/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ #include #define _ISOC99_SOURCE /* for roundf */ #include #include /* for gdk_rectangle_intersect() */ #include "clutter-utils.h" #include "compositor-private.h" #include "meta-window-actor-private.h" #include "meta-window-group.h" #include "meta-background-actor-private.h" #include "meta-background-group-private.h" #include "window-private.h" struct _MetaWindowGroupClass { ClutterActorClass parent_class; }; struct _MetaWindowGroup { ClutterActor parent; MetaScreen *screen; }; G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR); /* Help macros to scale from OpenGL <-1,1> coordinates system to * window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c */ #define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) #define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) /* Check if we're painting the MetaWindowGroup "untransformed". This can * differ from the result of actor_is_untransformed(window_group) if we're * inside a clone paint. The integer translation, if any, is returned. */ static gboolean painting_untransformed (MetaWindowGroup *window_group, int *x_origin, int *y_origin) { CoglMatrix modelview, projection, modelview_projection; ClutterVertex vertices[4]; int width, height; float viewport[4]; int i; cogl_get_modelview_matrix (&modelview); cogl_get_projection_matrix (&projection); cogl_matrix_multiply (&modelview_projection, &projection, &modelview); meta_screen_get_size (window_group->screen, &width, &height); vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; vertices[1].x = width; vertices[1].y = 0; vertices[1].z = 0; vertices[2].x = 0; vertices[2].y = height; vertices[2].z = 0; vertices[3].x = width; vertices[3].y = height; vertices[3].z = 0; cogl_get_viewport (viewport); for (i = 0; i < 4; i++) { float w = 1; cogl_matrix_transform_point (&modelview_projection, &vertices[i].x, &vertices[i].y, &vertices[i].z, &w); vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w, viewport[2], viewport[0]); vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w, viewport[3], viewport[1]); } return meta_actor_vertices_are_untransformed (vertices, width, height, x_origin, y_origin); } static void meta_window_group_paint (ClutterActor *actor) { cairo_region_t *clip_region; cairo_region_t *unobscured_region; ClutterActorIter iter; ClutterActor *child; cairo_rectangle_int_t visible_rect, clip_rect; int paint_x_origin, paint_y_origin; int actor_x_origin, actor_y_origin; int paint_x_offset, paint_y_offset; MetaWindowGroup *window_group = META_WINDOW_GROUP (actor); MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen); ClutterActor *stage = clutter_actor_get_stage (actor); /* Start off by treating all windows as completely unobscured, so damage anywhere * in a window queues redraws, but confine it more below. */ clutter_actor_iter_init (&iter, actor); while (clutter_actor_iter_next (&iter, &child)) { if (META_IS_WINDOW_ACTOR (child)) { MetaWindowActor *window_actor = META_WINDOW_ACTOR (child); meta_window_actor_set_unobscured_region (window_actor, NULL); } } /* Normally we expect an actor to be drawn at it's position on the screen. * However, if we're inside the paint of a ClutterClone, that won't be the * case and we need to compensate. We look at the position of the window * group under the current model-view matrix and the position of the actor. * If they are both simply integer translations, then we can compensate * easily, otherwise we give up. * * Possible cleanup: work entirely in paint space - we can compute the * combination of the model-view matrix with the local matrix for each child * actor and get a total transformation for that actor for how we are * painting currently, and never worry about how actors are positioned * on the stage. */ if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) || !meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin)) { CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor); return; } paint_x_offset = paint_x_origin - actor_x_origin; paint_y_offset = paint_y_origin - actor_y_origin; visible_rect.x = visible_rect.y = 0; visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage)); visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage)); unobscured_region = cairo_region_create_rectangle (&visible_rect); /* Get the clipped redraw bounds from Clutter so that we can avoid * painting shadows on windows that don't need to be painted in this * frame. In the case of a multihead setup with mismatched monitor * sizes, we could intersect this with an accurate union of the * monitors to avoid painting shadows that are visible only in the * holes. */ clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage), &clip_rect); clip_region = cairo_region_create_rectangle (&clip_rect); if (!meta_is_wayland_compositor ()) { info = meta_screen_get_compositor_data (window_group->screen); if (info->unredirected_window != NULL) { cairo_rectangle_int_t unredirected_rect; MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window); meta_window_get_outer_rect (window, (MetaRectangle *)&unredirected_rect); cairo_region_subtract_rectangle (unobscured_region, &unredirected_rect); cairo_region_subtract_rectangle (clip_region, &unredirected_rect); } } /* We walk the list from top to bottom (opposite of painting order), * and subtract the opaque area of each window out of the visible * region that we pass to the windows below. */ clutter_actor_iter_init (&iter, actor); while (clutter_actor_iter_prev (&iter, &child)) { if (!CLUTTER_ACTOR_IS_VISIBLE (child)) continue; if (!meta_is_wayland_compositor () && info->unredirected_window != NULL && child == CLUTTER_ACTOR (info->unredirected_window)) continue; /* If an actor has effects applied, then that can change the area * it paints and the opacity, so we no longer can figure out what * portion of the actor is obscured and what portion of the screen * it obscures, so we skip the actor. * * This has a secondary beneficial effect: if a ClutterOffscreenEffect * is applied to an actor, then our clipped redraws interfere with the * caching of the FBO - even if we only need to draw a small portion * of the window right now, ClutterOffscreenEffect may use other portions * of the FBO later. So, skipping actors with effects applied also * prevents these bugs. * * Theoretically, we should check clutter_actor_get_offscreen_redirect() * as well for the same reason, but omitted for simplicity in the * hopes that no-one will do that. */ if (clutter_actor_has_effects (child)) continue; if (META_IS_WINDOW_ACTOR (child)) { MetaWindowActor *window_actor = META_WINDOW_ACTOR (child); int x, y; if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y)) continue; x += paint_x_offset; y += paint_y_offset; /* Temporarily move to the coordinate system of the actor */ cairo_region_translate (unobscured_region, - x, - y); cairo_region_translate (clip_region, - x, - y); meta_window_actor_set_unobscured_region (window_actor, unobscured_region); meta_window_actor_set_clip_region (window_actor, clip_region); if (clutter_actor_get_paint_opacity (CLUTTER_ACTOR (window_actor)) == 0xff) { cairo_region_t *obscured_region = meta_window_actor_get_obscured_region (window_actor); if (obscured_region) { cairo_region_subtract (unobscured_region, obscured_region); cairo_region_subtract (clip_region, obscured_region); } } meta_window_actor_set_clip_region_beneath (window_actor, clip_region); cairo_region_translate (unobscured_region, x, y); cairo_region_translate (clip_region, x, y); } else if (META_IS_BACKGROUND_ACTOR (child) || META_IS_BACKGROUND_GROUP (child)) { int x, y; if (!meta_actor_is_untransformed (child, &x, &y)) continue; x += paint_x_offset; y += paint_y_offset; cairo_region_translate (clip_region, - x, - y); if (META_IS_BACKGROUND_GROUP (child)) meta_background_group_set_clip_region (META_BACKGROUND_GROUP (child), clip_region); else meta_background_actor_set_clip_region (META_BACKGROUND_ACTOR (child), clip_region); cairo_region_translate (clip_region, x, y); } } cairo_region_destroy (unobscured_region); cairo_region_destroy (clip_region); CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor); /* Now that we are done painting, unset the visible regions (they will * mess up painting clones of our actors) */ clutter_actor_iter_init (&iter, actor); while (clutter_actor_iter_next (&iter, &child)) { if (META_IS_WINDOW_ACTOR (child)) { MetaWindowActor *window_actor = META_WINDOW_ACTOR (child); meta_window_actor_reset_clip_regions (window_actor); } else if (META_IS_BACKGROUND_ACTOR (child)) { MetaBackgroundActor *background_actor = META_BACKGROUND_ACTOR (child); meta_background_actor_set_visible_region (background_actor, NULL); } } } static gboolean meta_window_group_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { return clutter_paint_volume_set_from_allocation (volume, actor); } static void meta_window_group_class_init (MetaWindowGroupClass *klass) { ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->paint = meta_window_group_paint; actor_class->get_paint_volume = meta_window_group_get_paint_volume; } static void meta_window_group_init (MetaWindowGroup *window_group) { } ClutterActor * meta_window_group_new (MetaScreen *screen) { MetaWindowGroup *window_group; window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL); window_group->screen = screen; return CLUTTER_ACTOR (window_group); }