.rectangle.x + iter.rectangle.width)
add_expanded_rect (&builder,
iter.rectangle.x + iter.rectangle.width, iter.rectangle.y,
(extents.x + extents.width) - (iter.rectangle.x + iter.rectangle.width), iter.rectangle.height,
x_amount, y_amount, flip);
last_x = extents.x;
}
else
last_x = iter.rectangle.x + iter.rectangle.width;
}
return meta_region_builder_finish (&builder);
}
/**
* meta_make_border_region:
* @region: a #cairo_region_t
* @x_amount: distance from the border to extend horizontally
* @y_amount: distance from the border to extend vertically
* @flip: if true, the result is computed with x and y interchanged
*
* Computes the "border region" of a given region, which is roughly
* speaking the set of points near the boundary of the region. If we
* define the operation of growing a region as computing the set of
* points within a given manhattan distance of the region, then the
* border is 'grow(region) intersect grow(inverse(region))'.
*
* If we create an image by filling the region with a solid color,
* the border is the region affected by blurring the region.
*
* Return value: a new region which is the border of the given region
*/
cairo_region_t *
meta_make_border_region (cairo_region_t *region,
int x_amount,
int y_amount,
gboolean flip)
{
cairo_region_t *border_region;
cairo_region_t *inverse_region;
border_region = expand_region (region, x_amount, y_amount, flip);
inverse_region = expand_region_inverse (region, x_amount, y_amount, flip);
cairo_region_intersect (border_region, inverse_region);
cairo_region_destroy (inverse_region);
return border_region;
}

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Utilities for region manipulation
*
* Copyright (C) 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#ifndef __META_REGION_UTILS_H__
#define __META_REGION_UTILS_H__
#include <clutter/clutter.h>
#include <cairo.h>
#include <glib.h>
/**
* MetaRegionIterator:
* @region: region being iterated
* @rectangle: current rectangle
* @line_start: whether the current rectangle starts a horizontal band
* @line_end: whether the current rectangle ends a horizontal band
*
* cairo_region_t is a yx banded region; sometimes its useful to iterate through
* such a region treating the start and end of each horizontal band in a distinct
* fashion.
*
* Usage:
*
* MetaRegionIterator iter;
* for (meta_region_iterator_init (&iter, region);
* !meta_region_iterator_at_end (&iter);
* meta_region_iterator_next (&iter))
* {
* [ Use iter.rectangle, iter.line_start, iter.line_end ]
* }
*/
typedef struct _MetaRegionIterator MetaRegionIterator;
struct _MetaRegionIterator {
cairo_region_t *region;
cairo_rectangle_int_t rectangle;
gboolean line_start;
gboolean line_end;
int i;
/*< private >*/
int n_rectangles;
cairo_rectangle_int_t next_rectangle;
};
void meta_region_iterator_init (MetaRegionIterator *iter,
cairo_region_t *region);
gboolean meta_region_iterator_at_end (MetaRegionIterator *iter);
void meta_region_iterator_next (MetaRegionIterator *iter);
cairo_region_t *meta_make_border_region (cairo_region_t *region,
int x_amount,
int y_amount,
gboolean flip);
#endif /* __META_REGION_UTILS_H__ */

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@ -1,350 +0,0 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
#define _GNU_SOURCE /* For M_PI */
#include <math.h>
#include "compositor-private.h"
#include "shadow.h"
#include "tidy/tidy-texture-frame.h"
#define SHADOW_RADIUS 8
#define SHADOW_OPACITY 0.9
#define SHADOW_OFFSET_X (SHADOW_RADIUS)
#define SHADOW_OFFSET_Y (SHADOW_RADIUS)
#define MAX_TILE_SZ 8 /* Must be <= shaddow radius */
#define TILE_WIDTH (3*MAX_TILE_SZ)
#define TILE_HEIGHT (3*MAX_TILE_SZ)
static unsigned char* shadow_gaussian_make_tile (void);
ClutterActor *
