kwin/composite.cpp
Thomas Lübking 4d7161dd75 Delay added signal and other signal bindings for synced windows until the window is actually visually shown
Makes animations of showing windows run completely and thus appear smoother

REVIEW: 103742
2012-01-24 22:43:10 +01:00

897 lines
28 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*
Code related to compositing (redirecting windows to pixmaps and tracking
window damage).
Docs:
XComposite (the protocol, but the function calls map to it):
http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob_plain;hb=HEAD;f=compositeproto.txt
XDamage (again the protocol):
http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt
Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.:
http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf
Composite HOWTO from Fredrik:
http://ktown.kde.org/~fredrik/composite_howto.html
*/
#include <config-X11.h>
#include "utils.h"
#include <QTextStream>
#include "workspace.h"
#include "client.h"
#include "unmanaged.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include "scene.h"
#include "scene_basic.h"
#include "scene_xrender.h"
#include "scene_opengl.h"
#include "shadow.h"
#include "compositingprefs.h"
#include "notifications.h"
#include <stdio.h>
#include <QMenu>
#include <QTimerEvent>
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kxerrorhandler.h>
#include <X11/extensions/shape.h>
#include <X11/extensions/Xcomposite.h>
#include <X11/extensions/Xrandr.h>
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// Workspace
//****************************************
void Workspace::setupCompositing()
{
if (scene != NULL)
return;
if (compositingSuspended) {
kDebug(1212) << "Compositing is suspended";
return;
} else if (!CompositingPrefs::compositingPossible()) {
kError(1212) << "Compositing is not possible";
return;
}
if (!options->compositingInitialized)
options->reloadCompositingSettings(true);
char selection_name[ 100 ];
sprintf(selection_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
cm_selection = new KSelectionOwner(selection_name);
connect(cm_selection, SIGNAL(lostOwnership()), SLOT(lostCMSelection()));
cm_selection->claim(true); // force claiming
switch(options->compositingMode) {
/*case 'B':
kDebug( 1212 ) << "X compositing";
scene = new SceneBasic( this );
break; // don't fall through (this is a testing one) */
case OpenGLCompositing: {
kDebug(1212) << "Initializing OpenGL compositing";
// Some broken drivers crash on glXQuery() so to prevent constant KWin crashes:
KSharedConfigPtr unsafeConfigPtr(KSharedConfig::openConfig("kwinrc"));
KConfigGroup unsafeConfig(unsafeConfigPtr, "Compositing");
if (unsafeConfig.readEntry("OpenGLIsUnsafe", false))
kWarning(1212) << "KWin has detected that your OpenGL library is unsafe to use";
else {
unsafeConfig.writeEntry("OpenGLIsUnsafe", true);
unsafeConfig.sync();
#ifndef KWIN_HAVE_OPENGLES
if (!CompositingPrefs::hasGlx()) {
unsafeConfig.writeEntry("OpenGLIsUnsafe", false);
unsafeConfig.sync();
kDebug(1212) << "No glx extensions available";
break;
}
#endif
scene = new SceneOpenGL(this);
// TODO: Add 30 second delay to protect against screen freezes as well
unsafeConfig.writeEntry("OpenGLIsUnsafe", false);
unsafeConfig.sync();
if (!scene->initFailed())
break; // -->
delete scene;
scene = NULL;
}
// Do not Fall back to XRender - it causes problems when selfcheck fails during startup, but works later on
break;
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
case XRenderCompositing:
kDebug(1212) << "Initializing XRender compositing";
scene = new SceneXrender(this);
break;
#endif
default:
kDebug(1212) << "No compositing enabled";
delete cm_selection;
return;
}
if (scene == NULL || scene->initFailed()) {
kError(1212) << "Failed to initialize compositing, compositing disabled";
kError(1212) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up";
delete scene;
scene = NULL;
delete cm_selection;
return;
}
xrrRefreshRate = KWin::currentRefreshRate();
fpsInterval = (options->maxFpsInterval << 10);
if (scene->waitSyncAvailable()) { // if we do vsync, set the fps to the next multiple of the vblank rate
vBlankInterval = (1000 << 10) / xrrRefreshRate;
fpsInterval -= (fpsInterval % vBlankInterval);
fpsInterval = qMax(fpsInterval, vBlankInterval);
} else
vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults.
