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e3855c77af
Use the clutter iteration API instead of copying the list of children. This is more efficent. https://bugzilla.gnome.org/show_bug.cgi?id=703332
282 lines
9.5 KiB
C
282 lines
9.5 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 "clutter-utils.h"
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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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#include "meta-background-group-private.h"
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struct _MetaWindowGroupClass
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{
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ClutterActorClass parent_class;
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};
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struct _MetaWindowGroup
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{
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ClutterActor parent;
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MetaScreen *screen;
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};
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G_DEFINE_TYPE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR);
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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/* Check if we're painting the MetaWindowGroup "untransformed". This can
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* differ from the result of actor_is_untransformed(window_group) if we're
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* inside a clone paint. The integer translation, if any, is returned.
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*/
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static gboolean
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painting_untransformed (MetaWindowGroup *window_group,
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int *x_origin,
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int *y_origin)
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{
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CoglMatrix modelview, projection, modelview_projection;
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ClutterVertex vertices[4];
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int width, height;
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float viewport[4];
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int i;
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cogl_get_modelview_matrix (&modelview);
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cogl_get_projection_matrix (&projection);
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cogl_matrix_multiply (&modelview_projection,
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&projection,
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&modelview);
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meta_screen_get_size (window_group->screen, &width, &height);
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vertices[0].x = 0;
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vertices[0].y = 0;
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vertices[0].z = 0;
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vertices[1].x = width;
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vertices[1].y = 0;
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vertices[1].z = 0;
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vertices[2].x = 0;
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vertices[2].y = height;
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vertices[2].z = 0;
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vertices[3].x = width;
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vertices[3].y = height;
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vertices[3].z = 0;
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cogl_get_viewport (viewport);
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for (i = 0; i < 4; i++)
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{
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float w = 1;
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cogl_matrix_transform_point (&modelview_projection, &vertices[i].x, &vertices[i].y, &vertices[i].z, &w);
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vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w,
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viewport[2], viewport[0]);
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vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w,
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viewport[3], viewport[1]);
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}
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return meta_actor_vertices_are_untransformed (vertices, width, height, x_origin, y_origin);
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}
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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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ClutterActor *stage;
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ClutterActorIter iter;
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ClutterActor *child;
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cairo_rectangle_int_t visible_rect;
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int paint_x_origin, paint_y_origin;
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int actor_x_origin, actor_y_origin;
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int paint_x_offset, paint_y_offset;
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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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/* Normally we expect an actor to be drawn at it's position on the screen.
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* However, if we're inside the paint of a ClutterClone, that won't be the
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* case and we need to compensate. We look at the position of the window
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* group under the current model-view matrix and the position of the actor.
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* If they are both simply integer translations, then we can compensate
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* easily, otherwise we give up.
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*
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* Possible cleanup: work entirely in paint space - we can compute the
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* combination of the model-view matrix with the local matrix for each child
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* actor and get a total transformation for that actor for how we are
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* painting currently, and never worry about how actors are positioned
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* on the stage.
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*/
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if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
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!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
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{
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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return;
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}
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paint_x_offset = paint_x_origin - actor_x_origin;
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paint_y_offset = paint_y_origin - actor_y_origin;
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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 (info->unredirected_window != NULL)
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{
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cairo_rectangle_int_t unredirected_rect;
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MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);
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meta_window_get_outer_rect (window, (MetaRectangle *)&unredirected_rect);
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cairo_region_subtract_rectangle (visible_region, &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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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_prev (&iter, &child))
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{
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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continue;
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if (child == info->unredirected_window)
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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 (clutter_actor_has_effects (child))
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continue;
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if (META_IS_WINDOW_ACTOR (child))
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{
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MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
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int x, y;
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if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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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 (child) ||
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META_IS_BACKGROUND_GROUP (child))
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{
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int x, y;
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if (!meta_actor_is_untransformed (child, &x, &y))
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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cairo_region_translate (visible_region, - x, - y);
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if (META_IS_BACKGROUND_GROUP (child))
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meta_background_group_set_visible_region (META_BACKGROUND_GROUP (child), visible_region);
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else
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meta_background_actor_set_visible_region (META_BACKGROUND_ACTOR (child), visible_region);
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cairo_region_translate (visible_region, x, y);
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}
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}
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cairo_region_destroy (visible_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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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_next (&iter, &child))
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{
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if (META_IS_WINDOW_ACTOR (child))
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{
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MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
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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 (child))
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{
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MetaBackgroundActor *background_actor = META_BACKGROUND_ACTOR (child);
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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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}
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static gboolean
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meta_window_group_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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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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actor_class->get_paint_volume = meta_window_group_get_paint_volume;
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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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