meta_create_shadow_frame (MetaCompositor *compositor)
{
ClutterActor *frame;
if (!compositor->shadow_src)
{
guchar *data;
data = shadow_gaussian_make_tile ();
compositor->shadow_src = clutter_texture_new ();
clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (compositor->shadow_src),
data,
TRUE,
TILE_WIDTH,
TILE_HEIGHT,
TILE_WIDTH*4,
4,
0,
NULL);
g_free (data);
}
frame = tidy_texture_frame_new (CLUTTER_TEXTURE (compositor->shadow_src),
MAX_TILE_SZ,
MAX_TILE_SZ,
MAX_TILE_SZ,
MAX_TILE_SZ);
clutter_actor_set_position (frame,
SHADOW_OFFSET_X , SHADOW_OFFSET_Y);
return frame;
}
typedef struct GaussianMap
{
int size;
double * data;
} GaussianMap;
static double
gaussian (double r, double x, double y)
{
return ((1 / (sqrt (2 * M_PI * r))) *
exp ((- (x * x + y * y)) / (2 * r * r)));
}
static GaussianMap *
make_gaussian_map (double r)
{
GaussianMap *c;
int size = ((int) ceil ((r * 3)) + 1) & ~1;
int center = size / 2;
int x, y;
double t = 0.0;
double g;
c = g_malloc (sizeof (GaussianMap) + size * size * sizeof (double));
c->size = size;
c->data = (double *) (c + 1);
for (y = 0; y < size; y++)
for (x = 0; x < size; x++)
{
g = gaussian (r, (double) (x - center), (double) (y - center));
t += g;
c->data[y * size + x] = g;
}
for (y = 0; y < size; y++)
for (x = 0; x < size; x++)
c->data[y*size + x] /= t;
return c;
}
static unsigned char
sum_gaussian (GaussianMap * map, double opacity,
int x, int y, int width, int height)
{
int fx, fy;
double * g_data;
double * g_line = map->data;
int g_size = map->size;
int center = g_size / 2;
int fx_start, fx_end;
int fy_start, fy_end;
double v;
unsigned int r;
/*
* Compute set of filter values which are "in range",
* that's the set with:
* 0 <= x + (fx-center) && x + (fx-center) < width &&
* 0 <= y + (fy-center) && y + (fy-center) < height
*
* 0 <= x + (fx - center) x + fx - center < width
* center - x <= fx fx < width + center - x
*/
fx_start = center - x;
if (fx_start < 0)
fx_start = 0;
fx_end = width + center - x;
if (fx_end > g_size)
fx_end = g_size;
fy_start = center - y;
if (fy_start < 0)
fy_start = 0;
fy_end = height + center - y;
if (fy_end > g_size)
fy_end = g_size;
g_line = g_line + fy_start * g_size + fx_start;
v = 0;
for (fy = fy_start; fy < fy_end; fy++)
{
g_data = g_line;
g_line += g_size;
for (fx = fx_start; fx < fx_end; fx++)
v += *g_data++;
}
if (v > 1)
v = 1;
v *= (opacity * 255.0);
r = (unsigned int) v;
return (unsigned char) r;
}
static unsigned char *
shadow_gaussian_make_tile ()
{
unsigned char * data;
int size;
int center;
int x, y;
unsigned char d;
int pwidth, pheight;
double opacity = SHADOW_OPACITY;
static GaussianMap * gaussian_map = NULL;
struct _mypixel
{
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} * _d;
if (!gaussian_map)
gaussian_map =
make_gaussian_map (SHADOW_RADIUS);
size = gaussian_map->size;
center = size / 2;
/* Top & bottom */
pwidth = MAX_TILE_SZ;
pheight = MAX_TILE_SZ;
data = g_malloc0 (4 * TILE_WIDTH * TILE_HEIGHT);
_d = (struct _mypixel*) data;
/* N */
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
center, y - center,
TILE_WIDTH, TILE_HEIGHT);
for (x = 0; x < pwidth; x++)
{
_d[y*3*pwidth + x + pwidth].r = 0;
_d[y*3*pwidth + x + pwidth].g = 0;
_d[y*3*pwidth + x + pwidth].b = 0;
_d[y*3*pwidth + x + pwidth].a = d;
}
}
/* S */
pwidth = MAX_TILE_SZ;
pheight = MAX_TILE_SZ;
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
center, y - center,
TILE_WIDTH, TILE_HEIGHT);
for (x = 0; x < pwidth; x++)
{
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x + pwidth].r = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x + pwidth].g = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x + pwidth].b = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x + pwidth].a = d;
}
}
/* w */
pwidth = MAX_TILE_SZ;
