Ejemplo n.º 1
0
NtfNotification *
ntf_tray_find_notification (NtfTray *tray, gint subsystem, gint id)
{
  NtfTrayPrivate  *priv;
  GList           *notifiers, *l;
  NtfNotification *ntf = NULL;

  g_return_val_if_fail (NTF_IS_TRAY (tray), NULL);

  priv = tray->priv;

  notifiers =
		  clutter_actor_get_children (CLUTTER_ACTOR (priv->notifiers));

  for (l = notifiers; l; l = l->next)
    {
      gint s = ntf_notification_get_subsystem (NTF_NOTIFICATION (l->data));
      gint i = ntf_notification_get_id (NTF_NOTIFICATION (l->data));

      if (subsystem == s && id == i)
        {
          ntf = l->data;
          break;
        }
    }

  g_list_free (notifiers);

  return ntf;
}
Ejemplo n.º 2
0
static MxFocusable*
mx_table_accept_focus (MxFocusable *focusable, MxFocusHint hint)
{
  MxTablePrivate *priv = MX_TABLE (focusable)->priv;
  MxFocusable *return_focusable;
  GList* list, *l, *children;

  return_focusable = NULL;

  children = clutter_actor_get_children (CLUTTER_ACTOR (focusable));

  /* find the first/last focusable widget */
  switch (hint)
    {
    case MX_FOCUS_HINT_LAST:
      list = g_list_reverse (g_list_copy (children));
      break;

    case MX_FOCUS_HINT_PRIOR:
      if (priv->last_focus)
        {
          list = g_list_copy (g_list_find (children, priv->last_focus));
          if (list)
            break;
        }
      /* This intentionally runs into the next switch case */

    default:
    case MX_FOCUS_HINT_FIRST:
      list = g_list_copy (children);
      break;
    }

  for (l = list; l; l = g_list_next (l))
    {
      if (MX_IS_FOCUSABLE (l->data))
        {
          return_focusable = mx_focusable_accept_focus (MX_FOCUSABLE (l->data),
                                                        hint);
          if (return_focusable)
            break;
        }
    }

  g_list_free (list);
  g_list_free (children);

  return return_focusable;
}
Ejemplo n.º 3
0
static void
cally_actor_initialize (AtkObject *obj,
                        gpointer   data)
{
  CallyActor        *self  = NULL;
  CallyActorPrivate *priv  = NULL;
  ClutterActor     *actor = NULL;
  guint             handler_id;

  ATK_OBJECT_CLASS (cally_actor_parent_class)->initialize (obj, data);

  self = CALLY_ACTOR(obj);
  priv = self->priv;
  actor = CLUTTER_ACTOR (data);

  g_signal_connect (actor,
                    "notify",
                    G_CALLBACK (cally_actor_notify_clutter),
                    NULL);

  g_object_set_data (G_OBJECT (obj), "atk-component-layer",
                     GINT_TO_POINTER (ATK_LAYER_MDI));

  priv->children = clutter_actor_get_children (actor);

  /*
   * We store the handler ids for these signals in case some objects
   * need to remove these handlers.
   */
  handler_id = g_signal_connect (actor,
                                 "actor-added",
                                 G_CALLBACK (cally_actor_add_actor),
                                 obj);
  g_object_set_data (G_OBJECT (obj), "cally-add-handler-id",
                     GUINT_TO_POINTER (handler_id));
  handler_id = g_signal_connect (actor,
                                 "actor-removed",
                                 G_CALLBACK (cally_actor_remove_actor),
                                 obj);
  g_object_set_data (G_OBJECT (obj), "cally-remove-handler-id",
                     GUINT_TO_POINTER (handler_id));

  obj->role = ATK_ROLE_PANEL; /* typically objects implementing ClutterContainer
                                 interface would be a panel */
}
Ejemplo n.º 4
0
static void
row_removed_cb (ClutterModel     *model,
                ClutterModelIter *iter,
                MxListView       *list_view)
{
  GList *children;
  GList *l;
  ClutterActor *child;

