void MagScreen::positionUpdate (const CompPoint &pos) { damageRegion (); posX = pos.x (); posY = pos.y (); damageRegion (); }
bool CompText::renderWindowTitle (Window window, bool withViewportNumber, const CompText::Attrib &attrib) { CompString text; TEXT_SCREEN (screen); if (!ts) return false; if (withViewportNumber) { CompString title; CompPoint winViewport; CompSize viewportSize; title = ts->getWindowName (window); if (!title.empty ()) { CompWindow *w; w = screen->findWindow (window); if (w) { int viewport; winViewport = w->defaultViewport (); viewportSize = screen->vpSize (); viewport = winViewport.y () * viewportSize.width () + winViewport.x () + 1; text = compPrintf ("%s -[%d]-", title.c_str (), viewport); } else { text = title; } } } else { text = ts->getWindowName (window); } if (text.empty ()) return false; return renderText (text, attrib); }
void GrabEdge::ButtonDownEvent(CompPoint const& p, unsigned button, Time timestamp) { if (button != 1) { if (button == 2 || button == 3) PerformWMAction(p, button, timestamp); return; } if (!IsMaximizable() && !always_wait_grab_timeout_) { Edge::ButtonDownEvent(p, button, timestamp); return; } auto const& style = Style::Get(); unsigned max_time_delta = std::max(0, style->DoubleClickMaxTimeDelta()); bool double_clicked = false; if (timestamp - last_click_time_ < max_time_delta) { int max_distance = style->DoubleClickMaxDistance(); if (std::abs(p.x() - last_click_pos_.x()) < max_distance && std::abs(p.y() - last_click_pos_.y()) < max_distance) { PerformWMAction(p, button, timestamp); double_clicked = true; button_down_timer_.reset(); } } if (!double_clicked) { button_down_timer_.reset(new glib::Timeout(style->grab_wait())); button_down_timer_->Run([this] { Edge::ButtonDownEvent(CompPoint(pointerX, pointerY), button_down_, last_click_time_); button_down_timer_.reset(); return false; }); } button_down_ = button; last_click_pos_ = p; last_click_time_ = timestamp; }
bool WallScreen::checkDestination (unsigned int destX, unsigned int destY) { CompPoint point; CompSize size; point = screen->vp (); size = screen->vpSize (); if (point.x () - destX >= (unsigned int) size.width ()) return false; if (point.y () - destY >= (unsigned int) size.height ()) return false; return true; }
bool KeyboardNavigation::NearestWindow::lateralCollision (CompWindow *window) { CompPoint center ( window->x() + (window->width() / 2), window->y() + (window->height() / 2) ); switch (direction) { case FOCUS_UP: case FOCUS_DOWN: return center.x() >= source->x() && center.x() <= source->x() + source->width(); case FOCUS_LEFT: case FOCUS_RIGHT: return center.y() >= source->y() && center.y() <= source->y() + source->height(); } throw "Illegal State"; }
void WallWindow::activate () { WALL_SCREEN (screen); if (window->placed () && !screen->otherGrabExist ("wall", "switcher", 0)) { int dx, dy; CompPoint viewport; screen->viewportForGeometry (window->geometry (), viewport); dx = viewport.x (); dy = viewport.y (); /* Handle negative value */ dx = (unsigned int) dx % screen->vpSize ().width (); dy = (unsigned int) dy % screen->vpSize ().height (); dx -= screen->vp ().x (); dy -= screen->vp ().y (); if (dx || dy) { XWindowChanges xwc; unsigned int mask = 0; /* If changing viewports fails we should not * move the client window */ if (!ws->moveViewport (-dx, -dy, false)) { window->activate (); return; } ws->focusDefault = false; CompRegion screenRegion; foreach (const CompOutput &o, screen->outputDevs ()) screenRegion += o.workArea (); CompPoint d = compiz::wall::movementWindowOnScreen (window->serverBorderRect (), screenRegion); mask |= d.x () !=0 ? CWX : 0; mask |= d.y () !=0 ? CWY : 0; xwc.x = window->serverGeometry ().x () + d.x (); xwc.y = window->serverGeometry ().y () + d.y (); window->configureXWindow (mask, &xwc); }
int KeyboardNavigation::NearestWindow::distanceFrom (CompWindow *window) { DEBUG_LOG("calculating " << direction << " distance to " << window->id()); CompPoint center ( window->x() + (window->width() / 2), window->y() + (window->height() / 2) ); switch (direction) { case FOCUS_DOWN: return center.y() - start.y(); case FOCUS_LEFT: return start.x() - center.x(); case FOCUS_RIGHT: return center.x() - start.x(); case FOCUS_UP: return start.y() - center.y(); } throw "Illegal State"; }