pheight = MAX_TILE_SZ;
for (x = 0; x < pwidth; x++)
{
d = sum_gaussian (gaussian_map, opacity,
x - center, center,
TILE_WIDTH, TILE_HEIGHT);
for (y = 0; y < pheight; y++)
{
_d[y*3*pwidth + 3*pwidth*pheight + x].r = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x].g = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x].b = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x].a = d;
}
}
/* E */
for (x = 0; x < pwidth; x++)
{
d = sum_gaussian (gaussian_map, opacity,
x - center, center,
TILE_WIDTH, TILE_HEIGHT);
for (y = 0; y < pheight; y++)
{
_d[y*3*pwidth + 3*pwidth*pheight + (pwidth-x-1) + 2*pwidth].r = 0;
_d[y*3*pwidth + 3*pwidth*pheight + (pwidth-x-1) + 2*pwidth].g = 0;
_d[y*3*pwidth + 3*pwidth*pheight + (pwidth-x-1) + 2*pwidth].b = 0;
_d[y*3*pwidth + 3*pwidth*pheight + (pwidth-x-1) + 2*pwidth].a = d;
}
}
/* NW */
pwidth = MAX_TILE_SZ;
pheight = MAX_TILE_SZ;
for (x = 0; x < pwidth; x++)
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
x-center, y-center,
TILE_WIDTH, TILE_HEIGHT);
_d[y*3*pwidth + x].r = 0;
_d[y*3*pwidth + x].g = 0;
_d[y*3*pwidth + x].b = 0;
_d[y*3*pwidth + x].a = d;
}
/* SW */
for (x = 0; x < pwidth; x++)
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
x-center, y-center,
TILE_WIDTH, TILE_HEIGHT);
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x].r = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x].g = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x].b = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + x].a = d;
}
/* SE */
for (x = 0; x < pwidth; x++)
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
x-center, y-center,
TILE_WIDTH, TILE_HEIGHT);
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + (pwidth-x-1) +
2*pwidth].r = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + (pwidth-x-1) +
2*pwidth].g = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + (pwidth-x-1) +
2*pwidth].b = 0;
_d[(pheight-y-1)*3*pwidth + 6*pwidth*pheight + (pwidth-x-1) +
2*pwidth].a = d;
}
/* NE */
for (x = 0; x < pwidth; x++)
for (y = 0; y < pheight; y++)
{
d = sum_gaussian (gaussian_map, opacity,
x-center, y-center,
TILE_WIDTH, TILE_HEIGHT);
_d[y*3*pwidth + (pwidth - x - 1) + 2*pwidth].r = 0;
_d[y*3*pwidth + (pwidth - x - 1) + 2*pwidth].g = 0;
_d[y*3*pwidth + (pwidth - x - 1) + 2*pwidth].b = 0;
_d[y*3*pwidth + (pwidth - x - 1) + 2*pwidth].a = d;
}
/* center */
pwidth = MAX_TILE_SZ;
pheight = MAX_TILE_SZ;
d = sum_gaussian (gaussian_map, opacity,
center, center, TILE_WIDTH, TILE_HEIGHT);
for (x = 0; x < pwidth; x++)
for (y = 0; y < pheight; y++)
{
_d[y*3*pwidth + 3*pwidth*pheight + x + pwidth].r = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x + pwidth].g = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x + pwidth].b = 0;
_d[y*3*pwidth + 3*pwidth*pheight + x + pwidth].a = 0;
}
return data;
}

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@ -1,9 +0,0 @@
#ifndef SHADOW_H
#define SHADOW_H
#include <clutter/clutter.h>
#include "compositor.h"
ClutterActor *meta_create_shadow_frame (MetaCompositor *compositor);
#endif /* SHADOW_H */

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@ -1,641 +0,0 @@
/* tidy-texture-frame.h: Expandible texture actor
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:tidy-texture-frame
* @short_description: Stretch a texture to fit the entire allocation
*
* #TidyTextureFrame
*
*/
#include <cogl/cogl.h>
#include "tidy-texture-frame.h"
#define TIDY_PARAM_READABLE \
(G_PARAM_READABLE | \
G_PARAM_STATIC_NICK | G_PARAM_STATIC_NAME | G_PARAM_STATIC_BLURB)
#define TIDY_PARAM_READWRITE \
(G_PARAM_READABLE | G_PARAM_WRITABLE | \
G_PARAM_STATIC_NICK | G_PARAM_STATIC_NAME | G_PARAM_STATIC_BLURB)
enum
{
PROP_0,
PROP_PARENT_TEXTURE,
PROP_LEFT,
PROP_TOP,
PROP_RIGHT,
PROP_BOTTOM
};
