/* -*- 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); /* We want to find out if the window is "close enough" to * 1:1 transform. We do that by converting the transformed coordinates * to 24.8 fixed-point before checking if they look right. */ static inline int round_to_fixed (float x) { return roundf (x * 256); } /* We can only (easily) apply our logic for figuring out what a window * obscures if is not transformed. This function does that check and * as a side effect gets the position of the upper-left corner of the * actors. * * (We actually could handle scaled and non-integrally positioned actors * too as long as they weren't shaped - no filtering is done at the * edges so a rectangle stays a rectangle. But the gain from that is * small, especally since most of our windows are shaped. The simple * case we handle here is the case that matters when the user is just * using the desktop normally.) * * If we assume that the window group is untransformed (it better not * be!) then we could also make this determination by checking directly * if the actor itself is rotated, scaled, or at a non-integral position. * However, the criterion for "close enough" in that case get trickier, * since, for example, the allowed rotation depends on the size of * actor. The approach we take here is to just require everything * to be within 1/256th of a pixel. */ static gboolean actor_is_untransformed (ClutterActor *actor, int *x_origin, int *y_origin) { gfloat widthf, heightf; int width, height; ClutterVertex verts[4]; int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y; int x, y; clutter_actor_get_size (actor, &widthf, &heightf); width = round_to_fixed (widthf); height = round_to_fixed (heightf); clutter_actor_get_abs_allocation_vertices (actor, verts); 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; } 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; MetaWindowGroup *window_group = META_WINDOW_GROUP (actor); MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen); 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); } /* 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; /* 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; meta_background_actor_set_visible_region (background_actor, visible_region); } } 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); }