/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /** * SECTION:meta-surface-actor * @title: MetaSurfaceActor * @short_description: An actor representing a surface in the scene graph * * A surface can be either a shaped texture, or a group of shaped texture, * used to draw the content of a window. */ #include #include "meta-surface-actor.h" #include #include #include "meta-wayland-private.h" #include "meta-cullable.h" #include "meta-shaped-texture-private.h" struct _MetaSurfaceActorPrivate { MetaShapedTexture *texture; cairo_region_t *input_region; /* Freeze/thaw accounting */ guint freeze_count; guint needs_damage_all : 1; }; static void cullable_iface_init (MetaCullableInterface *iface); G_DEFINE_ABSTRACT_TYPE_WITH_CODE (MetaSurfaceActor, meta_surface_actor, CLUTTER_TYPE_ACTOR, G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init)); enum { REPAINT_SCHEDULED, LAST_SIGNAL, }; static guint signals[LAST_SIGNAL]; gboolean meta_surface_actor_get_unobscured_bounds (MetaSurfaceActor *self, cairo_rectangle_int_t *unobscured_bounds) { MetaSurfaceActorPrivate *priv = self->priv; return meta_shaped_texture_get_unobscured_bounds (priv->texture, unobscured_bounds); } static void meta_surface_actor_pick (ClutterActor *actor, const ClutterColor *color) { MetaSurfaceActor *self = META_SURFACE_ACTOR (actor); MetaSurfaceActorPrivate *priv = self->priv; if (!clutter_actor_should_pick_paint (actor)) return; /* If there is no region then use the regular pick */ if (priv->input_region == NULL) CLUTTER_ACTOR_CLASS (meta_surface_actor_parent_class)->pick (actor, color); else { int n_rects; float *rectangles; int i; CoglPipeline *pipeline; CoglContext *ctx; CoglFramebuffer *fb; CoglColor cogl_color; n_rects = cairo_region_num_rectangles (priv->input_region); rectangles = g_alloca (sizeof (float) * 4 * n_rects); for (i = 0; i < n_rects; i++) { cairo_rectangle_int_t rect; int pos = i * 4; cairo_region_get_rectangle (priv->input_region, i, &rect); rectangles[pos + 0] = rect.x; rectangles[pos + 1] = rect.y; rectangles[pos + 2] = rect.x + rect.width; rectangles[pos + 3] = rect.y + rect.height; } ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); fb = cogl_get_draw_framebuffer (); cogl_color_init_from_4ub (&cogl_color, color->red, color->green, color->blue, color->alpha); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color (pipeline, &cogl_color); cogl_framebuffer_draw_rectangles (fb, pipeline, rectangles, n_rects); cogl_object_unref (pipeline); } } static void meta_surface_actor_dispose (GObject *object) { MetaSurfaceActor *self = META_SURFACE_ACTOR (object); MetaSurfaceActorPrivate *priv = self->priv; g_clear_pointer (&priv->input_region, cairo_region_destroy); G_OBJECT_CLASS (meta_surface_actor_parent_class)->dispose (object); } static void meta_surface_actor_class_init (MetaSurfaceActorClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); object_class->dispose = meta_surface_actor_dispose; actor_class->pick = meta_surface_actor_pick; signals[REPAINT_SCHEDULED] = g_signal_new ("repaint-scheduled", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, 0, NULL, NULL, NULL, G_TYPE_NONE, 0); g_type_class_add_private (klass, sizeof (MetaSurfaceActorPrivate)); } static void meta_surface_actor_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_surface_actor_reset_culling (MetaCullable *cullable) { meta_cullable_reset_culling_children (cullable); } static void cullable_iface_init (MetaCullableInterface *iface) { iface->cull_out = meta_surface_actor_cull_out; iface->reset_culling = meta_surface_actor_reset_culling; } static void meta_surface_actor_init (MetaSurfaceActor *self) { MetaSurfaceActorPrivate *priv; priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, META_TYPE_SURFACE_ACTOR, MetaSurfaceActorPrivate); priv->texture = META_SHAPED_TEXTURE (meta_shaped_texture_new ()); clutter_actor_add_child (CLUTTER_ACTOR (self), CLUTTER_ACTOR (priv->texture)); } cairo_surface_t * meta_surface_actor_get_image (MetaSurfaceActor *self, cairo_rectangle_int_t *clip) { return meta_shaped_texture_get_image (self->priv->texture, clip); } MetaShapedTexture * meta_surface_actor_get_texture (MetaSurfaceActor *self) { return self->priv->texture; } void meta_surface_actor_update_area (MetaSurfaceActor *self, int x, int y, int width, int height) { MetaSurfaceActorPrivate *priv = self->priv; if (meta_shaped_texture_update_area (priv->texture, x, y, width, height)) g_signal_emit (self, signals[REPAINT_SCHEDULED], 0); } gboolean meta_surface_actor_is_obscured (MetaSurfaceActor *self) { MetaSurfaceActorPrivate *priv = self->priv; return meta_shaped_texture_is_obscured (priv->texture); } void meta_surface_actor_set_input_region (MetaSurfaceActor *self, cairo_region_t *region) { MetaSurfaceActorPrivate *priv = self->priv; if (priv->input_region) cairo_region_destroy (priv->input_region); if (region) priv->input_region = cairo_region_reference (region); else priv->input_region = NULL; } void meta_surface_actor_set_opaque_region (MetaSurfaceActor *self, cairo_region_t *region) { MetaSurfaceActorPrivate *priv = self->priv; meta_shaped_texture_set_opaque_region (priv->texture, region); } static gboolean is_frozen (MetaSurfaceActor *self) { MetaSurfaceActorPrivate *priv = self->priv; return (priv->freeze_count > 0); } void meta_surface_actor_process_damage (MetaSurfaceActor *self, int x, int y, int width, int height) { MetaSurfaceActorPrivate *priv = self->priv; if (is_frozen (self)) { /* The window is frozen due to an effect in progress: we ignore damage * here on the off chance that this will stop the corresponding * texture_from_pixmap from being update. * * needs_damage_all tracks that some unknown damage happened while the * window was frozen so that when the window becomes unfrozen we can * issue a full window update to cover any lost damage. * * It should be noted that this is an unreliable mechanism since it's * quite likely that drivers will aim to provide a zero-copy * implementation of the texture_from_pixmap extension and in those cases * any drawing done to the window is always immediately reflected in the * texture regardless of damage event handling. */ priv->needs_damage_all = TRUE; return; } META_SURFACE_ACTOR_GET_CLASS (self)->process_damage (self, x, y, width, height); } void meta_surface_actor_pre_paint (MetaSurfaceActor *self) { META_SURFACE_ACTOR_GET_CLASS (self)->pre_paint (self); } gboolean meta_surface_actor_is_argb32 (MetaSurfaceActor *self) { return META_SURFACE_ACTOR_GET_CLASS (self)->is_argb32 (self); } gboolean meta_surface_actor_is_visible (MetaSurfaceActor *self) { return META_SURFACE_ACTOR_GET_CLASS (self)->is_visible (self); } void meta_surface_actor_freeze (MetaSurfaceActor *self) { MetaSurfaceActorPrivate *priv = self->priv; priv->freeze_count ++; } void meta_surface_actor_thaw (MetaSurfaceActor *self) { MetaSurfaceActorPrivate *priv = self->priv; if (priv->freeze_count == 0) { g_critical ("Error in freeze/thaw accounting."); return; } priv->freeze_count --; /* Since we ignore damage events while a window is frozen for certain effects * we may need to issue an update_area() covering the whole pixmap if we * don't know what real damage has happened. */ if (priv->needs_damage_all) { meta_surface_actor_process_damage (self, 0, 0, clutter_actor_get_width (CLUTTER_ACTOR (priv->texture)), clutter_actor_get_height (CLUTTER_ACTOR (priv->texture))); priv->needs_damage_all = FALSE; } } gboolean meta_surface_actor_is_frozen (MetaSurfaceActor *self) { return is_frozen (self); } gboolean meta_surface_actor_should_unredirect (MetaSurfaceActor *self) { return META_SURFACE_ACTOR_GET_CLASS (self)->should_unredirect (self); } void meta_surface_actor_set_unredirected (MetaSurfaceActor *self, gboolean unredirected) { META_SURFACE_ACTOR_GET_CLASS (self)->set_unredirected (self, unredirected); } gboolean meta_surface_actor_is_unredirected (MetaSurfaceActor *self) { return META_SURFACE_ACTOR_GET_CLASS (self)->is_unredirected (self); }