/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ #include #define _ISOC99_SOURCE /* for roundf */ #include #include /* for gdk_rectangle_intersect() */ #include "compositor-private.h" #include "meta-window-actor-private.h" #include "meta-window-group.h" #include "meta-background-actor-private.h" struct _MetaWindowGroupClass { ClutterGroupClass parent_class; }; struct _MetaWindowGroup { ClutterGroup parent; MetaScreen *screen; }; G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_GROUP); /* This file uses pixel-aligned region computation to determine what * can be clipped out. This only really works if everything is aligned * to the pixel grid - not scaled or rotated and at integer offsets. * * (This could be relaxed - if we turned off filtering for unscaled * windows then windows would be, by definition aligned to the pixel * grid. And for rectangular windows without a shape, the outline that * we draw for an unrotated window is always a rectangle because we * don't use antialasing for the window boundary - with or without * filtering, with or without a scale. But figuring out exactly * what pixels will be drawn by the graphics system in these cases * gets tricky, so we just go for the easiest part - no scale, * and at integer offsets.) * * The way we check for pixel-aligned is by looking at the * transformation into screen space of the allocation box of an actor * and and checking if the corners are "close enough" to integral * pixel values. */ /* The definition of "close enough" to integral pixel values is * equality when we convert to 24.8 fixed-point. */ static inline int round_to_fixed (float x) { return roundf (x * 256); } /* This helper function checks if (according to our fixed point precision) * the vertices @verts form a box of width @widthf and height @heightf * located at integral coordinates. These coordinates are returned * in @x_origin and @y_origin. */ static gboolean vertices_are_untransformed (ClutterVertex *verts, float widthf, float heightf, int *x_origin, int *y_origin) { int width, height; int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y; int x, y; width = round_to_fixed (widthf); height = round_to_fixed (heightf); v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y); v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y); v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y); v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y); /* Using shifting for converting fixed => int, gets things right for * negative values. / 256. wouldn't do the same */ x = v0x >> 8; y = v0y >> 8; /* At integral coordinates? */ if (x * 256 != v0x || y * 256 != v0y) return FALSE; /* Not scaled? */ if (v1x - v0x != width || v2y - v0y != height) return FALSE; /* Not rotated/skewed? */ if (v0x != v2x || v0y != v1y || v3x != v1x || v3y != v2y) return FALSE; *x_origin = x; *y_origin = y; return TRUE; } /* Check if an actor is "untransformed" - which actually means transformed by * at most a integer-translation. The integer translation, if any, is returned. */ static gboolean actor_is_untransformed (ClutterActor *actor, int *x_origin, int *y_origin) { gfloat widthf, heightf; ClutterVertex verts[4]; clutter_actor_get_size (actor, &widthf, &heightf); clutter_actor_get_abs_allocation_vertices (actor, verts); return vertices_are_untransformed (verts, widthf, heightf, x_origin, y_origin); } /* 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 vertices_are_untransformed (vertices, width, height, x_origin, y_origin); } static void meta_window_group_paint (ClutterActor *actor) { cairo_region_t *visible_region; cairo_region_t *unredirected_window_region = NULL; ClutterActor *stage; cairo_rectangle_int_t visible_rect, unredirected_rect; GList *children, *l; <<<<<<< HEAD gfloat group_x, group_y; ======= int paint_x_origin, paint_y_origin; int actor_x_origin, actor_y_origin; int paint_x_offset, paint_y_offset; >>>>>>> MetaWindowGroup: Handle painting inside a ClutterClone MetaWindowGroup *window_group = META_WINDOW_GROUP (actor); MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen); /* 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) || !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; if (info->unredirected_window != NULL) { meta_window_actor_get_shape_bounds (META_WINDOW_ACTOR (info->unredirected_window), &unredirected_rect); unredirected_window_region = cairo_region_create_rectangle (&unredirected_rect); } clutter_actor_get_position (CLUTTER_ACTOR (window_group), &group_x, &group_y); /* 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. */ children = clutter_container_get_children (CLUTTER_CONTAINER (actor)); children = g_list_reverse (children); /* 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. */ stage = clutter_actor_get_stage (actor); clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage), &visible_rect); visible_region = cairo_region_create_rectangle (&visible_rect); if (unredirected_window_region) cairo_region_subtract (visible_region, unredirected_window_region); for (l = children; l; l = l->next) { if (!CLUTTER_ACTOR_IS_VISIBLE (l->data)) 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 (l->data)) continue; if (META_IS_WINDOW_ACTOR (l->data)) { MetaWindowActor *window_actor = l->data; int x, y; if (!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 (visible_region, - x, - y); meta_window_actor_set_visible_region (window_actor, visible_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 (visible_region, obscured_region); } meta_window_actor_set_visible_region_beneath (window_actor, visible_region); cairo_region_translate (visible_region, x, y); } else if (META_IS_BACKGROUND_ACTOR (l->data)) { MetaBackgroundActor *background_actor = l->data; int x, y; if (!actor_is_untransformed (CLUTTER_ACTOR (background_actor), &x, &y)) continue; x += paint_x_offset; y += paint_y_offset; cairo_region_translate (visible_region, - x, - y); meta_background_actor_set_visible_region (background_actor, visible_region); cairo_region_translate (visible_region, x, y); } } cairo_region_destroy (visible_region); if (unredirected_window_region) cairo_region_destroy (unredirected_window_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) */ for (l = children; l; l = l->next) { if (META_IS_WINDOW_ACTOR (l->data)) { MetaWindowActor *window_actor = l->data; meta_window_actor_reset_visible_regions (window_actor); } else if (META_IS_BACKGROUND_ACTOR (l->data)) { MetaBackgroundActor *background_actor = l->data; meta_background_actor_set_visible_region (background_actor, NULL); } } g_list_free (children); } static void meta_window_group_class_init (MetaWindowGroupClass *klass) { ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->paint = meta_window_group_paint; } 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); }