Exemplo n.º 1
0
/**
 * Union the window's accum-dirty and prev-accum-dirty regions with the
 * incoming region.
 * Called by crHashtableWalk() via vncspuGetScreenRects().
 */
static void
WindowDirtyUnionCB(unsigned long key, void *windowData, void *regionData)
{
	WindowInfo *window = (WindowInfo *) windowData;
	RegionPtr regionUnion = (RegionPtr) regionData;
	RegionRec accumScrn; /* accumulated region, in screen coords */
	Bool overlap;

	miRegionInit(&accumScrn, NULL, 0); /* init local var */

	CRASSERT(miValidRegion(&window->accumDirtyRegion));
	CRASSERT(miValidRegion(&window->prevAccumDirtyRegion));

	/*
	crDebug("accum area: %d   prev accum: %d",
					miRegionArea(&window->accumDirtyRegion),
					miRegionArea(&window->prevAccumDirtyRegion));
	*/

	/* at first, accumScrn region is in window coords */
	REGION_UNION(&accumScrn,
							 &window->accumDirtyRegion,
							 &window->prevAccumDirtyRegion);

	/* intersect with window bounds */
	REGION_INTERSECT(&accumScrn,
									 &accumScrn,
									 &window->clipRegion);

	REGION_VALIDATE(&accumScrn, &overlap);

	/* change y=0=bottom to y=0=top */
	InvertRegion(&accumScrn, window->height ? window->height : 1);

	if (REGION_NUM_RECTS(&accumScrn) == 1 &&
			accumScrn.extents.x1 == 0 &&
			accumScrn.extents.y1 == 0 &&
			accumScrn.extents.x2 == 1 &&
			accumScrn.extents.y2 == 1) {
		/* empty / sentinal region */
	}
	else {
		/* add window offset */
		miTranslateRegion(&accumScrn, window->xPos, window->yPos);
	}

	/* now, accumScrn region is in screen coords */

	REGION_UNION(regionUnion, regionUnion, &accumScrn);

	REGION_UNINIT(&accumScrn); /* done with local var */
}
Exemplo n.º 2
0
Arquivo: xf86fbman.c Projeto: aosm/X11
static Bool
localPurgeUnlockedOffscreenAreas(ScreenPtr pScreen)
{
   FBManagerPtr offman;
   FBLinkPtr pLink, tmp, pPrev = NULL;
   RegionRec FreedRegion;
   Bool anyUsed = FALSE;

   offman = pScreen->devPrivates[xf86FBScreenIndex].ptr;
       
   pLink = offman->UsedAreas;
   if(!pLink) return TRUE;  
 
   while(pLink) {
	if(pLink->area.RemoveAreaCallback) {
	    (*pLink->area.RemoveAreaCallback)(&pLink->area);

	    REGION_INIT(pScreen, &FreedRegion, &(pLink->area.box), 1); 
	    REGION_APPEND(pScreen, offman->FreeBoxes, &FreedRegion);
	    REGION_UNINIT(pScreen, &FreedRegion); 

	    if(pPrev)
	      pPrev->next = pLink->next;
	    else offman->UsedAreas = pLink->next;

	    tmp = pLink;
	    pLink = pLink->next;
  	    xfree(tmp); 
	    offman->NumUsedAreas--;
	    anyUsed = TRUE;
	} else {
	    pPrev = pLink;
	    pLink = pLink->next;
	}
   }

   if(anyUsed) {
	REGION_VALIDATE(pScreen, offman->FreeBoxes, &anyUsed);
	SendCallFreeBoxCallbacks(offman);
   }

   return TRUE;
}
Exemplo n.º 3
0
/*
 *-----------------------------------------------------------------------
 * RootlessComputeClips --
 *	Recompute the clipList, borderClip, exposed and borderExposed
 *	regions for pParent and its children. Only viewable windows are
 *	taken into account.
 *
 * Results:
 *	None.
 *
 * Side Effects:
 *	clipList, borderClip, exposed and borderExposed are altered.
 *	A VisibilityNotify event may be generated on the parent window.
 *
 *-----------------------------------------------------------------------
 */
static void
RootlessComputeClips (WindowPtr pParent, ScreenPtr pScreen, 
		      RegionPtr universe, VTKind kind, RegionPtr exposed)
{
    int			dx,
			dy;
    RegionRec		childUniverse;
    register WindowPtr	pChild;
    int     	  	oldVis, newVis;
    BoxRec		borderSize;
    RegionRec		childUnion;
    Bool		overlap;
    RegionPtr		borderVisible;
    Bool		resized;
    /*
     * Figure out the new visibility of this window.
     * The extent of the universe should be the same as the extent of
     * the borderSize region. If the window is unobscured, this rectangle
     * will be completely inside the universe (the universe will cover it
     * completely). If the window is completely obscured, none of the
     * universe will cover the rectangle.
     */
    borderSize.x1 = pParent->drawable.x - wBorderWidth(pParent);
    borderSize.y1 = pParent->drawable.y - wBorderWidth(pParent);
    dx = (int) pParent->drawable.x + (int) pParent->drawable.width + wBorderWidth(pParent);
    if (dx > 32767)
	dx = 32767;
    borderSize.x2 = dx;
    dy = (int) pParent->drawable.y + (int) pParent->drawable.height + wBorderWidth(pParent);
    if (dy > 32767)
	dy = 32767;
    borderSize.y2 = dy;