G_DEFINE_TYPE (TidyTextureFrame, tidy_texture_frame, CLUTTER_TYPE_ACTOR);
#define TIDY_TEXTURE_FRAME_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), TIDY_TYPE_TEXTURE_FRAME, TidyTextureFramePrivate))
struct _TidyTextureFramePrivate
{
ClutterTexture *parent_texture;
gfloat left;
gfloat top;
gfloat right;
gfloat bottom;
CoglHandle material;
guint needs_paint : 1;
};
static void
tidy_texture_frame_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
else
{
ClutterActorClass *klass;
/* by directly querying the parent texture's class implementation
* we are going around any override mechanism the parent texture
* might have in place, and we ask directly for the original
* preferred width
*/
klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
klass->get_preferred_width (CLUTTER_ACTOR (priv->parent_texture),
for_height,
min_width_p,
natural_width_p);
}
}
static void
tidy_texture_frame_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
else
{
ClutterActorClass *klass;
/* by directly querying the parent texture's class implementation
* we are going around any override mechanism the parent texture
* might have in place, and we ask directly for the original
* preferred height
*/
klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
klass->get_preferred_height (CLUTTER_ACTOR (priv->parent_texture),
for_width,
min_height_p,
natural_height_p);
}
}
static void
tidy_texture_frame_realize (ClutterActor *self)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
if (priv->material != COGL_INVALID_HANDLE)
return;
priv->material = cogl_material_new ();
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
tidy_texture_frame_unrealize (ClutterActor *self)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
if (priv->material == COGL_INVALID_HANDLE)
return;
cogl_handle_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
tidy_texture_frame_paint (ClutterActor *self)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
CoglHandle cogl_texture = COGL_INVALID_HANDLE;
ClutterActorBox box = { 0, };
gfloat width, height;
gfloat tex_width, tex_height;
gfloat ex, ey;
gfloat tx1, ty1, tx2, ty2;
guint8 opacity;
/* no need to paint stuff if we don't have a texture */
if (G_UNLIKELY (priv->parent_texture == NULL))
return;
if (!priv->needs_paint)
return;
/* parent texture may have been hidden, so need to make sure it gets
* realized
*/
if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_texture))
clutter_actor_realize (CLUTTER_ACTOR (priv->parent_texture));
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
if (cogl_texture == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (cogl_texture);
tex_height = cogl_texture_get_height (cogl_texture);
clutter_actor_get_allocation_box (self, &box);
width = box.x2 - box.x1;
height = box.y2 - box.y1;
tx1 = priv->left / tex_width;
tx2 = (tex_width - priv->right) / tex_width;
ty1 = priv->top / tex_height;
ty2 = (tex_height - priv->bottom) / tex_height;
ex = width - priv->right;
if (ex < 0)
ex = priv->right; /* FIXME ? */
ey = height - priv->bottom;
if (ey < 0)
ey = priv->bottom; /* FIXME ? */
opacity = clutter_actor_get_paint_opacity (self);
g_assert (priv->material != COGL_INVALID_HANDLE);
/* set the source material using the parent texture's COGL handle */
cogl_material_set_color4ub (priv->material, opacity, opacity, opacity, opacity);
cogl_material_set_layer (priv->material, 0, cogl_texture);
cogl_set_source (priv->material);
/* top left corner */
cogl_rectangle_with_texture_coords (0, 0, priv->left, priv->top,
0.0, 0.0,
tx1, ty1);
/* top middle */
cogl_rectangle_with_texture_coords (priv->left, 0, ex, priv->top,
tx1, 0.0,
tx2, ty1);
/* top right */
cogl_rectangle_with_texture_coords (ex, 0, width, priv->top,
tx2, 0.0,
1.0, ty1);
/* mid left */