void calculateWallOffset (const CompRect &output, const CompPoint &offsetInScreenCoords, const CompPoint &vpSize, const CompSize &screenSize, float &offsetInWorldX, float &offsetInWorldY, float &worldScaleFactorX, float &worldScaleFactorY, float animationProgress) { const float sx = screenSize.width () / static_cast <float> (output.width ()); const float sy = screenSize.height () / static_cast <float> (output.height ()); offsetInWorldX = 0.0; offsetInWorldY = 0.0; worldScaleFactorX = 1.0f; worldScaleFactorY = 1.0f; if (output.left () == 0) { offsetInWorldX = ((vpSize.x () * sx) / ((float) output.width ()) * (offsetInScreenCoords.x ()) * animationProgress); worldScaleFactorX = 1.0f - ((float) (offsetInScreenCoords.x ()) / (float) (output.width ())) * animationProgress; } if (output.top () == 0) { offsetInWorldY = ((vpSize.y () * sy) / ((float) output.height ()) * (offsetInScreenCoords.y ()) * animationProgress); worldScaleFactorY = 1.0f - ((float) (offsetInScreenCoords.y ()) / (float) output.height ()) * animationProgress; } }
void MagScreen::preparePaint (int time) { if (adjust) { int steps; float amount, chunk; amount = time * 0.35f * optionGetSpeed (); steps = amount / (0.5f * optionGetTimestep ()); if (!steps) steps = 1; chunk = amount / (float) steps; while (steps--) { adjust = adjustZoom (chunk); if (adjust) break; } } if (zoom != 1.0) { if (!poller.active ()) { CompPoint pos; pos = poller.getCurrentPosition (); posX = pos.x (); posY = pos.y (); poller.start (); } damageRegion (); } cScreen->preparePaint (time); }
CompPoint compiz::window::extents::shift (const CompWindowExtents &extents, unsigned int gravity) { CompPoint rv = CompPoint (); switch (gravity) { case NorthGravity: case NorthWestGravity: case NorthEastGravity: rv.setY (extents.top); break; case SouthGravity: case SouthWestGravity: case SouthEastGravity: rv.setY (-extents.bottom); break; default: break; } switch (gravity) { case WestGravity: case NorthWestGravity: case SouthWestGravity: rv.setX (extents.left); break; case EastGravity: case NorthEastGravity: case SouthEastGravity: rv.setX (-extents.right); break; } return rv; }
void GrabEdge::PerformWMAction(CompPoint const& p, unsigned button, Time timestamp) { WMAction action = Style::Get()->WindowManagerAction(WMEvent(button)); switch (action) { case WMAction::TOGGLE_SHADE: if (win_->state() & CompWindowStateShadedMask) win_->changeState(win_->state() & ~CompWindowStateShadedMask); else win_->changeState(win_->state() | CompWindowStateShadedMask); win_->updateAttributes(CompStackingUpdateModeNone); break; case WMAction::TOGGLE_MAXIMIZE: if ((win_->state() & MAXIMIZE_STATE) == MAXIMIZE_STATE) win_->maximize(0); else win_->maximize(MAXIMIZE_STATE); break; case WMAction::TOGGLE_MAXIMIZE_HORIZONTALLY: if (win_->state() & CompWindowStateMaximizedHorzMask) win_->maximize(0); else win_->maximize(CompWindowStateMaximizedHorzMask); break; case WMAction::TOGGLE_MAXIMIZE_VERTICALLY: if (win_->state() & CompWindowStateMaximizedVertMask) win_->maximize(0); else win_->maximize(CompWindowStateMaximizedVertMask); break; case WMAction::MINIMIZE: win_->minimize(); break; case WMAction::SHADE: win_->changeState(win_->state() | CompWindowStateShadedMask); win_->updateAttributes(CompStackingUpdateModeNone); break; case WMAction::MENU: screen->toolkitAction(Atoms::toolkitActionWindowMenu, timestamp, win_->id(), button, p.x(), p.y()); break; case WMAction::LOWER: win_->lower(); break; default: break; } }
/* This function currently always performs occlusion detection to minimize paint regions. OpenGL precision requirements are no good enough to guarantee that the results from using occlusion detection is the same as without. It's likely not possible to see any difference with most hardware but occlusion detection in the transformed screen case should be made optional for those who do see a difference. */ void PrivateGLScreen::paintOutputRegion (const GLMatrix &transform, const CompRegion ®ion, CompOutput *output, unsigned int mask) { CompRegion tmpRegion (region); CompWindow *w; GLWindow *gw; int windowMask, odMask; bool status, unredirectFS; bool withOffset = false; GLMatrix vTransform; CompPoint offXY; std::set<CompWindow*> unredirected; CompWindowList pl; CompWindowList::reverse_iterator rit; unredirectFS = CompositeScreen::get (screen)-> getOption ("unredirect_fullscreen_windows")->value ().b (); const CompMatch &unredirectable = CompositeScreen::get (screen)-> getOption ("unredirect_match")->value ().match (); const CompString &blacklist = getOption ("unredirect_driver_blacklist")->value ().s (); bool blacklisted = driverIsBlacklisted (blacklist.c_str ()); if (mask & PAINT_SCREEN_TRANSFORMED_MASK) { windowMask = PAINT_WINDOW_ON_TRANSFORMED_SCREEN_MASK; } else { windowMask = 0; } /* * We need to COPY the PaintList for now because there seem to be some * odd cases where the master list might change during the below loops. * (LP: #958540) */ pl = cScreen->getWindowPaintList (); if (!