Example #1
0
void
meta_frame_sync_to_window (MetaFrame *frame,
                           int        resize_gravity,
                           gboolean   need_move,
                           gboolean   need_resize)
{
  if (!(need_move || need_resize))
    {
      update_shape (frame);
      return;
    }

  meta_topic (META_DEBUG_GEOMETRY,
              "Syncing frame geometry %d,%d %dx%d (SE: %d,%d)\n",
              frame->rect.x, frame->rect.y,
              frame->rect.width, frame->rect.height,
              frame->rect.x + frame->rect.width,
              frame->rect.y + frame->rect.height);

  /* set bg to none to avoid flicker */
  if (need_resize)
    {
      meta_ui_unflicker_frame_bg (frame->window->screen->ui,
                                  frame->xwindow,
                                  frame->rect.width,
                                  frame->rect.height);

      /* we need new shape if we're resized */
      frame->need_reapply_frame_shape = TRUE;
    }

  /* Done before the window resize, because doing it before means
   * part of the window being resized becomes unshaped, which may
   * be sort of hard to see with bg = None. If we did it after
   * window resize, part of the window being resized would become
   * shaped, which might be more visible.
   */
  update_shape (frame);

  meta_ui_move_resize_frame (frame->window->screen->ui,
			     frame->xwindow,
			     frame->rect.x,
			     frame->rect.y,
			     frame->rect.width,
			     frame->rect.height);

  if (need_resize)
    {
      meta_ui_reset_frame_bg (frame->window->screen->ui,
                              frame->xwindow);

      /* If we're interactively resizing the frame, repaint
       * it immediately so we don't start to lag.
       */
      if (frame->window->display->grab_window ==
          frame->window)
        meta_ui_repaint_frame (frame->window->screen->ui,
                               frame->xwindow);
    }
}
Example #2
0
LOCAL_SYMBOL gboolean
meta_frame_sync_to_window (MetaFrame *frame,
                           int        resize_gravity,
                           gboolean   need_move,
                           gboolean   need_resize)
{
  meta_topic (META_DEBUG_GEOMETRY,
              "Syncing frame geometry %d,%d %dx%d (SE: %d,%d)\n",
              frame->rect.x, frame->rect.y,
              frame->rect.width, frame->rect.height,
              frame->rect.x + frame->rect.width,
              frame->rect.y + frame->rect.height);

  /* set bg to none to avoid flicker */
  if (need_resize)
    {
      meta_ui_unflicker_frame_bg (frame->window->screen->ui,
                                  frame->xwindow,
                                  frame->rect.width,
                                  frame->rect.height);
    }

  meta_ui_move_resize_frame (frame->window->screen->ui,
			     frame->xwindow,
			     frame->rect.x,
			     frame->rect.y,
			     frame->rect.width,
			     frame->rect.height);

  if (need_resize)
    {
      meta_ui_reset_frame_bg (frame->window->screen->ui,
                              frame->xwindow);

      /* If we're interactively resizing the frame, repaint
       * it immediately so we don't start to lag.
       */
      if (frame->window->display->grab_window ==
          frame->window)
        meta_ui_repaint_frame (frame->window->screen->ui,
                               frame->xwindow);
    }

  return need_resize;
}
Example #3
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);
}