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MetaWindowGroup: Handle painting inside a ClutterClone
Look at the current COGL model-view matrix and use that to find out any offset we are painting at as a result of being inside a ClutterClone. https://bugzilla.gnome.org/show_bug.cgi?id=681953
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@ -26,9 +26,28 @@ struct _MetaWindowGroup
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G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_GROUP);
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G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_GROUP);
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/* We want to find out if the window is "close enough" to
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/* This file uses pixel-aligned region computation to determine what
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* 1:1 transform. We do that by converting the transformed coordinates
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* can be clipped out. This only really works if everything is aligned
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* to 24.8 fixed-point before checking if they look right.
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* to the pixel grid - not scaled or rotated and at integer offsets.
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*
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* (This could be relaxed - if we turned off filtering for unscaled
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* windows then windows would be, by definition aligned to the pixel
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* grid. And for rectangular windows without a shape, the outline that
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* we draw for an unrotated window is always a rectangle because we
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* don't use antialasing for the window boundary - with or without
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* filtering, with or without a scale. But figuring out exactly
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* what pixels will be drawn by the graphics system in these cases
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* gets tricky, so we just go for the easiest part - no scale,
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* and at integer offsets.)
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*
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* The way we check for pixel-aligned is by looking at the
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* transformation into screen space of the allocation box of an actor
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* and and checking if the corners are "close enough" to integral
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* pixel values.
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*/
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/* The definition of "close enough" to integral pixel values is
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* equality when we convert to 24.8 fixed-point.
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*/
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*/
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static inline int
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static inline int
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round_to_fixed (float x)
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round_to_fixed (float x)
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@ -36,41 +55,24 @@ round_to_fixed (float x)
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return roundf (x * 256);
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return roundf (x * 256);
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}
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}
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/* We can only (easily) apply our logic for figuring out what a window
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/* This helper function checks if (according to our fixed point precision)
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* obscures if is not transformed. This function does that check and
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* the vertices @verts form a box of width @widthf and height @heightf
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* as a side effect gets the position of the upper-left corner of the
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* located at integral coordinates. These coordinates are returned
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* actors.
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* in @x_origin and @y_origin.
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*
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* (We actually could handle scaled and non-integrally positioned actors
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* too as long as they weren't shaped - no filtering is done at the
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* edges so a rectangle stays a rectangle. But the gain from that is
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* small, especally since most of our windows are shaped. The simple
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* case we handle here is the case that matters when the user is just
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* using the desktop normally.)
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*
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* If we assume that the window group is untransformed (it better not
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* be!) then we could also make this determination by checking directly
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* if the actor itself is rotated, scaled, or at a non-integral position.
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* However, the criterion for "close enough" in that case get trickier,
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* since, for example, the allowed rotation depends on the size of
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* actor. The approach we take here is to just require everything
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* to be within 1/256th of a pixel.
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*/
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*/
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static gboolean
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static gboolean
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actor_is_untransformed (ClutterActor *actor,
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vertices_are_untransformed (ClutterVertex *verts,
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float widthf,
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float heightf,
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int *x_origin,
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int *x_origin,
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int *y_origin)
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int *y_origin)
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{
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{
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gfloat widthf, heightf;
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int width, height;
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int width, height;
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ClutterVertex verts[4];
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int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
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int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
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int x, y;
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int x, y;
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clutter_actor_get_size (actor, &widthf, &heightf);
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width = round_to_fixed (widthf); height = round_to_fixed (heightf);
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width = round_to_fixed (widthf); height = round_to_fixed (heightf);
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clutter_actor_get_abs_allocation_vertices (actor, verts);
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v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
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v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
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v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
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v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
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v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
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v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
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@ -101,6 +103,81 @@ actor_is_untransformed (ClutterActor *actor,
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return TRUE;
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return TRUE;
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}
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}
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/* Check if an actor is "untransformed" - which actually means transformed by
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* at most a integer-translation. The integer translation, if any, is returned.
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*/
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static gboolean
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actor_is_untransformed (ClutterActor *actor,
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int *x_origin,
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int *y_origin)
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{
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gfloat widthf, heightf;
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ClutterVertex verts[4];
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clutter_actor_get_size (actor, &widthf, &heightf);
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clutter_actor_get_abs_allocation_vertices (actor, verts);
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return vertices_are_untransformed (verts, widthf, heightf, x_origin, y_origin);
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}
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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/* Check if we're painting the MetaWindowGroup "untransformed". This can
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* differ from the result of actor_is_untransformed(window_group) if we're
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* inside a clone paint. The integer translation, if any, is returned.