vBlankPadding = 3; // vblank rounding errors... :-(
nextPaintReference.start();
checkCompositeTimer();
XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
new EffectsHandlerImpl(scene->compositingType()); // sets also the 'effects' pointer
addRepaintFull();
foreach (Client * c, clients)
c->setupCompositing();
foreach (Client * c, desktops)
c->setupCompositing();
foreach (Unmanaged * c, unmanaged)
c->setupCompositing();
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
}
void Workspace::finishCompositing()
{
if (scene == NULL)
return;
m_finishingCompositing = true;
delete cm_selection;
foreach (Client * c, clients)
scene->windowClosed(c, NULL);
foreach (Client * c, desktops)
scene->windowClosed(c, NULL);
foreach (Unmanaged * c, unmanaged)
scene->windowClosed(c, NULL);
foreach (Deleted * c, deleted)
scene->windowDeleted(c);
foreach (Client * c, clients)
c->finishCompositing();
foreach (Client * c, desktops)
c->finishCompositing();
foreach (Unmanaged * c, unmanaged)
c->finishCompositing();
foreach (Deleted * c, deleted)
c->finishCompositing();
XCompositeUnredirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
delete effects;
effects = NULL;
delete scene;
scene = NULL;
compositeTimer.stop();
mousePollingTimer.stop();
repaints_region = QRegion();
for (ClientList::ConstIterator it = clients.constBegin();
it != clients.constEnd();
++it) {
// forward all opacity values to the frame in case there'll be other CM running
if ((*it)->opacity() != 1.0) {
NETWinInfo2 i(display(), (*it)->frameId(), rootWindow(), 0);
i.setOpacity(static_cast< unsigned long >((*it)->opacity() * 0xffffffff));
}
}
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
// discard all Deleted windows (#152914)
while (!deleted.isEmpty())
deleted.first()->discard(Allowed);
m_finishingCompositing = false;
}
// OpenGL self-check failed, fallback to XRender
void Workspace::fallbackToXRenderCompositing()
{
finishCompositing();
KConfigGroup config(KSharedConfig::openConfig("kwinrc"), "Compositing");
config.writeEntry("Backend", "XRender");
config.writeEntry("GraphicsSystem", "native");
config.sync();
if (Extensions::nonNativePixmaps()) { // must restart to change the graphicssystem
restartKWin("automatic graphicssystem change for XRender backend");
return;
} else {
options->compositingMode = XRenderCompositing;
setupCompositing();
}
}
void Workspace::lostCMSelection()
{
kDebug(1212) << "Lost compositing manager selection";
finishCompositing();
}
// for the shortcut
void Workspace::slotToggleCompositing()
{
suspendCompositing(!compositingSuspended);
}
// for the dbus call
void Workspace::toggleCompositing()
{
slotToggleCompositing();
if (compositingSuspended) {
// when disabled show a shortcut how the user can get back compositing
QString shortcut, message;
if (KAction* action = qobject_cast<KAction*>(keys->action("Suspend Compositing")))
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
if (!shortcut.isEmpty()) {
// display notification only if there is the shortcut
message = i18n("Desktop effects have been suspended by another application.<br/>"
"You can resume using the '%1' shortcut.", shortcut);
Notify::raise(Notify::CompositingSuspendedDbus, message);
}
}
}
QStringList Workspace::activeEffects() const
{
if (effects)
return static_cast< EffectsHandlerImpl* >(effects)->activeEffects();
return QStringList();
}
void Workspace::updateCompositeBlocking(Client *c)
{
if (c) { // if c == 0 we just check if we can resume
if (c->isBlockingCompositing()) {
if (!compositingBlocked) // do NOT attempt to call suspendCompositing(true); from within the eventchain!
