/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ #include "config.h" #include #include #include "compositor/clutter-utils.h" #include "compositor/compositor-private.h" #include "compositor/meta-cullable.h" #include "compositor/meta-window-actor-private.h" #include "compositor/meta-window-group-private.h" #include "core/display-private.h" #include "core/window-private.h" struct _MetaWindowGroupClass { ClutterActorClass parent_class; }; struct _MetaWindowGroup { ClutterActor parent; MetaDisplay *display; }; static void cullable_iface_init (MetaCullableInterface *iface); G_DEFINE_TYPE_WITH_CODE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR, G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init)); static void meta_window_group_cull_out (MetaCullable *cullable, cairo_region_t *unobscured_region, cairo_region_t *clip_region) { meta_cullable_cull_out_children (cullable, unobscured_region, clip_region); } static void meta_window_group_reset_culling (MetaCullable *cullable) { meta_cullable_reset_culling_children (cullable); } static void cullable_iface_init (MetaCullableInterface *iface) { iface->cull_out = meta_window_group_cull_out; iface->reset_culling = meta_window_group_reset_culling; } static void meta_window_group_paint (ClutterActor *actor) { cairo_region_t *clip_region; cairo_region_t *unobscured_region; cairo_rectangle_int_t visible_rect; int paint_x_origin, paint_y_origin; int screen_width, screen_height; MetaWindowGroup *window_group = META_WINDOW_GROUP (actor); ClutterActor *stage = clutter_actor_get_stage (actor); meta_display_get_size (window_group->display, &screen_width, &screen_height); /* 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 (clutter_actor_is_in_clone_paint (actor)) { CoglFramebuffer *fb; fb = cogl_get_draw_framebuffer (); if (!meta_actor_painting_untransformed (fb, screen_width, screen_height, &paint_x_origin, &paint_y_origin) || !meta_actor_is_untransformed (actor, NULL, NULL)) { CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor); return; } } else { paint_x_origin = 0; paint_y_origin = 0; } 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. */ clip_region = clutter_stage_get_redraw_clip (CLUTTER_STAGE (stage)); cairo_region_translate (clip_region, -paint_x_origin, -paint_y_origin); meta_cullable_cull_out (META_CULLABLE (window_group), unobscured_region, clip_region); cairo_region_destroy (unobscured_region); cairo_region_destroy (clip_region); CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor); meta_cullable_reset_culling (META_CULLABLE (window_group)); } /* Adapted from clutter_actor_update_default_paint_volume() */ static gboolean meta_window_group_get_paint_volume (ClutterActor *self, ClutterPaintVolume *volume) { ClutterActorIter iter; ClutterActor *child; clutter_actor_iter_init (&iter, self); while (clutter_actor_iter_next (&iter, &child)) { const ClutterPaintVolume *child_volume; if (!CLUTTER_ACTOR_IS_MAPPED (child)) continue; child_volume = clutter_actor_get_transformed_paint_volume (child, self); if (child_volume == NULL) return FALSE; clutter_paint_volume_union (volume, child_volume); } return TRUE; } /* This is a workaround for Clutter's awful allocation tracking. * Without this, any time the window group changed size, which is * any time windows are dragged around, we'll do a full repaint * of the window group, which includes the background actor, meaning * a full-stage repaint. * * Since actors are allowed to paint outside their allocation, and * since child actors are allowed to be outside their parents, this * doesn't affect anything, but it means that we'll get much more * sane and consistent clipped repaints from Clutter. */ static void meta_window_group_get_preferred_width (ClutterActor *actor, gfloat for_height, gfloat *min_width, gfloat *nat_width) { *min_width = 0; *nat_width = 0; } static void meta_window_group_get_preferred_height (ClutterActor *actor, gfloat for_width, gfloat *min_height, gfloat *nat_height) { *min_height = 0; *nat_height = 0; } 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; actor_class->get_preferred_width = meta_window_group_get_preferred_width; actor_class->get_preferred_height = meta_window_group_get_preferred_height; } static void meta_window_group_init (MetaWindowGroup *window_group) { } ClutterActor * meta_window_group_new (MetaDisplay *display) { MetaWindowGroup *window_group; window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL); window_group->display = display; return CLUTTER_ACTOR (window_group); }