mutter/src/compositor/meta-window-group.c
Owen W. Taylor 07e6c5aac2 Draw the root window background
Add code to track and draw the root window background. The advantage of doing
it here as compared to in a plugin is that we can use the visiblity smarts
of MetaWindowGroup to optimize out drawing the background when obscured.

If handling other than tracking the _XROOTPMAP_ID property is desired in the
future, more functionality like setting the background from a file or doing
cross-fades can be added.

The new background actor is exposed to plugins via meta_plugin_get_background_actor()
similar to other exposed actors to allow cloning the background for use in
other displays. The actual class is not installed for public consumption at
the moment since it has no useful methods.

https://bugzilla.gnome.org/show_bug.cgi?id=634833
2010-11-18 13:58:37 -05:00

238 lines
7.3 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
#include <config.h>
#define _ISOC99_SOURCE /* for roundf */
#include <math.h>
#include <gdk/gdk.h> /* for gdk_rectangle_intersect() */
#include "meta-window-actor-private.h"
#include "meta-window-group.h"
#include "meta-background-actor.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)
{
MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
cairo_region_t *visible_region;
GLboolean scissor_test;
cairo_rectangle_int_t screen_rect = { 0 };
cairo_rectangle_int_t scissor_rect;
GList *children, *l;
/* 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);
/* Start off with the full screen area (for a multihead setup, we
* might want to use a more accurate union of the monitors to avoid
* painting in holes from mismatched monitor sizes. That's just an
* optimization, however.)
*/
meta_screen_get_size (window_group->screen, &screen_rect.width, &screen_rect.height);
/* When doing a partial stage paint, Clutter will set the GL scissor
* box to the clip rectangle for the partial repaint. We combine the screen
* rectangle with the scissor box to get the region we need to
* paint. (Strangely, the scissor box sometimes seems to be bigger
* than the stage ... Clutter should probably be clampimg)
*/
glGetBooleanv (GL_SCISSOR_TEST, &scissor_test);
if (scissor_test)
{
GLint scissor_box[4];
glGetIntegerv (GL_SCISSOR_BOX, scissor_box);
scissor_rect.x = scissor_box[0];
scissor_rect.y = screen_rect.height - (scissor_box[1] + scissor_box[3]);
scissor_rect.width = scissor_box[2];
scissor_rect.height = scissor_box[3];
gdk_rectangle_intersect (&scissor_rect, &screen_rect, &scissor_rect);
}
else
{
scissor_rect = screen_rect;
}
visible_region = cairo_region_create_rectangle (&scissor_rect);
for (l = children; l; l = l->next)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (l->data))
continue;
if (META_IS_WINDOW_ACTOR (l->data))
{
MetaWindowActor *window_actor = l->data;
gboolean 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);
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;
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);
}