QMetaObject::invokeMethod(this, "slotToggleCompositing", Qt::QueuedConnection);
compositingBlocked = true;
}
}
else if (compositingBlocked) { // lost a client and we're blocked - can we resume?
// NOTICE do NOT check for "compositingSuspended" or "!compositing()"
// only "resume" if it was really disabled for a block
bool resume = true;
for (ClientList::ConstIterator it = clients.constBegin(); it != clients.constEnd(); ++it) {
if ((*it)->isBlockingCompositing()) {
resume = false;
break;
}
}
if (resume) { // do NOT attempt to call suspendCompositing(false); from within the eventchain!
compositingBlocked = false;
if (compositingSuspended)
QMetaObject::invokeMethod(this, "slotToggleCompositing", Qt::QueuedConnection);
}
}
}
void Workspace::suspendCompositing()
{
suspendCompositing(true);
}
void Workspace::suspendCompositing(bool suspend)
{
compositingSuspended = suspend;
finishCompositing();
setupCompositing(); // will do nothing if suspended
// notify decorations that composition state has changed
if (hasDecorationPlugin()) {
KDecorationFactory* factory = mgr->factory();
factory->reset(SettingCompositing);
}
emit compositingToggled(!compositingSuspended);
}
void Workspace::resetCompositing()
{
if (compositing()) {
finishCompositing();
QTimer::singleShot(0, this, SLOT(setupCompositing()));
}
}
void Workspace::addRepaint(int x, int y, int w, int h)
{
if (!compositing())
return;
repaints_region += QRegion(x, y, w, h);
checkCompositeTimer();
}
void Workspace::addRepaint(const QRect& r)
{
if (!compositing())
return;
repaints_region += r;
checkCompositeTimer();
}
void Workspace::addRepaint(const QRegion& r)
{
if (!compositing())
return;
repaints_region += r;
checkCompositeTimer();
}
void Workspace::addRepaintFull()
{
if (!compositing())
return;
repaints_region = QRegion(0, 0, displayWidth(), displayHeight());
checkCompositeTimer();
}
void Workspace::timerEvent(QTimerEvent *te)
{
if (te->timerId() == compositeTimer.timerId()) {
compositeTimer.stop();
performCompositing();
} else
QObject::timerEvent(te);
}
void Workspace::performCompositing()
{
if (((repaints_region.isEmpty() && !windowRepaintsPending()) // no damage
|| !scene->overlayWindow()->isVisible())) { // nothing is visible anyway
vBlankPadding += 3;
scene->idle();
// Note: It would seem here we should undo suspended unredirect, but when scenes need
// it for some reason, e.g. transformations or translucency, the next pass that does not
// need this anymore and paints normally will also reset the suspended unredirect.
// Otherwise the window would not be painted normally anyway.
return;
}
// create a list of all windows in the stacking order
ToplevelList windows = xStackingOrder();
foreach (EffectWindow *c, static_cast< EffectsHandlerImpl* >(effects)->elevatedWindows()) {
Toplevel* t = static_cast< EffectWindowImpl* >(c)->window();
windows.removeAll(t);
windows.append(t);
}
// skip windows that are not yet ready for being painted
// TODO ?
// this cannot be used so carelessly - needs protections against broken clients, the window
// should not get focus before it's displayed, handle unredirected windows properly and so on.
foreach (Toplevel *t, windows)
if (!t->readyForPainting())
windows.removeAll(t);
QRegion repaints = repaints_region;
// clear all repaints, so that post-pass can add repaints for the next repaint
repaints_region = QRegion();
if (scene->waitSyncAvailable()) {
// vsync: paint the scene, than rebase the timer and use the duration for next timeout estimation
scene->paint(repaints, windows);
nextPaintReference.start();
} else {
// no vsyc -> inversion: reset the timer, then paint the scene, this way we can provide a constant framerate
nextPaintReference.start();
scene->paint(repaints, windows);
}
// reset the roundin error corrective... :-(
vBlankPadding = 3;
// Trigger at least one more pass even if there would be nothing to paint, so that scene->idle()
// is called the next time. If there would be nothing pending, it will not restart the timer and
// checkCompositeTime() would restart it again somewhen later, called from functions that
// would again add something pending.