    oldVis = pParent->visibility;
    switch (RECT_IN_REGION( pScreen, universe, &borderSize)) 
    {
    case rgnIN:
	    newVis = VisibilityUnobscured;
	    break;
	case rgnPART:
	    newVis = VisibilityPartiallyObscured;
	    {
		RegionPtr   pBounding;

		if ((pBounding = wBoundingShape (pParent)))
		{
		    switch (RootlessShapedWindowIn (pScreen, universe, 
						    pBounding, &borderSize,
						    pParent->drawable.x,
						    pParent->drawable.y))
		    {
		    case rgnIN:
			newVis = VisibilityUnobscured;
			break;
		    case rgnOUT:
			newVis = VisibilityFullyObscured;
			break;
		    }
		}
	    }
	    break;
	default:
	    newVis = VisibilityFullyObscured;
	    break;
    }

    pParent->visibility = newVis;
    if (oldVis != newVis &&
	((pParent->eventMask | wOtherEventMasks(pParent)) & VisibilityChangeMask))
	SendVisibilityNotify(pParent);

    dx = pParent->drawable.x - pParent->valdata->before.oldAbsCorner.x;
    dy = pParent->drawable.y - pParent->valdata->before.oldAbsCorner.y;

    /*
     * avoid computations when dealing with simple operations
     */

    switch (kind) {
    case VTMap:
    case VTStack:
    case VTUnmap:
	break;
    case VTMove:
	if ((oldVis == newVis) &&
	    ((oldVis == VisibilityFullyObscured) ||
	     (oldVis == VisibilityUnobscured)))
	{
	    pChild = pParent;
	    while (1)
	    {
		if (pChild->viewable)
		{
		    if (pChild->visibility != VisibilityFullyObscured)
		    {
			REGION_TRANSLATE( pScreen, &pChild->borderClip,
						      dx, dy);
			REGION_TRANSLATE( pScreen, &pChild->clipList,
						      dx, dy);
			pChild->drawable.serialNumber = NEXT_SERIAL_NUMBER;
			if (pScreen->ClipNotify)
			    (* pScreen->ClipNotify) (pChild, dx, dy);

		    }
		    if (pChild->valdata)
		    {
			REGION_NULL(pScreen,
				    &pChild->valdata->after.borderExposed);
			if (HasParentRelativeBorder(pChild))
			  {
			    REGION_SUBTRACT(pScreen,
					 &pChild->valdata->after.borderExposed,
					 &pChild->borderClip,
					 &pChild->winSize);
			}
			REGION_NULL(pScreen, &pChild->valdata->after.exposed);
		    }
		    if (pChild->firstChild)
		    {
			pChild = pChild->firstChild;
			continue;
		    }
		}
		while (!pChild->nextSib && (pChild != pParent))
		    pChild = pChild->parent;
		if (pChild == pParent)
		    break;
		pChild = pChild->nextSib;
	    }
	    return;
	}
	/* fall through */
    default:
    	/*
     	 * To calculate exposures correctly, we have to translate the old
     	 * borderClip and clipList regions to the window's new location so there
     	 * is a correspondence between pieces of the new and old clipping regions.
     	 */
    	if (dx || dy) 
    	{
	    /*
	     * We translate the old clipList because that will be exposed or copied
	     * if gravity is right.
	     */
	    REGION_TRANSLATE( pScreen, &pParent->borderClip, dx, dy);
	    REGION_TRANSLATE( pScreen, &pParent->clipList, dx, dy);
    	} 
	break;
    case VTBroken:
	REGION_EMPTY (pScreen, &pParent->borderClip);
	REGION_EMPTY (pScreen, &pParent->clipList);
	break;
    }

    borderVisible = pParent->valdata->before.borderVisible;
    resized = pParent->valdata->before.resized;
    REGION_NULL(pScreen, &pParent->valdata->after.borderExposed);
    REGION_NULL(pScreen, &pParent->valdata->after.exposed);