(mask & PAINT_SCREEN_NO_OCCLUSION_DETECTION_MASK)) { FullscreenRegion fs (*output, screen->region ()); /* detect occlusions */ for (rit = pl.rbegin (); rit != pl.rend (); ++rit) { w = (*rit); gw = GLWindow::get (w); if (w->destroyed ()) continue; if (!w->shaded ()) { /* Non-damaged windows don't have valid pixmap * contents and we aren't displaying them yet * so don't factor them into occlusion detection */ if (!gw->priv->cWindow->damaged ()) { gw->priv->clip = region; continue; } if (!w->isViewable ()) continue; } /* copy region */ gw->priv->clip = tmpRegion; odMask = PAINT_WINDOW_OCCLUSION_DETECTION_MASK; if ((cScreen->windowPaintOffset ().x () != 0 || cScreen->windowPaintOffset ().y () != 0) && !w->onAllViewports ()) { withOffset = true; offXY = w->getMovementForOffset (cScreen->windowPaintOffset ()); vTransform = transform; vTransform.translate (offXY.x (), offXY.y (), 0); gw->priv->clip.translate (-offXY.x (), -offXY. y ()); odMask |= PAINT_WINDOW_WITH_OFFSET_MASK; status = gw->glPaint (gw->paintAttrib (), vTransform, tmpRegion, odMask); } else { withOffset = false; status = gw->glPaint (gw->paintAttrib (), transform, tmpRegion, odMask); } if (status) { if (withOffset) { tmpRegion -= w->region ().translated (offXY); } else tmpRegion -= w->region (); } FullscreenRegion::WinFlags flags = 0; if (w->type () & CompWindowTypeDesktopMask) flags |= FullscreenRegion::Desktop; if (w->alpha ()) flags |= FullscreenRegion::Alpha; /* Anything which was not occlusion detected is not a suitable * candidate for unredirection either */ if (!status) flags |= FullscreenRegion::NoOcclusionDetection; CompositeWindow *cw = CompositeWindow::get (w); /* * Windows with alpha channels can partially occlude windows * beneath them and so neither should be unredirected in that case. * * Performance note: unredirectable.evaluate is SLOW because it * involves regex matching. Too slow to do on every window for * every frame. So we only call it if a window is redirected AND * potentially needs unredirecting. This means changes to * unredirect_match while a window is unredirected already may not * take effect until it is un-fullscreened again. But that's better * than the high price of regex matching on every frame. */ if (unredirectFS && !blacklisted && !(mask & PAINT_SCREEN_TRANSFORMED_MASK) && !(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_MASK) && fs.isCoveredBy (w->region (), flags) && (!cw->redirected () || unredirectable.evaluate (w))) { unredirected.insert (w); } else { if (!cw->redirected ()) { if (fs.allowRedirection (w->region ())) { // 1. GLWindow::release to force gw->priv->needsRebind gw->release (); // 2. GLWindow::bind, which redirects the window, // rebinds the pixmap, and then rebinds the pixmap // to a texture. gw->bind (); // 3. Your window is now redirected again with the // latest pixmap contents. } else { unredirected.insert (w); } } } } } /* Unredirect any redirected fullscreen windows */ foreach (CompWindow *fullscreenWindow, unredirected) CompositeWindow::get (fullscreenWindow)->unredirect (); if (!(mask & PAINT_SCREEN_NO_BACKGROUND_MASK)) paintBackground (transform, tmpRegion, (mask & PAINT_SCREEN_TRANSFORMED_MASK)); /* paint all windows from bottom to top */ foreach (w, pl) { if (w->destroyed ()) continue; gw = GLWindow::get (w); /* Release any queued ConfigureWindow requests now */ gw->priv->configureLock->release (); if (unredirected.find (w) != unredirected.end ()) continue; if (!w->shaded ()) { if (!w->isViewable ()) continue; } const CompRegion &clip = (!(mask & PAINT_SCREEN_NO_OCCLUSION_DETECTION_MASK)) ? gw->clip () : region; if ((cScreen->windowPaintOffset ().x () != 0 || cScreen->windowPaintOffset ().y () != 0) && !w->onAllViewports ()) { offXY = w->getMovementForOffset (cScreen->windowPaintOffset ()); vTransform = transform; vTransform.translate (offXY.x (), offXY.y (), 0); gw->glPaint (gw->paintAttrib (), vTransform, clip, windowMask | PAINT_WINDOW_WITH_OFFSET_MASK); } else { gw->glPaint (gw->paintAttrib (), transform, clip, windowMask); } } }
void CompRegion::shrink (const CompPoint &p) { translate (p.x (), p.y ()); }
bool CompRegion::contains (const CompPoint &p) const { return XPointInRegion (handle (), p.x (), p.y ()); }