/** OpenGLWindow.cc file for the fluxbox compositor. */ // Copyright (c) 2011 Gediminas Liktaras (gliktaras at gmail dot com) // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include "OpenGLWindow.hh" #include "BaseScreen.hh" #include "Logging.hh" #include "OpenGLScreen.hh" #include "OpenGLUtility.hh" #include "Utility.hh" #include #include #include using namespace FbCompositor; //--- CONSTRUCTORS AND DESTRUCTORS --------------------------------------------- // Constructor. OpenGLWindow::OpenGLWindow(const OpenGLScreen &screen, Window window_xid) : BaseCompWindow(static_cast(screen), window_xid, false) { m_content_tex_partition.reset( new OpenGL2DTexturePartition(screen, true) ); m_shape_tex_partition.reset( new OpenGL2DTexturePartition(screen, false) ); updateWindowPos(); } // Destructor. OpenGLWindow::~OpenGLWindow() { } //--- ACCESSORS ---------------------------------------------------------------- // Returns the window's screen, cast into the correct class. const OpenGLScreen &OpenGLWindow::openGLScreen() const { static const OpenGLScreen &s = dynamic_cast(screen()); return s; } //--- WINDOW UPDATE FUNCTIONS -------------------------------------------------- // Updates the window's contents. void OpenGLWindow::updateContents() { updateContentPixmap(); if (contentPixmap()) { m_content_tex_partition->setPixmap(contentPixmap(), false, realWidth(), realHeight(), depth()); } if (clipShapeChanged()) { updateShape(); } clearDamage(); } // Updates window's geometry. void OpenGLWindow::updateGeometry() { BaseCompWindow::updateGeometry(); updateWindowPos(); } // Updates the window's shape. void OpenGLWindow::updateShape() { BaseCompWindow::updateShape(); Pixmap shape_pixmap = XCreatePixmap(display(), window(), realWidth(), realHeight(), depth()); GC gc = XCreateGC(display(), shape_pixmap, 0, 0); XSetGraphicsExposures(display(), gc, False); XSetPlaneMask(display(), gc, 0xffffffff); XSetForeground(display(), gc, 0x00000000); XFillRectangle(display(), shape_pixmap, gc, 0, 0, realWidth(), realHeight()); XSetForeground(display(), gc, 0xffffffff); XSetClipRectangles(display(), gc, 0, 0, clipShapeRects(), clipShapeRectCount(), Unsorted); XFillRectangle(display(), shape_pixmap, gc, 0, 0, realWidth(), realHeight()); XFreeGC(display(), gc); m_shape_tex_partition->setPixmap(shape_pixmap, true, realWidth(), realHeight(), depth()); } // Updates the window position vertex array. void OpenGLWindow::updateWindowPos() { m_window_pos_buffers = partitionSpaceToBuffers(openGLScreen(), x(), y(), realWidth(), realHeight()); }