cogl_rectangle_with_texture_coords (0, priv->top, priv->left, ey,
0.0, ty1,
tx1, ty2);
/* center */
cogl_rectangle_with_texture_coords (priv->left, priv->top, ex, ey,
tx1, ty1,
tx2, ty2);
/* mid right */
cogl_rectangle_with_texture_coords (ex, priv->top, width, ey,
tx2, ty1,
1.0, ty2);
/* bottom left */
cogl_rectangle_with_texture_coords (0, ey, priv->left, height,
0.0, ty2,
tx1, 1.0);
/* bottom center */
cogl_rectangle_with_texture_coords (priv->left, ey, ex, height,
tx1, ty2,
tx2, 1.0);
/* bottom right */
cogl_rectangle_with_texture_coords (ex, ey, width, height,
tx2, ty2,
1.0, 1.0);
}
static inline void
tidy_texture_frame_set_frame_internal (TidyTextureFrame *frame,
gfloat left,
gfloat top,
gfloat right,
gfloat bottom)
{
TidyTextureFramePrivate *priv = frame->priv;
GObject *gobject = G_OBJECT (frame);
gboolean changed = FALSE;
g_object_freeze_notify (gobject);
if (priv->top != top)
{
priv->top = top;
g_object_notify (gobject, "top");
changed = TRUE;
}
if (priv->right != right)
{
priv->right = right;
g_object_notify (gobject, "right");
changed = TRUE;
}
if (priv->bottom != bottom)
{
priv->bottom = bottom;
g_object_notify (gobject, "bottom");
changed = TRUE;
}
if (priv->left != left)
{
priv->left = left;
g_object_notify (gobject, "left");
changed = TRUE;
}
if (changed && CLUTTER_ACTOR_IS_VISIBLE (frame))
clutter_actor_queue_redraw (CLUTTER_ACTOR (frame));
g_object_thaw_notify (gobject);
}
static void
tidy_texture_frame_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
TidyTextureFrame *frame = TIDY_TEXTURE_FRAME (gobject);
TidyTextureFramePrivate *priv = frame->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
tidy_texture_frame_set_parent_texture (frame,
g_value_get_object (value));
break;
case PROP_TOP:
tidy_texture_frame_set_frame_internal (frame,
priv->left,
g_value_get_float (value),
priv->right,
priv->bottom);
break;
case PROP_RIGHT:
tidy_texture_frame_set_frame_internal (frame,
priv->top,
g_value_get_float (value),
priv->bottom,
priv->left);
break;
case PROP_BOTTOM:
tidy_texture_frame_set_frame_internal (frame,
priv->top,
priv->right,
g_value_get_float (value),
priv->left);
break;
case PROP_LEFT:
tidy_texture_frame_set_frame_internal (frame,
priv->top,
priv->right,
priv->bottom,
g_value_get_float (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
tidy_texture_frame_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (gobject)->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, priv->parent_texture);
break;
case PROP_LEFT:
g_value_set_float (value, priv->left);
break;
case PROP_TOP:
g_value_set_float (value, priv->top);
break;
case PROP_RIGHT:
g_value_set_float (value, priv->right);
break;
case PROP_BOTTOM:
g_value_set_float (value, priv->bottom);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
tidy_texture_frame_dispose (GObject *gobject)
{
TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (gobject)->priv;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
}
if (priv->material)
{
cogl_handle_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (tidy_texture_frame_parent_class)->dispose (gobject);
}
static void
tidy_texture_frame_class_init (TidyTextureFrameClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (gobject_class, sizeof (TidyTextureFramePrivate));
actor_class->get_preferred_width =
tidy_texture_frame_get_preferred_width;
actor_class->get_preferred_height =
tidy_texture_frame_get_preferred_height;
actor_class->realize = tidy_texture_frame_realize;
actor_class->unrealize = tidy_texture_frame_unrealize;
actor_class->paint = tidy_texture_frame_paint;
gobject_class->set_property = tidy_texture_frame_set_property;
gobject_class->get_property = tidy_texture_frame_get_property;
gobject_class->dispose = tidy_texture_frame_dispose;
