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3599917123
This avoids a potentially costly allocation on every pixmap update. https://bugzilla.gnome.org/show_bug.cgi?id=662225
268 lines
8.4 KiB
C
268 lines
8.4 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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#include <config.h>
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#define _ISOC99_SOURCE /* for roundf */
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#include <math.h>
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#include <gdk/gdk.h> /* for gdk_rectangle_intersect() */
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#include "compositor-private.h"
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#include "meta-window-actor-private.h"
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#include "meta-window-group.h"
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#include "meta-background-actor-private.h"
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struct _MetaWindowGroupClass
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{
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ClutterGroupClass parent_class;
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};
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struct _MetaWindowGroup
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{
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ClutterGroup parent;
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MetaScreen *screen;
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};
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G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_GROUP);
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/* We want to find out if the window is "close enough" to
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* 1:1 transform. We do that by converting the transformed coordinates
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* to 24.8 fixed-point before checking if they look right.
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*/
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static inline int
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round_to_fixed (float x)
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{
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return roundf (x * 256);
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}
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/* We can only (easily) apply our logic for figuring out what a window
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* obscures if is not transformed. This function does that check and
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* as a side effect gets the position of the upper-left corner of the
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* actors.
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*
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* (We actually could handle scaled and non-integrally positioned actors
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* too as long as they weren't shaped - no filtering is done at the
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* edges so a rectangle stays a rectangle. But the gain from that is
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* small, especally since most of our windows are shaped. The simple
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* case we handle here is the case that matters when the user is just
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* using the desktop normally.)
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*
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* If we assume that the window group is untransformed (it better not
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* be!) then we could also make this determination by checking directly
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* if the actor itself is rotated, scaled, or at a non-integral position.
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* However, the criterion for "close enough" in that case get trickier,
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* since, for example, the allowed rotation depends on the size of
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* actor. The approach we take here is to just require everything
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* to be within 1/256th of a pixel.
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*/
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static gboolean
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actor_is_untransformed (ClutterActor *actor,
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int *x_origin,
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int *y_origin)
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{
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gfloat widthf, heightf;
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int width, height;
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ClutterVertex verts[4];
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int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
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int x, y;
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clutter_actor_get_size (actor, &widthf, &heightf);
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width = round_to_fixed (widthf); height = round_to_fixed (heightf);
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clutter_actor_get_abs_allocation_vertices (actor, verts);
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v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
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v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
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v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
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v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y);
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/* Using shifting for converting fixed => int, gets things right for
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* negative values. / 256. wouldn't do the same
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*/
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x = v0x >> 8;
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y = v0y >> 8;
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/* At integral coordinates? */
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if (x * 256 != v0x || y * 256 != v0y)
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return FALSE;
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/* Not scaled? */
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if (v1x - v0x != width || v2y - v0y != height)
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return FALSE;
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/* Not rotated/skewed? */
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if (v0x != v2x || v0y != v1y ||
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v3x != v1x || v3y != v2y)
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return FALSE;
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*x_origin = x;
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*y_origin = y;
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return TRUE;
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}
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#if CLUTTER_CHECK_VERSION(1, 9, 0)
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#define has_effects clutter_actor_has_effects
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#else
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static gboolean
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has_effects(ClutterActor *actor)
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{
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GList *list;
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gboolean ret;
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list = clutter_actor_get_effects (actor);
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ret = list != NULL;
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g_list_free (list);
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return ret;
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}
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#endif
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static void
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meta_window_group_paint (ClutterActor *actor)
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{
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cairo_region_t *visible_region;
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cairo_region_t *unredirected_window_region = NULL;
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ClutterActor *stage;
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cairo_rectangle_int_t visible_rect, unredirected_rect;
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GList *children, *l;
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
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if (info->unredirected_window != NULL)
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{
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meta_window_actor_get_shape_bounds (META_WINDOW_ACTOR (info->unredirected_window), &unredirected_rect);
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unredirected_window_region = cairo_region_create_rectangle (&unredirected_rect);
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}
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/* We walk the list from top to bottom (opposite of painting order),
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* and subtract the opaque area of each window out of the visible
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* region that we pass to the windows below.