  if (list_view->priv->is_frozen)
    return;

  children = clutter_actor_get_children (CLUTTER_ACTOR (list_view));
  l = g_list_nth (children, clutter_model_iter_get_row (iter));
  child = (ClutterActor *) l->data;
  clutter_actor_remove_child (CLUTTER_ACTOR (list_view), child);
  g_list_free (children);
}
Ejemplo n.º 5
0
static gboolean
ntf_tray_key_press_event (ClutterActor *actor, ClutterKeyEvent *event)
{
  NtfTray        *tray   = NTF_TRAY (actor);
  NtfTrayPrivate *priv   = tray->priv;
  gboolean        retval = FALSE;

  switch (event->keyval)
    {
    case CLUTTER_Escape:
      ntf_tray_dismiss_all_cb (NULL, tray);
      retval = TRUE;
      break;
    default:
      {
        GList *notifiers;
        GList *last;

        notifiers =
        		clutter_actor_get_children (CLUTTER_ACTOR (priv->notifiers));

        last = g_list_last (notifiers);

        if (last)
          {
            NtfNotification *ntf = NTF_NOTIFICATION (last->data);

            ntf_notification_handle_key_event (ntf, event);
            retval = TRUE;
          }

        g_list_free (notifiers);
      }
      break;
    }

  return retval;
}
Ejemplo n.º 6
0
static void
meta_window_group_paint (ClutterActor *actor)
{
  cairo_region_t *visible_region;
  ClutterActor *stage;
  cairo_rectangle_int_t visible_rect;
  GList *children, *l;
  int paint_x_origin, paint_y_origin;
  int actor_x_origin, actor_y_origin;
  int paint_x_offset, paint_y_offset;

  MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
  MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);

  /* Normally we expect an actor to be drawn at it's position on the screen.
   * However, if we're inside the paint of a ClutterClone, that won't be the
   * case and we need to compensate. We look at the position of the window
   * group under the current model-view matrix and the position of the actor.
   * If they are both simply integer translations, then we can compensate
   * easily, otherwise we give up.
   *
   * Possible cleanup: work entirely in paint space - we can compute the
   * combination of the model-view matrix with the local matrix for each child
   * actor and get a total transformation for that actor for how we are
   * painting currently, and never worry about how actors are positioned
   * on the stage.
   */
  if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
      !meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
    {
      CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
      return;
    }

  paint_x_offset = paint_x_origin - actor_x_origin;
  paint_y_offset = paint_y_origin - actor_y_origin;

  /* 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_actor_get_children (actor);
  children = g_list_reverse (children);

  /* Get the clipped redraw bounds from Clutter so that we can avoid
   * painting shadows on windows that don't need to be painted in this
   * frame. In the case of a multihead setup with mismatched monitor
   * sizes, we could intersect this with an accurate union of the
   * monitors to avoid painting shadows that are visible only in the
   * holes. */
  stage = clutter_actor_get_stage (actor);
  clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
                                        &visible_rect);

  visible_region = cairo_region_create_rectangle (&visible_rect);

  if (info->unredirected_window != NULL)
    {
      cairo_rectangle_int_t unredirected_rect;
      MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);

      meta_window_get_outer_rect (window, (MetaRectangle *)&unredirected_rect);
      cairo_region_subtract_rectangle (visible_region, &unredirected_rect);
    }

  for (l = children; l; l = l->next)
    {
      if (!CLUTTER_ACTOR_IS_VISIBLE (l->data))
        continue;

      if (l->data == info->unredirected_window)
        continue;

