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xwayland: Update the surface actor for the window on set_window_id
We need to do this for XWayland windows, since we only get the event telling us they're an XWayland window after the compositor knows about the window.
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@ -305,6 +305,51 @@ meta_window_actor_thaw (MetaWindowActor *self)
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meta_window_actor_handle_updates (self);
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}
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static void
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set_surface_actor (MetaWindowActor *self,
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MetaSurfaceActor *surface)
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{
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MetaWindowActorPrivate *priv = self->priv;
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if (priv->surface)
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{
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g_object_unref (priv->surface);
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clutter_actor_remove_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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}
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priv->surface = surface;
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if (priv->surface)
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{
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g_object_ref_sink (priv->surface);
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clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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g_signal_connect_object (priv->surface, "allocation-changed",
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G_CALLBACK (surface_allocation_changed_notify), self, 0);
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}
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meta_window_actor_update_shape (self);
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}
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static void
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meta_window_actor_sync_surface_actor (MetaWindowActor *self)
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{
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MetaWindowActorPrivate *priv = self->priv;
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MetaWindow *window = priv->window;
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MetaSurfaceActor *surface = NULL;
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if (window)
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{
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if (window->surface)
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surface = window->surface->surface_actor;
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else
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surface = meta_surface_actor_x11_new (window);
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}
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set_surface_actor (self, surface);
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}
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static void
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meta_window_actor_constructed (GObject *object)
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{
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@ -314,21 +359,7 @@ meta_window_actor_constructed (GObject *object)
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priv->screen = window->screen;
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if (!priv->surface)
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{
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if (window->surface)
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priv->surface = window->surface->surface_actor;
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else
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priv->surface = meta_surface_actor_x11_new (window);
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g_object_ref_sink (priv->surface);
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clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->surface));
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g_signal_connect_object (priv->surface, "allocation-changed",
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G_CALLBACK (surface_allocation_changed_notify), self, 0);
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meta_window_actor_update_shape (self);
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}
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meta_window_actor_sync_surface_actor (self);
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meta_window_actor_update_opacity (self);
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/* Start off with an empty shape region to maintain the invariant
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@ -370,10 +401,7 @@ meta_window_actor_dispose (GObject *object)
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g_clear_object (&priv->window);
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/*
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* Release the extra reference we took on the actor.
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*/
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g_clear_object (&priv->surface);
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meta_window_actor_sync_surface_actor (self);
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G_OBJECT_CLASS (meta_window_actor_parent_class)->dispose (object);
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}
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