checkCompositeTimer();
}
void Workspace::performMousePoll()
{
checkCursorPos();
}
bool Workspace::windowRepaintsPending() const
{
foreach (Toplevel * c, clients)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, desktops)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, unmanaged)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, deleted)
if (!c->repaints().isEmpty())
return true;
return false;
}
void Workspace::setCompositeTimer()
{
if (!compositing()) // should not really happen, but there may be e.g. some damage events still pending
return;
// interval - "time since last paint completion" - "time we need to paint"
uint passed = nextPaintReference.elapsed() << 10;
uint delay = fpsInterval;
if (scene->waitSyncAvailable()) {
if (passed > fpsInterval) {
delay = vBlankInterval;
passed %= vBlankInterval;
}
delay -= ((passed + ((scene->estimatedRenderTime() + vBlankPadding) << 10)) % vBlankInterval);
} else
delay = qBound(0, int(delay - passed), 250 << 10);
compositeTimer.start(delay >> 10, this);
}
void Workspace::startMousePolling()
{
mousePollingTimer.start(20); // 50Hz. TODO: How often do we really need to poll?
}
void Workspace::stopMousePolling()
{
mousePollingTimer.stop();
}
bool Workspace::compositingActive()
{
return !m_finishingCompositing && compositing();
}
// force is needed when the list of windows changes (e.g. a window goes away)
void Workspace::checkUnredirect(bool force)
{
if (!compositing() || scene->overlayWindow()->window() == None || !options->unredirectFullscreen)
return;
if (force)
forceUnredirectCheck = true;
if (!unredirectTimer.isActive())
unredirectTimer.start(0);
}
void Workspace::delayedCheckUnredirect()
{
if (!compositing() || scene->overlayWindow()->window() == None || !options->unredirectFullscreen)
return;
ToplevelList list;
bool changed = forceUnredirectCheck;
foreach (Client * c, clients)
list.append(c);
foreach (Unmanaged * c, unmanaged)
list.append(c);
foreach (Toplevel * c, list) {
if (c->updateUnredirectedState())
changed = true;
}
// no desktops, no Deleted ones
if (!changed)
return;
forceUnredirectCheck = false;
// Cut out parts from the overlay window where unredirected windows are,
// so that they are actually visible.
QRegion reg(0, 0, displayWidth(), displayHeight());
foreach (Toplevel * c, list) {
if (c->unredirected())
reg -= c->geometry();
}
scene->overlayWindow()->setShape(reg);
}
//****************************************
// Toplevel
//****************************************
void Toplevel::setupCompositing()
{
if (!compositing())
return;
damageRatio = 0.0;
if (damage_handle != None)
return;
damage_handle = XDamageCreate(display(), frameId(), XDamageReportRawRectangles);
damage_region = QRegion(0, 0, width(), height());
effect_window = new EffectWindowImpl();
effect_window->setWindow(this);
unredirect = false;
workspace()->checkUnredirect(true);
scene->windowAdded(this);
}
void Toplevel::finishCompositing()
{
damageRatio = 0.0;
if (damage_handle == None)
return;
workspace()->checkUnredirect(true);
if (effect_window->window() == this) { // otherwise it's already passed to Deleted, don't free data
discardWindowPixmap();
delete effect_window;
}
XDamageDestroy(display(), damage_handle);
damage_handle = None;
damage_region = QRegion();
repaints_region = QRegion();
effect_window = NULL;
}
void Toplevel::discardWindowPixmap()
{
damageRatio = 0.0;
addDamageFull();
if (window_pix == None)
return;
XFreePixmap(display(), window_pix);
window_pix = None;
if (effectWindow() != NULL && effectWindow()->sceneWindow() != NULL)
effectWindow()->sceneWindow()->pixmapDiscarded();
}
Pixmap Toplevel::createWindowPixmap()
{
assert(compositing());
if (unredirected())
return None;
damageRatio = 0.0;
grabXServer();
KXErrorHandler err;
Pixmap pix = XCompositeNameWindowPixmap(display(), frameId());
// check that the received pixmap is valid and actually matches what we
// know about the window (i.e. size)
XWindowAttributes attrs;
if (!XGetWindowAttributes(display(), frameId(), &attrs)
|| err.error(false)
|| attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable) {
kDebug(1212) << "Creating window pixmap failed: " << this;
XFreePixmap(display(), pix);
pix = None;
}
ungrabXServer();
return pix;
}
// We must specify that the two events are a union so the compiler doesn't
// complain about strict aliasing rules.
