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![Jonas Ådahl](/assets/img/avatar_default.png)
The shell surface role is the one where subsurfaces may exist, and it has direct relation to the MetaWindowActorWayland which currently has the subsurface stacking logic. Instead of directly finding the window actor when dealing with subsurfaces, notify the parent surface that the subsurface state changed, so that it can outsource the application of this information to the role. For subsurface roles, this simply means forward upward to the parent; for shell surface roles, this means regenerate the surface actor layering. This allows us to move away from accessing the window directly from the surface, which in turn allows us to change the ownership structure of windows. https://gitlab.gnome.org/GNOME/mutter/merge_requests/835
186 lines
5.7 KiB
C
186 lines
5.7 KiB
C
/*
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* Copyright (C) 2018 Endless, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Written by:
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* Georges Basile Stavracas Neto <gbsneto@gnome.org>
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*/
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#include "compositor/meta-surface-actor-wayland.h"
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#include "compositor/meta-window-actor-wayland.h"
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#include "meta/meta-window-actor.h"
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#include "wayland/meta-wayland-surface.h"
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struct _MetaWindowActorWayland
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{
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MetaWindowActor parent;
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};
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G_DEFINE_TYPE (MetaWindowActorWayland, meta_window_actor_wayland, META_TYPE_WINDOW_ACTOR)
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static gboolean
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remove_surface_actor_from_children (GNode *node,
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gpointer data)
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{
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MetaWaylandSurface *surface = node->data;
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MetaSurfaceActor *surface_actor = meta_wayland_surface_get_actor (surface);
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MetaWindowActor *window_actor = data;
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ClutterActor *parent;
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parent = clutter_actor_get_parent (CLUTTER_ACTOR (surface_actor));
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if (!parent)
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return FALSE;
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g_return_val_if_fail (parent == CLUTTER_ACTOR (window_actor), FALSE);
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clutter_actor_remove_child (CLUTTER_ACTOR (window_actor),
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CLUTTER_ACTOR (surface_actor));
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return FALSE;
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}
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static gboolean
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add_surface_actor_to_children (GNode *node,
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gpointer data)
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{
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MetaWaylandSurface *surface = node->data;
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MetaSurfaceActor *surface_actor = meta_wayland_surface_get_actor (surface);
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MetaWindowActor *window_actor = data;
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clutter_actor_add_child (CLUTTER_ACTOR (window_actor),
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CLUTTER_ACTOR (surface_actor));
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return FALSE;
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}
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void
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meta_window_actor_wayland_rebuild_surface_tree (MetaWindowActor *actor)
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{
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MetaSurfaceActor *surface_actor =
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meta_window_actor_get_surface (actor);
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MetaWaylandSurface *surface = meta_surface_actor_wayland_get_surface (
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META_SURFACE_ACTOR_WAYLAND (surface_actor));
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GNode *root_node = surface->subsurface_branch_node;
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g_node_traverse (root_node,
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G_IN_ORDER,
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G_TRAVERSE_LEAVES,
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-1,
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remove_surface_actor_from_children,
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actor);
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g_node_traverse (root_node,
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G_IN_ORDER,
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G_TRAVERSE_LEAVES,
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-1,
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add_surface_actor_to_children,
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actor);
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}
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static void
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meta_window_actor_wayland_assign_surface_actor (MetaWindowActor *actor,
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MetaSurfaceActor *surface_actor)
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{
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MetaWindowActorClass *parent_class =
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META_WINDOW_ACTOR_CLASS (meta_window_actor_wayland_parent_class);
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g_warn_if_fail (!meta_window_actor_get_surface (actor));
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parent_class->assign_surface_actor (actor, surface_actor);
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meta_window_actor_wayland_rebuild_surface_tree (actor);
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}
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static void
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meta_window_actor_wayland_frame_complete (MetaWindowActor *actor,
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ClutterFrameInfo *frame_info,
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int64_t presentation_time)
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{
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}
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static void
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meta_window_actor_wayland_queue_frame_drawn (MetaWindowActor *actor,
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gboolean skip_sync_delay)
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{
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}
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static void
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meta_window_actor_wayland_pre_paint (MetaWindowActor *actor)
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{
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}
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static void
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meta_window_actor_wayland_post_paint (MetaWindowActor *actor)
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{
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}
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static void
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meta_window_actor_wayland_queue_destroy (MetaWindowActor *actor)
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{
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}
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static void
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meta_window_actor_wayland_set_frozen (MetaWindowActor *actor,
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gboolean frozen)
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{
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}
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static gboolean
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meta_window_actor_wayland_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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MetaSurfaceActor *surface;
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surface = meta_window_actor_get_surface (META_WINDOW_ACTOR (actor));
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if (surface)
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{
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ClutterActor *surface_actor = CLUTTER_ACTOR (surface);
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const ClutterPaintVolume *child_volume;
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child_volume = clutter_actor_get_transformed_paint_volume (surface_actor,
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actor);
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if (!child_volume)
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return FALSE;
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clutter_paint_volume_union (volume, child_volume);
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}
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return TRUE;
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}
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static void
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meta_window_actor_wayland_class_init (MetaWindowActorWaylandClass *klass)
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{
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MetaWindowActorClass *window_actor_class = META_WINDOW_ACTOR_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->get_paint_volume = meta_window_actor_wayland_get_paint_volume;
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window_actor_class->assign_surface_actor = meta_window_actor_wayland_assign_surface_actor;
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window_actor_class->frame_complete = meta_window_actor_wayland_frame_complete;
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window_actor_class->queue_frame_drawn = meta_window_actor_wayland_queue_frame_drawn;
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window_actor_class->pre_paint = meta_window_actor_wayland_pre_paint;
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window_actor_class->post_paint = meta_window_actor_wayland_post_paint;
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window_actor_class->queue_destroy = meta_window_actor_wayland_queue_destroy;
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window_actor_class->set_frozen = meta_window_actor_wayland_set_frozen;
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}
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static void
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meta_window_actor_wayland_init (MetaWindowActorWayland *self)
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{
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}
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