Example #1
0
void
meta_effects_begin_wireframe (MetaScreen          *screen,
                              const MetaRectangle *rect,
                              int                  width,
                              int                  height)
{
  /* Grab the X server to avoid screen dirt */
  meta_display_grab (screen->display);
  meta_ui_push_delay_exposes (screen->ui);

  meta_effects_update_wireframe (screen,
                                 NULL, -1, -1,
                                 rect, width, height);
}
Example #2
0
void
meta_window_ensure_frame (MetaWindow *window)
{
  MetaFrame *frame;
  XSetWindowAttributes attrs;
  Visual *visual;

  if (window->frame)
    return;

  /* See comment below for why this is required. */
  meta_display_grab (window->display);

  frame = g_new (MetaFrame, 1);

  frame->window = window;
  frame->xwindow = None;

  frame->rect = window->rect;
  frame->child_x = 0;
  frame->child_y = 0;
  frame->bottom_height = 0;
  frame->right_width = 0;
  frame->current_cursor = 0;

  frame->mapped = FALSE;
  frame->need_reapply_frame_shape = TRUE;
  frame->is_flashing = FALSE;

  meta_verbose ("Framing window %s: visual %s default, depth %d default depth %d\n",
                window->desc,
                XVisualIDFromVisual (window->xvisual) ==
                XVisualIDFromVisual (window->screen->default_xvisual) ?
                "is" : "is not",
                window->depth, window->screen->default_depth);
  meta_verbose ("Frame geometry %d,%d  %dx%d\n",
                frame->rect.x, frame->rect.y,
                frame->rect.width, frame->rect.height);

  /* Default depth/visual handles clients with weird visuals; they can
   * always be children of the root depth/visual obviously, but
   * e.g. DRI games can't be children of a parent that has the same
   * visual as the client. NULL means default visual.
   *
   * We look for an ARGB visual if we can find one, otherwise use
   * the default of NULL.
   */

  /* Special case for depth 32 windows (assumed to be ARGB),
   * we use the window's visual. Otherwise we just use the system visual.
   */
  if (window->depth == 32)
    visual = window->xvisual;
  else
    visual = NULL;

  frame->xwindow = meta_ui_create_frame_window (window->screen->ui,
                                                window->display->xdisplay,
                                                visual,
                                                frame->rect.x,
                                                frame->rect.y,
						frame->rect.width,
						frame->rect.height,
						frame->window->screen->number);

  meta_verbose ("Frame for %s is 0x%lx\n", frame->window->desc, frame->xwindow);
  attrs.event_mask = EVENT_MASK;
  XChangeWindowAttributes (window->display->xdisplay,
			   frame->xwindow, CWEventMask, &attrs);

  meta_display_register_x_window (window->display, &frame->xwindow, window);

  /* Now that frame->xwindow is registered with window, we can set its
   * background.
   */
  meta_ui_reset_frame_bg (window->screen->ui, frame->xwindow);

  /* Reparent the client window; it may be destroyed,
   * thus the error trap. We'll get a destroy notify later
   * and free everything. Comment in FVWM source code says
   * we need a server grab or the child can get its MapNotify
   * before we've finished reparenting and getting the decoration
   * window onscreen, so ensure_frame must be called with
   * a grab.
   */
  meta_error_trap_push (window->display);
  if (window->mapped)
    {
      window->mapped = FALSE; /* the reparent will unmap the window,
                               * we don't want to take that as a withdraw
                               */
      meta_topic (META_DEBUG_WINDOW_STATE,
                  "Incrementing unmaps_pending on %s for reparent\n", window->desc);
      window->unmaps_pending += 1;
    }
  /* window was reparented to this position */
  window->rect.x = 0;
  window->rect.y = 0;

  XReparentWindow (window->display->xdisplay,
                   window->xwindow,
                   frame->xwindow,
                   window->rect.x,
                   window->rect.y);
  /* FIXME handle this error */
  meta_error_trap_pop (window->display, FALSE);

  /* stick frame to the window */
  window->frame = frame;

  if (window->title)
    meta_ui_set_frame_title (window->screen->ui,
                             window->frame->xwindow,
                             window->title);

  /* Move keybindings to frame instead of window */
  meta_window_grab_keys (window);

  /* Shape mask */
  meta_ui_apply_frame_shape (frame->window->screen->ui,
                             frame->xwindow,
                             frame->rect.width,
                             frame->rect.height,
                             frame->window->has_shape);
  frame->need_reapply_frame_shape = FALSE;

  meta_display_ungrab (window->display);
}
Example #3
0
void
draw_box_animation (MetaScreen     *screen,
                    MetaRectangle  *initial_rect,
                    MetaRectangle  *destination_rect,
                    double          seconds_duration)
{
  BoxAnimationContext *context;

#ifdef HAVE_SHAPE
  XSetWindowAttributes attrs;
#else
  XGCValues gc_values;
#endif

  g_return_if_fail (seconds_duration > 0.0);

  if (g_getenv ("MARCO_DEBUG_EFFECTS"))
    seconds_duration *= 10; /* slow things down */

  /* Create the animation context */
  context = g_new0 (BoxAnimationContext, 1);

  context->screen = screen;

  context->millisecs_duration = seconds_duration * 1000.0;

  context->start_rect = *initial_rect;
  context->end_rect = *destination_rect;

#ifdef HAVE_SHAPE

  attrs.override_redirect = True;
  attrs.background_pixel = BlackPixel (screen->display->xdisplay,
                                       screen->number);

  context->wireframe_xwindow = XCreateWindow (screen->display->xdisplay,
                                              screen->xroot,
                                              initial_rect->x,
                                              initial_rect->y,
                                              initial_rect->width,
                                              initial_rect->height,
                                              0,
                                              CopyFromParent,
                                              CopyFromParent,
                                              (Visual *)CopyFromParent,
                                              CWOverrideRedirect | CWBackPixel,
                                              &attrs);

  update_wireframe_window (screen->display,
                           context->wireframe_xwindow,
                           initial_rect);

  XMapWindow (screen->display->xdisplay,
              context->wireframe_xwindow);

#else /* !HAVE_SHAPE */

  context->first_time = TRUE;
  gc_values.subwindow_mode = IncludeInferiors;
  gc_values.function = GXinvert;

  context->gc = XCreateGC (screen->display->xdisplay,
                           screen->xroot,
                           GCSubwindowMode | GCFunction,
                           &gc_values);

  /* Grab the X server to avoid screen dirt */
  meta_display_grab (context->screen->display);
  meta_ui_push_delay_exposes (context->screen->ui);
#endif

  /* Do this only after we get the pixbuf from the server,
   * so that the animation doesn't get truncated.
   */
  g_get_current_time (&context->start_time);

  /* Add the timeout - a short one, could even use an idle,
   * but this is maybe more CPU-friendly.
   */
  g_timeout_add (15,
                 (GSourceFunc)effects_draw_box_animation_timeout,
                 context);

  /* kick changes onto the server */
  XFlush (context->screen->display->xdisplay);
}