      /* If an actor has effects applied, then that can change the area
       * it paints and the opacity, so we no longer can figure out what
       * portion of the actor is obscured and what portion of the screen
       * it obscures, so we skip the actor.
       *
       * This has a secondary beneficial effect: if a ClutterOffscreenEffect
       * is applied to an actor, then our clipped redraws interfere with the
       * caching of the FBO - even if we only need to draw a small portion
       * of the window right now, ClutterOffscreenEffect may use other portions
       * of the FBO later. So, skipping actors with effects applied also
       * prevents these bugs.
       *
       * Theoretically, we should check clutter_actor_get_offscreen_redirect()
       * as well for the same reason, but omitted for simplicity in the
       * hopes that no-one will do that.
       */
      if (clutter_actor_has_effects (l->data))
        continue;

      if (META_IS_WINDOW_ACTOR (l->data))
        {
          MetaWindowActor *window_actor = l->data;
          int x, y;

          if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
            continue;

          x += paint_x_offset;
          y += paint_y_offset;

          /* 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) ||
               META_IS_BACKGROUND_GROUP (l->data))
        {
          ClutterActor *background_actor = l->data;
          int x, y;

          if (!meta_actor_is_untransformed (CLUTTER_ACTOR (background_actor), &x, &y))
            continue;

          x += paint_x_offset;
          y += paint_y_offset;

          cairo_region_translate (visible_region, - x, - y);

          if (META_IS_BACKGROUND_GROUP (background_actor))
            meta_background_group_set_visible_region (META_BACKGROUND_GROUP (background_actor), visible_region);
          else
            meta_background_actor_set_visible_region (META_BACKGROUND_ACTOR (background_actor), visible_region);
          cairo_region_translate (visible_region, x, y);
        }
    }

  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;
          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);
}
Ejemplo n.º 7
0
/* model monitors */
static void
model_changed_cb (ClutterModel *model,
                  MxListView   *list_view)
{
  GSList *p;
  GList *l, *children;
  MxListViewPrivate *priv = list_view->priv;
  ClutterModelIter *iter = NULL;
  gint model_n = 0, child_n = 0;


  /* bail out if we don't yet have an item type or a factory */
  if (!priv->item_type && !priv->factory)
    return;

  if (priv->is_frozen)
    return;

  if (priv->item_type)
    {
      /* check the item-type is an descendant of ClutterActor */
      if (!g_type_is_a (priv->item_type, CLUTTER_TYPE_ACTOR))
        {
          g_warning ("%s is not a subclass of ClutterActor and therefore"
                     " cannot be used as items in an MxListView",
                     g_type_name (priv->item_type));
          return;
        }
    }

  children = clutter_actor_get_children (CLUTTER_ACTOR (list_view));
  child_n = g_list_length (children);

  if (model)
    model_n = clutter_model_get_n_rows (priv->model);
  else
    model_n = 0;

  /* add children as needed */
  while (model_n > child_n)
    {
      ClutterActor *new_child;

      if (priv->item_type)
        {
          new_child = g_object_new (priv->item_type, NULL);
        }
      else
        {
          new_child = mx_item_factory_create (priv->factory);
        }

      clutter_actor_add_child (CLUTTER_ACTOR (list_view), new_child);
      child_n++;
    }

  /* remove children as needed */
  l = g_list_last (children);
  while (child_n > model_n)
    {
      clutter_actor_remove_child (CLUTTER_ACTOR (list_view), l->data);
      l = g_list_previous (l);
      child_n--;
    }

  g_list_free (children);

  if (!priv->model)
    return;

  children = clutter_actor_get_children (CLUTTER_ACTOR (list_view));

  /* set the properties on the children */
  iter = clutter_model_get_first_iter (priv->model);
  l = children;
  while (iter && !clutter_model_iter_is_last (iter))
    {
      GObject *child;

      child = G_OBJECT (l->data);

      g_object_freeze_notify (child);
      for (p = priv->attributes; p; p = p->next)
        {
          GValue value = { 0, };
          AttributeData *attr = p->data;

          clutter_model_iter_get_value (iter, attr->col, &value);

          g_object_set_property (child, attr->name, &value);

          g_value_unset (&value);
        }
      g_object_thaw_notify (child);

      l = g_list_next (l);
      clutter_model_iter_next (iter);
    }

  g_list_free (children);

  if (iter)
    g_object_unref (iter);
}
Ejemplo n.º 8
0
static void
sync_actor_stacking (MetaCompositor *compositor)
{
  GList *children;
  GList *expected_window_node;
  GList *tmp;
  GList *old;
  GList *backgrounds;
  gboolean has_windows;
  gboolean reordered;