pspec = g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent ClutterTexture",
CLUTTER_TYPE_TEXTURE,
TIDY_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_PARENT_TEXTURE, pspec);
pspec = g_param_spec_float ("left",
"Left",
"Left offset",
0, G_MAXFLOAT,
0,
TIDY_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_LEFT, pspec);
pspec = g_param_spec_float ("top",
"Top",
"Top offset",
0, G_MAXFLOAT,
0,
TIDY_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TOP, pspec);
pspec = g_param_spec_float ("bottom",
"Bottom",
"Bottom offset",
0, G_MAXFLOAT,
0,
TIDY_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_BOTTOM, pspec);
pspec = g_param_spec_float ("right",
"Right",
"Right offset",
0, G_MAXFLOAT,
0,
TIDY_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_RIGHT, pspec);
}
static void
tidy_texture_frame_init (TidyTextureFrame *self)
{
TidyTextureFramePrivate *priv;
self->priv = priv = TIDY_TEXTURE_FRAME_GET_PRIVATE (self);
priv->material = COGL_INVALID_HANDLE;
}
/**
* tidy_texture_frame_new:
* @texture: a #ClutterTexture or %NULL
* @left: left margin preserving its content
* @top: top margin preserving its content
* @right: right margin preserving its content
* @bottom: bottom margin preserving its content
*
* A #TidyTextureFrame is a specialized texture that efficiently clones
* an area of the given @texture while keeping preserving portions of the
* same texture.
*
* A #TidyTextureFrame can be used to make a rectangular texture fit a
* given size without stretching its borders.
*
* Return value: the newly created #TidyTextureFrame
*/
ClutterActor*
tidy_texture_frame_new (ClutterTexture *texture,
gfloat left,
gfloat top,
gfloat right,
gfloat bottom)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (TIDY_TYPE_TEXTURE_FRAME,
"parent-texture", texture,
"left", left,
"top", top,
"right", right,
"bottom", bottom,
NULL);
}
ClutterTexture *
tidy_texture_frame_get_parent_texture (TidyTextureFrame *frame)
{
g_return_val_if_fail (TIDY_IS_TEXTURE_FRAME (frame), NULL);
return frame->priv->parent_texture;
}
void
tidy_texture_frame_set_parent_texture (TidyTextureFrame *frame,
ClutterTexture *texture)
{
TidyTextureFramePrivate *priv;
gboolean was_visible;
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
priv = frame->priv;
was_visible = CLUTTER_ACTOR_IS_VISIBLE (frame);
if (priv->parent_texture == texture)
return;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
if (was_visible)
clutter_actor_hide (CLUTTER_ACTOR (frame));
}
if (texture)
{
priv->parent_texture = g_object_ref (texture);
if (was_visible && CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture))
clutter_actor_show (CLUTTER_ACTOR (frame));
}
clutter_actor_queue_relayout (CLUTTER_ACTOR (frame));
g_object_notify (G_OBJECT (frame), "parent-texture");
}
void
tidy_texture_frame_set_frame (TidyTextureFrame *frame,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left)
{
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
tidy_texture_frame_set_frame_internal (frame, top, right, bottom, left);
}
void
tidy_texture_frame_get_frame (TidyTextureFrame *frame,
gfloat *top,
gfloat *right,
gfloat *bottom,
gfloat *left)
{
TidyTextureFramePrivate *priv;
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
priv = frame->priv;
if (top)
*top = priv->top;
if (right)
*right = priv->right;
if (bottom)
*bottom = priv->bottom;
if (left)
*left = priv->left;
}
/**
* tidy_texture_frame_set_needs_paint:
* @frame: a #TidyTextureframe
* @needs_paint: if %FALSE, the paint will be skipped
*
* Provides a hint to the texture frame that it is totally obscured
* and doesn't need to be painted. This would typically be called
* by a parent container if it detects the condition prior to
* painting its children and then unset afterwards.