    /*
     * Since the borderClip must not be clipped by the children, we do
     * the border exposure first...
     *
     * 'universe' is the window's borderClip. To figure the exposures, remove
     * the area that used to be exposed from the new.
     * This leaves a region of pieces that weren't exposed before.
     */

    if (HasBorder (pParent))
    {
    	if (borderVisible)
    	{
	    /*
	     * when the border changes shape, the old visible portions
	     * of the border will be saved by DIX in borderVisible --
	     * use that region and destroy it
	     */
	    REGION_SUBTRACT( pScreen, exposed, universe, borderVisible);
	    REGION_DESTROY( pScreen, borderVisible);
    	}
    	else
    	{
	    REGION_SUBTRACT( pScreen, exposed, universe, &pParent->borderClip);
    	}
	if (HasParentRelativeBorder(pParent) && (dx || dy)) {
	    REGION_SUBTRACT( pScreen, &pParent->valdata->after.borderExposed,
				  universe,
				  &pParent->winSize);
	} else {
	    REGION_SUBTRACT( pScreen, &pParent->valdata->after.borderExposed,
			       exposed, &pParent->winSize);
	}

    	REGION_COPY( pScreen, &pParent->borderClip, universe);
    
    	/*
     	 * To get the right clipList for the parent, and to make doubly sure
     	 * that no child overlaps the parent's border, we remove the parent's
     	 * border from the universe before proceeding.
     	 */
    
    	REGION_INTERSECT( pScreen, universe, universe, &pParent->winSize);
    }
    else
    	REGION_COPY( pScreen, &pParent->borderClip, universe);
    
    if ((pChild = pParent->firstChild) && pParent->mapped)
    {
	REGION_NULL(pScreen, &childUniverse);
	REGION_NULL(pScreen, &childUnion);
	if ((pChild->drawable.y < pParent->lastChild->drawable.y) ||
	    ((pChild->drawable.y == pParent->lastChild->drawable.y) &&
	     (pChild->drawable.x < pParent->lastChild->drawable.x)))
	{
	    for (; pChild; pChild = pChild->nextSib)
	    {
		if (pChild->viewable)
		    REGION_APPEND( pScreen, &childUnion, &pChild->borderSize);
	    }
	}
	else
	{
	    for (pChild = pParent->lastChild; pChild; pChild = pChild->prevSib)
	    {
		if (pChild->viewable)
		    REGION_APPEND( pScreen, &childUnion, &pChild->borderSize);
	    }
	}
	REGION_VALIDATE( pScreen, &childUnion, &overlap);

	for (pChild = pParent->firstChild;
	     pChild;
	     pChild = pChild->nextSib)
 	{
	    if (pChild->viewable) {
		/*
		 * If the child is viewable, we want to remove its extents
		 * from the current universe, but we only re-clip it if
		 * it's been marked.
		 */
		if (pChild->valdata) {
		    /*
		     * Figure out the new universe from the child's
		     * perspective and recurse.
		     */
		    REGION_INTERSECT( pScreen, &childUniverse,
					    universe,
					    &pChild->borderSize);
		    RootlessComputeClips (pChild, pScreen, &childUniverse, 
					  kind, exposed);
		}
		/*
		 * Once the child has been processed, we remove its extents
		 * from the current universe, thus denying its space to any
		 * other sibling.
		 */
		if (overlap)
		    REGION_SUBTRACT( pScreen, universe, universe,
					  &pChild->borderSize);
	    }
	}
	if (!overlap)
	    REGION_SUBTRACT( pScreen, universe, universe, &childUnion);
	REGION_UNINIT( pScreen, &childUnion);
	REGION_UNINIT( pScreen, &childUniverse);
    } /* if any children */

    /*
     * 'universe' now contains the new clipList for the parent window.
     *
     * To figure the exposure of the window we subtract the old clip from the
     * new, just as for the border.
     */

    if (oldVis == VisibilityFullyObscured ||
	oldVis == VisibilityNotViewable)
    {
	REGION_COPY( pScreen, &pParent->valdata->after.exposed, universe);
    }
    else if (newVis != VisibilityFullyObscured &&
	     newVis != VisibilityNotViewable)
    {
    	REGION_SUBTRACT( pScreen, &pParent->valdata->after.exposed,
			       universe, &pParent->clipList);
    }

    /*
     * One last thing: backing storage. We have to try to save what parts of
     * the window are about to be obscured. We can just subtract the universe
     * from the old clipList and get the areas that were in the old but aren't
     * in the new and, hence, are about to be obscured.
     */
    if (pParent->backStorage && !resized)
    {
	REGION_SUBTRACT( pScreen, exposed, &pParent->clipList, universe);
	(* pScreen->SaveDoomedAreas)(pParent, exposed, dx, dy);
    }
    
    /* HACK ALERT - copying contents of regions, instead of regions */
    {
	RegionRec   tmp;

	tmp = pParent->clipList;
	pParent->clipList = *universe;
	*universe = tmp;
    }

#ifdef NOTDEF
    REGION_COPY( pScreen, &pParent->clipList, universe);
#endif

    pParent->drawable.serialNumber = NEXT_SERIAL_NUMBER;

    if (pScreen->ClipNotify)
	(* pScreen->ClipNotify) (pParent, dx, dy);
}