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*/
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static gboolean
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painting_untransformed (MetaWindowGroup *window_group,
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int *x_origin,
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int *y_origin)
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{
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CoglMatrix modelview, projection, modelview_projection;
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ClutterVertex vertices[4];
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int width, height;
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float viewport[4];
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int i;
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cogl_get_modelview_matrix (&modelview);
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cogl_get_projection_matrix (&projection);
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cogl_matrix_multiply (&modelview_projection,
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&projection,
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&modelview);
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meta_screen_get_size (window_group->screen, &width, &height);
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vertices[0].x = 0;
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vertices[0].y = 0;
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vertices[0].z = 0;
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vertices[1].x = width;
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vertices[1].y = 0;
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vertices[1].z = 0;
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vertices[2].x = 0;
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vertices[2].y = height;
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vertices[2].z = 0;
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vertices[3].x = width;
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vertices[3].y = height;
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vertices[3].z = 0;
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cogl_get_viewport (viewport);
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for (i = 0; i < 4; i++)
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{
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float w = 1;
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cogl_matrix_transform_point (&modelview_projection, &vertices[i].x, &vertices[i].y, &vertices[i].z, &w);
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vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w,
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viewport[2], viewport[0]);
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vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w,
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viewport[3], viewport[1]);
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}
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return vertices_are_untransformed (vertices, width, height, x_origin, y_origin);
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}
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static void
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static void
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meta_window_group_paint (ClutterActor *actor)
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meta_window_group_paint (ClutterActor *actor)
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{
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{
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@ -109,10 +186,40 @@ meta_window_group_paint (ClutterActor *actor)
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ClutterActor *stage;
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ClutterActor *stage;
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cairo_rectangle_int_t visible_rect, unredirected_rect;
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cairo_rectangle_int_t visible_rect, unredirected_rect;
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GList *children, *l;
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GList *children, *l;
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<<<<<<< HEAD
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gfloat group_x, group_y;
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gfloat group_x, group_y;
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=======
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int paint_x_origin, paint_y_origin;
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int actor_x_origin, actor_y_origin;
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int paint_x_offset, paint_y_offset;
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>>>>>>> MetaWindowGroup: Handle painting inside a ClutterClone
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
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MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
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/* Normally we expect an actor to be drawn at it's position on the screen.
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* However, if we're inside the paint of a ClutterClone, that won't be the
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* case and we need to compensate. We look at the position of the window
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* group under the current model-view matrix and the position of the actor.
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* If they are both simply integer translations, then we can compensate
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* easily, otherwise we give up.
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*
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* Possible cleanup: work entirely in paint space - we can compute the
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* combination of the model-view matrix with the local matrix for each child
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* actor and get a total transformation for that actor for how we are
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* painting currently, and never worry about how actors are positioned
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* on the stage.
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*/
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if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
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!actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
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{
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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return;
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}
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paint_x_offset = paint_x_origin - actor_x_origin;
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paint_y_offset = paint_y_origin - actor_y_origin;
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if (info->unredirected_window != NULL)
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if (info->unredirected_window != NULL)
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{
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{
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meta_window_actor_get_shape_bounds (META_WINDOW_ACTOR (info->unredirected_window), &unredirected_rect);
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meta_window_actor_get_shape_bounds (META_WINDOW_ACTOR (info->unredirected_window), &unredirected_rect);
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@ -175,6 +282,9 @@ meta_window_group_paint (ClutterActor *actor)
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if (!actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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if (!actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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continue;
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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/* Temporarily move to the coordinate system of the actor */
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/* Temporarily move to the coordinate system of the actor */
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cairo_region_translate (visible_region, - x, - y);
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cairo_region_translate (visible_region, - x, - y);
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@ -198,6 +308,9 @@ meta_window_group_paint (ClutterActor *actor)
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if (!actor_is_untransformed (CLUTTER_ACTOR (background_actor), &x, &y))
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if (!actor_is_untransformed (CLUTTER_ACTOR (background_actor), &x, &y))
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continue;
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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cairo_region_translate (visible_region, - x, - y);
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cairo_region_translate (visible_region, - x, - y);
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meta_background_actor_set_visible_region (background_actor, visible_region);
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meta_background_actor_set_visible_region (background_actor, visible_region);
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cairo_region_translate (visible_region, x, y);
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cairo_region_translate (visible_region, x, y);
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