  /* NB: The first entries in the lists are stacked the lowest */

  /* Restacking will trigger full screen redraws, so it's worth a
   * little effort to make sure we actually need to restack before
   * we go ahead and do it */

  children = clutter_actor_get_children (compositor->window_group);
  has_windows = FALSE;
  reordered = FALSE;

  /* We allow for actors in the window group other than the actors we
   * know about, but it's up to a plugin to try and keep them stacked correctly
   * (we really need extra API to make that reliable.)
   */

  /* First we collect a list of all backgrounds, and check if they're at the
   * bottom. Then we check if the window actors are in the correct sequence */
  backgrounds = NULL;
  expected_window_node = compositor->windows;
  for (old = children; old != NULL; old = old->next)
    {
      ClutterActor *actor = old->data;

      if (META_IS_BACKGROUND_GROUP (actor) ||
          META_IS_BACKGROUND_ACTOR (actor))
        {
          backgrounds = g_list_prepend (backgrounds, actor);

          if (has_windows)
            reordered = TRUE;
        }
      else if (META_IS_WINDOW_ACTOR (actor) && !reordered)
        {
          has_windows = TRUE;

          if (expected_window_node != NULL && actor == expected_window_node->data)
            expected_window_node = expected_window_node->next;
          else
            reordered = TRUE;
        }
    }

  g_list_free (children);

  if (!reordered)
    {
      g_list_free (backgrounds);
      return;
    }

  /* reorder the actors by lowering them in turn to the bottom of the stack.
   * windows first, then background.
   *
   * We reorder the actors even if they're not parented to the window group,
   * to allow stacking to work with intermediate actors (eg during effects)
   */
  for (tmp = g_list_last (compositor->windows); tmp != NULL; tmp = tmp->prev)
    {
      ClutterActor *actor = tmp->data, *parent;

      parent = clutter_actor_get_parent (actor);
      clutter_actor_set_child_below_sibling (parent, actor, NULL);
    }

  /* we prepended the backgrounds above so the last actor in the list
   * should get lowered to the bottom last.
   */
  for (tmp = backgrounds; tmp != NULL; tmp = tmp->next)
    {
      ClutterActor *actor = tmp->data, *parent;

      parent = clutter_actor_get_parent (actor);
      clutter_actor_set_child_below_sibling (parent, actor, NULL);
    }
  g_list_free (backgrounds);
}
Ejemplo n.º 9
0
static MxFocusable*
mx_table_move_focus (MxFocusable      *focusable,
                     MxFocusDirection  direction,
                     MxFocusable      *from)
{
  MxTablePrivate *priv = MX_TABLE (focusable)->priv;
  MxTable *table = MX_TABLE (focusable);
  GList *l, *childlink, *children;
  MxTableChild *child_meta;
  ClutterActor *child_actor;
  MxFocusable *focused;
  gint row, column;
  ClutterActor *found;

  /* find the current focus */

  child_actor = CLUTTER_ACTOR (from);
  child_meta = (MxTableChild *) clutter_container_get_child_meta (CLUTTER_CONTAINER (focusable),
                                                                  child_actor);

  if (!child_meta)
    return NULL;

  priv->last_focus = from;


  /* find the next widget to focus */
  switch (direction)
    {
    case MX_FOCUS_DIRECTION_NEXT:
      children = clutter_actor_get_children (CLUTTER_ACTOR (focusable));
      childlink = g_list_find (children, from);

      for (l = childlink->next; l; l = g_list_next (l))
        {
          if (MX_IS_FOCUSABLE (l->data))
            {
              focused = mx_focusable_accept_focus (MX_FOCUSABLE (l->data),
                                                   MX_FOCUS_HINT_FIRST);

              if (focused)
                {
                  g_list_free (children);
                  return focused;
                }
            }
        }