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*/
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children = clutter_container_get_children (CLUTTER_CONTAINER (actor));
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children = g_list_reverse (children);
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/* Get the clipped redraw bounds from Clutter so that we can avoid
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* painting shadows on windows that don't need to be painted in this
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* frame. In the case of a multihead setup with mismatched monitor
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* sizes, we could intersect this with an accurate union of the
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* monitors to avoid painting shadows that are visible only in the
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* holes. */
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stage = clutter_actor_get_stage (actor);
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clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
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&visible_rect);
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visible_region = cairo_region_create_rectangle (&visible_rect);
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if (unredirected_window_region)
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cairo_region_subtract (visible_region, unredirected_window_region);
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for (l = children; l; l = l->next)
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{
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if (!CLUTTER_ACTOR_IS_VISIBLE (l->data))
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continue;
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/* If an actor has effects applied, then that can change the area
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* it paints and the opacity, so we no longer can figure out what
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* portion of the actor is obscured and what portion of the screen
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* it obscures, so we skip the actor.
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*
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* This has a secondary beneficial effect: if a ClutterOffscreenEffect
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* is applied to an actor, then our clipped redraws interfere with the
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* caching of the FBO - even if we only need to draw a small portion
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* of the window right now, ClutterOffscreenEffect may use other portions
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* of the FBO later. So, skipping actors with effects applied also
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* prevents these bugs.
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*
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* Theoretically, we should check clutter_actor_get_offscreen_redirect()
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* as well for the same reason, but omitted for simplicity in the
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* hopes that no-one will do that.
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*/
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if (has_effects (l->data))
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continue;
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if (META_IS_WINDOW_ACTOR (l->data))
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{
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MetaWindowActor *window_actor = l->data;
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gboolean x, y;
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if (!actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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continue;
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/* Temporarily move to the coordinate system of the actor */
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cairo_region_translate (visible_region, - x, - y);
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meta_window_actor_set_visible_region (window_actor, visible_region);
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if (clutter_actor_get_paint_opacity (CLUTTER_ACTOR (window_actor)) == 0xff)
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{
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cairo_region_t *obscured_region = meta_window_actor_get_obscured_region (window_actor);
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if (obscured_region)
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cairo_region_subtract (visible_region, obscured_region);
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}
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meta_window_actor_set_visible_region_beneath (window_actor, visible_region);
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cairo_region_translate (visible_region, x, y);
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}
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else if (META_IS_BACKGROUND_ACTOR (l->data))
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{
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MetaBackgroundActor *background_actor = l->data;
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meta_background_actor_set_visible_region (background_actor, visible_region);
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}
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}
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cairo_region_destroy (visible_region);
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if (unredirected_window_region)
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cairo_region_destroy (unredirected_window_region);
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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/* Now that we are done painting, unset the visible regions (they will
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* mess up painting clones of our actors)
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*/
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for (l = children; l; l = l->next)
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{
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if (META_IS_WINDOW_ACTOR (l->data))
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{
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MetaWindowActor *window_actor = l->data;
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window_actor = l->data;
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meta_window_actor_reset_visible_regions (window_actor);
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}
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else if (META_IS_BACKGROUND_ACTOR (l->data))
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{
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MetaBackgroundActor *background_actor = l->data;
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meta_background_actor_set_visible_region (background_actor, NULL);
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}
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}
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g_list_free (children);
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}
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static void
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meta_window_group_class_init (MetaWindowGroupClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = meta_window_group_paint;
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}
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static void
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meta_window_group_init (MetaWindowGroup *window_group)
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{
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}
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ClutterActor *
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meta_window_group_new (MetaScreen *screen)
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{
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MetaWindowGroup *window_group;
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window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL);
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window_group->screen = screen;
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return CLUTTER_ACTOR (window_group);
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}
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