typedef union {
XEvent e;
XDamageNotifyEvent de;
} EventUnion;
static QVector<QRect> damageRects;
void Toplevel::damageNotifyEvent(XDamageNotifyEvent* e)
{
if (damageRatio == 1.0) { // we know that we're completely damaged, no need to tell us again
while (XPending(display())) { // drop events
EventUnion e2;
if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent() &&
e2.e.xany.window == frameId()) {
XNextEvent(display(), &e2.e);
continue;
}
break;
}
return;
}
const float area = rect().width()*rect().height();
damageRects.reserve(16);
damageRects.clear();
damageRects << QRect(e->area.x, e->area.y, e->area.width, e->area.height);
// we can not easily say anything about the overall ratio since the new rects may intersect the present
float newDamageRatio = damageRects.last().width()*damageRects.last().height() / area;
// compress
while (XPending(display())) {
EventUnion e2;
if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent()
&& e2.e.xany.window == frameId()) {
XNextEvent(display(), &e2.e);
if (damageRatio >= 0.8 || newDamageRatio > 0.8 || damageRects.count() > 15) {
// If there are too many damage events in the queue, just discard them
// and damage the whole window. Otherwise the X server can just overload
// us with a flood of damage events. Should be probably optimized
// in the X server, as this is rather lame.
newDamageRatio = 1.0;
damageRects.clear();
continue;
}
damageRects << QRect(e2.de.area.x, e2.de.area.y, e2.de.area.width, e2.de.area.height);
newDamageRatio += damageRects.last().width()*damageRects.last().height() / area;
continue;
}
break;
}
if ((damageRects.count() == 1 && damageRects.last() == rect()) ||
(damageRects.isEmpty() && newDamageRatio == 1.0)) {
addDamageFull();
} else {
foreach (const QRect &r, damageRects)
addDamage(r);
}
}
void Client::damageNotifyEvent(XDamageNotifyEvent* e)
{
#ifdef HAVE_XSYNC
if (syncRequest.isPending && isResize())
return;
if (!ready_for_painting) { // avoid "setReadyForPainting()" function calling overhead
if (syncRequest.counter == None) // cannot detect complete redraw, consider done now
setReadyForPainting();
#else
setReadyForPainting();
#endif
}
Toplevel::damageNotifyEvent(e);
}
void Toplevel::addDamage(const QRect& r)
{
addDamage(r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addDamage(int x, int y, int w, int h)
{
if (!compositing())
return;
QRect r(x, y, w, h);
// resizing the decoration may lag behind a bit and when shrinking there
// may be a damage event coming with size larger than the current window size
r &= rect();
if (r.isEmpty())
return;
damage_region += r;
int damageArea = 0;
foreach (const QRect &r2, damage_region.rects())
damageArea += r2.width()*r2.height();
damageRatio = float(damageArea) / float(rect().width()*rect().height());
repaints_region += r;
emit damaged(this, r);
// discard lanczos texture
if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
effect_window->setData(LanczosCacheRole, QVariant());
}
}
workspace()->checkCompositeTimer();
}
void Toplevel::addDamageFull()
{
if (!compositing())
return;
damage_region = rect();
repaints_region = rect();
damageRatio = 1.0;
emit damaged(this, rect());
// discard lanczos texture
if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
effect_window->setData(LanczosCacheRole, QVariant());
}
}
workspace()->checkCompositeTimer();
}
void Toplevel::resetDamage(const QRect& r)
{
damage_region -= r;
int damageArea = 0;
foreach (const QRect &r2, damage_region.rects())
