static void
update_pixmap (MetaSurfaceActorX11 *self)
{
  MetaSurfaceActorX11Private *priv = meta_surface_actor_x11_get_instance_private (self);
  MetaDisplay *display = priv->display;
  Display *xdisplay = meta_display_get_xdisplay (display);

  if (priv->size_changed)
    {
      detach_pixmap (self);
      priv->size_changed = FALSE;
    }

  if (priv->pixmap == None)
    {
      Pixmap new_pixmap;
      Window xwindow = meta_window_x11_get_toplevel_xwindow (priv->window);

      meta_error_trap_push (display);
      new_pixmap = XCompositeNameWindowPixmap (xdisplay, xwindow);

      if (meta_error_trap_pop_with_return (display) != Success)
        {
          /* Probably a BadMatch if the window isn't viewable; we could
           * GrabServer/GetWindowAttributes/NameWindowPixmap/UngrabServer/Sync
           * to avoid this, but there's no reason to take two round trips
           * when one will do. (We need that Sync if we want to handle failures
           * for any reason other than !viewable. That's unlikely, but maybe
           * we'll BadAlloc or something.)
           */
          new_pixmap = None;
        }

      if (new_pixmap == None)
        {
          meta_verbose ("Unable to get named pixmap for %s\n",
                        meta_window_get_description (priv->window));
          return;
        }

      set_pixmap (self, new_pixmap);
    }
}
Exemplo n.º 2
0
void
meta_compositor_sync_stack (MetaCompositor  *compositor,
			    GList	    *stack)
{
  GList *old_stack;

  /* This is painful because hidden windows that we are in the process
   * of animating out of existence. They'll be at the bottom of the
   * stack of X windows, but we want to leave them in their old position
   * until the animation effect finishes.
   */

  /* Sources: first window is the highest */
  stack = g_list_copy (stack); /* The new stack of MetaWindow */
  old_stack = g_list_reverse (compositor->windows); /* The old stack of MetaWindowActor */
  compositor->windows = NULL;

  while (TRUE)
    {
      MetaWindowActor *old_actor = NULL, *stack_actor = NULL, *actor;
      MetaWindow *old_window = NULL, *stack_window = NULL, *window;

      /* Find the remaining top actor in our existing stack (ignoring
       * windows that have been hidden and are no longer animating) */
      while (old_stack)
        {
          old_actor = old_stack->data;
          old_window = meta_window_actor_get_meta_window (old_actor);

          if ((old_window->hidden || old_window->unmanaging) &&
              !meta_window_actor_effect_in_progress (old_actor))
            {
              old_stack = g_list_delete_link (old_stack, old_stack);
              old_actor = NULL;
            }
          else
            break;
        }

      /* And the remaining top actor in the new stack */
      while (stack)
        {
          stack_window = stack->data;
          stack_actor = META_WINDOW_ACTOR (meta_window_get_compositor_private (stack_window));
          if (!stack_actor)
            {
              meta_verbose ("Failed to find corresponding MetaWindowActor "
                            "for window %s\n", meta_window_get_description (stack_window));
              stack = g_list_delete_link (stack, stack);
            }
          else
            break;
        }

      if (!old_actor && !stack_actor) /* Nothing more to stack */
        break;

      /* We usually prefer the window in the new stack, but if if we
       * found a hidden window in the process of being animated out
       * of existence in the old stack we use that instead. We've
       * filtered out non-animating hidden windows above.
       */
      if (old_actor &&
          (!stack_actor || old_window->hidden || old_window->unmanaging))
        {
          actor = old_actor;
          window = old_window;
        }
      else
        {
          actor = stack_actor;
          window = stack_window;
        }

      /* OK, we know what actor we want next. Add it to our window
       * list, and remove it from both source lists. (It will
       * be at the front of at least one, hopefully it will be
       * near the front of the other.)
       */
      compositor->windows = g_list_prepend (compositor->windows, actor);

      stack = g_list_remove (stack, window);
      old_stack = g_list_remove (old_stack, actor);
    }

  sync_actor_stacking (compositor);
}