kwin/composite.cpp
Thomas Lübking 1070bf895b split decorationRect / visibleRect usage
REVIEW: 104215

cherry-picked from 0f3380f3b10e57416f81a1288dc10b8dfe11d87e
Conflicts:

	kwin/geometry.cpp
	kwin/scene.cpp
2012-03-21 00:36:50 +01:00

916 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_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->isCompositingInitialized())
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 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->setCompositingMode(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->isUnredirectFullscreen())
return;
if (force)
forceUnredirectCheck = true;
if (!unredirectTimer.isActive())
unredirectTimer.start(0);
}
void Workspace::delayedCheckUnredirect()
{
if (!compositing() || scene->overlayWindow()->window() == None || !options->isUnredirectFullscreen())
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(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)
{
if (!compositing()) {
return;
}
repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addRepaint(int x, int y, int w, int h)
{
QRect r(x, y, w, h);
addRepaint(r);
}
void Toplevel::addRepaint(const QRegion& r)
{
if (!compositing()) {
return;
}
repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addLayerRepaint(const QRect& r)
{
if (!compositing()) {
return;
}
layer_repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addLayerRepaint(int x, int y, int w, int h)
{
QRect r(x, y, w, h);
addLayerRepaint(r);
}
void Toplevel::addLayerRepaint(const QRegion& r)
{
if (!compositing())
return;
layer_repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addRepaintFull()
{
repaints_region = visibleRect().translated(-pos());
workspace()->checkCompositeTimer();
}
void Toplevel::resetRepaints()
{
repaints_region = QRegion();
layer_repaints_region = QRegion();
}
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