      /* no next widgets to focus */
      g_list_free (children);
      return NULL;

    case MX_FOCUS_DIRECTION_PREVIOUS:

      children = clutter_actor_get_children (CLUTTER_ACTOR (focusable));
      childlink = g_list_find (children, from);
      for (l = g_list_previous (childlink); l; l = g_list_previous (l))
        {
          if (MX_IS_FOCUSABLE (l->data))
            {
              focused = mx_focusable_accept_focus (MX_FOCUSABLE (l->data),
                                                   MX_FOCUS_HINT_LAST);

              if (focused)
                {
                  g_list_free (children);
                  return focused;
                }
            }
        }

      /* no widget found in the previous position */
      g_list_free (children);
      return NULL;

    case MX_FOCUS_DIRECTION_UP:
      /* move focus up */

      row = child_meta->row - 1;
      column = child_meta->col;

      focused = NULL;

      while (!focused && row >= 0)
        {
          found = mx_table_find_actor_at (table, row, column);

          if (found)
            {
              if (MX_IS_FOCUSABLE (found))
                {
                  focused = mx_focusable_accept_focus (MX_FOCUSABLE (found),
                                                       MX_FOCUS_HINT_FIRST);
                  if (focused)
                    break;
                }

              child_meta = (MxTableChild *) clutter_container_get_child_meta
                (CLUTTER_CONTAINER (focusable), found);

              /* row might not be the top row if @found is a spanned actor */
              row = child_meta->row - 1;
            }
          else
            row --;
        }

      return focused;


    case MX_FOCUS_DIRECTION_DOWN:
      /* move focus down */

      row = child_meta->row + child_meta->row_span;
      column = child_meta->col;

      focused = NULL;

      while (!focused && row < priv->n_rows)
        {
          found = mx_table_find_actor_at (table, row, column);

          if (found)
            {
              if (MX_IS_FOCUSABLE (found))
                {
                  focused = mx_focusable_accept_focus (MX_FOCUSABLE (found),
                                                       MX_FOCUS_HINT_FIRST);
                  if (focused)
                    break;
                }

              child_meta = (MxTableChild *) clutter_container_get_child_meta
                (CLUTTER_CONTAINER (focusable), found);

              row = child_meta->row + child_meta->row_span;
            }
          else
            row ++;
        }

      return focused;


    case MX_FOCUS_DIRECTION_LEFT:
      /* move focus left */

      row = child_meta->row;
      column = child_meta->col - 1;

      focused = NULL;

      while (!focused && column >= 0)
        {
          found = mx_table_find_actor_at (table, row, column);

          if (found)
            {
              if (MX_IS_FOCUSABLE (found))
                {
                  focused = mx_focusable_accept_focus (MX_FOCUSABLE (found),
                                                       MX_FOCUS_HINT_FIRST);
                  if (focused)
                    break;
                }

              child_meta = (MxTableChild *) clutter_container_get_child_meta
                (CLUTTER_CONTAINER (focusable), found);

              /* col might not be the first column if @found is a spanned actor */
              column = child_meta->col - 1;
            }
          else
            column --;
        }

      return focused;


    case MX_FOCUS_DIRECTION_RIGHT:
      /* move focus right */

      row = child_meta->row;
      column = child_meta->col + child_meta->col_span;

      focused = NULL;

      while (!focused && column < priv->n_cols)
        {
          found = mx_table_find_actor_at (table, row, column);

          if (found)
            {
              if (MX_IS_FOCUSABLE (found))
                {
                  focused = mx_focusable_accept_focus (MX_FOCUSABLE (found),
                                                       MX_FOCUS_HINT_FIRST);
                  if (focused)
                    break;
                }

              child_meta = (MxTableChild *) clutter_container_get_child_meta
                (CLUTTER_CONTAINER (focusable), found);

              column = child_meta->col + child_meta->col_span;
            }
          else
            column ++;
        }

      return focused;

    default:
      break;
    }

  return NULL;
}