damageArea += r2.width()*r2.height();
damageRatio = float(damageArea) / float(rect().width()*rect().height());
}
void Toplevel::addRepaint(const QRect& r)
{
addRepaint(r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addRepaint(int x, int y, int w, int h)
{
if (!compositing())
return;
QRect r(x, y, w, h);
r &= rect();
repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addRepaint(const QRegion& r)
{
if (!compositing())
return;
repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addRepaintFull()
{
repaints_region = decorationRect();
workspace()->checkCompositeTimer();
}
void Toplevel::resetRepaints(const QRect& r)
{
repaints_region -= r;
}
void Toplevel::addWorkspaceRepaint(int x, int y, int w, int h)
{
addWorkspaceRepaint(QRect(x, y, w, h));
}
void Toplevel::addWorkspaceRepaint(const QRect& r2)
{
if (!compositing())
return;
workspace()->addRepaint(r2);
}
bool Toplevel::updateUnredirectedState()
{
assert(compositing());
bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0 &&
!static_cast<EffectsHandlerImpl*>(effects)->activeFullScreenEffect();
if (should && !unredirect) {
unredirect = true;
kDebug(1212) << "Unredirecting:" << this;
XCompositeUnredirectWindow(display(), frameId(), CompositeRedirectManual);
return true;
} else if (!should && unredirect) {
unredirect = false;
kDebug(1212) << "Redirecting:" << this;
XCompositeRedirectWindow(display(), frameId(), CompositeRedirectManual);
discardWindowPixmap();
return true;
}
return false;
}
void Toplevel::suspendUnredirect(bool suspend)
{
if (unredirectSuspend == suspend)
return;
unredirectSuspend = suspend;
workspace()->checkUnredirect();
}
//****************************************
// Client
//****************************************
void Client::setupCompositing()
{
Toplevel::setupCompositing();
updateVisibility(); // for internalKeep()
updateDecoration(true, true);
move(calculateGravitation(true)); // we just polluted the gravity because the window likely has no decoration yet
}
void Client::finishCompositing()
{
Toplevel::finishCompositing();
updateVisibility();
updateDecoration(true, true);
// for safety in case KWin is just resizing the window
s_haveResizeEffect = false;
}
bool Client::shouldUnredirect() const
{
if (isActiveFullScreen()) {
ToplevelList stacking = workspace()->xStackingOrder();
for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
if (c->geometry().intersects(geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Unmanaged
//****************************************
bool Unmanaged::shouldUnredirect() const
{
// the pixmap is needed for the login effect, a nicer solution would be the login effect increasing
// refcount for the window pixmap (which would prevent unredirect), avoiding this hack
if (resourceClass() == "ksplashx"
|| resourceClass() == "ksplashsimple"
|| resourceClass() == "ksplashqml"
)
return false;
// it must cover whole display or one xinerama screen, and be the topmost there
if (geometry() == workspace()->clientArea(FullArea, geometry().center(), workspace()->currentDesktop())
|| geometry() == workspace()->clientArea(ScreenArea, geometry().center(), workspace()->currentDesktop())) {
ToplevelList stacking = workspace()->xStackingOrder();
for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
if (c->geometry().intersects(geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Deleted
//****************************************
bool Deleted::shouldUnredirect() const
{
return false;
}
} // namespace