*
* Since it is not supposed to have any effect on display, it does
* not queue a repaint.
*/
void
tidy_texture_frame_set_needs_paint (TidyTextureFrame *frame,
gboolean needs_paint)
{
TidyTextureFramePrivate *priv;
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
priv = frame->priv;
priv->needs_paint = needs_paint;
}

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@ -1,84 +0,0 @@
/* tidy-texture-frame.h: Expandible texture actor
*
* Copyright (C) 2007, 2008 OpenedHand Ltd
* Copyright (C) 2009 Intel Corp.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef _HAVE_TIDY_TEXTURE_FRAME_H
#define _HAVE_TIDY_TEXTURE_FRAME_H
#include <clutter/clutter.h>
G_BEGIN_DECLS
#define TIDY_TYPE_TEXTURE_FRAME (tidy_texture_frame_get_type ())
#define TIDY_TEXTURE_FRAME(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), TIDY_TYPE_TEXTURE_FRAME, TidyTextureFrame))
#define TIDY_TEXTURE_FRAME_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), TIDY_TYPE_TEXTURE_FRAME, TidyTextureFrameClass))
#define TIDY_IS_TEXTURE_FRAME(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), TIDY_TYPE_TEXTURE_FRAME))
#define TIDY_IS_TEXTURE_FRAME_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), TIDY_TYPE_TEXTURE_FRAME))
#define TIDY_TEXTURE_FRAME_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), TIDY_TYPE_TEXTURE_FRAME, TidyTextureFrameClass))
typedef struct _TidyTextureFrame TidyTextureFrame;
typedef struct _TidyTextureFramePrivate TidyTextureFramePrivate;
typedef struct _TidyTextureFrameClass TidyTextureFrameClass;
struct _TidyTextureFrame
{
/*< private >*/
ClutterActor parent_instance;
TidyTextureFramePrivate *priv;
};
struct _TidyTextureFrameClass
{
ClutterActorClass parent_class;
/* padding for future expansion */
void (*_clutter_box_1) (void);
void (*_clutter_box_2) (void);
void (*_clutter_box_3) (void);
void (*_clutter_box_4) (void);
};
GType tidy_texture_frame_get_type (void) G_GNUC_CONST;
ClutterActor * tidy_texture_frame_new (ClutterTexture *texture,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left);
void tidy_texture_frame_set_parent_texture (TidyTextureFrame *frame,
ClutterTexture *texture);
ClutterTexture *tidy_texture_frame_get_parent_texture (TidyTextureFrame *frame);
void tidy_texture_frame_set_frame (TidyTextureFrame *frame,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left);
void tidy_texture_frame_get_frame (TidyTextureFrame *frame,
gfloat *top,
gfloat *right,
gfloat *bottom,
gfloat *left);
void tidy_texture_frame_set_needs_paint (TidyTextureFrame *frame,
gboolean needs_paint);
G_END_DECLS
#endif /* _HAVE_TIDY_TEXTURE_FRAME_H */