7e9c6587db
This further decouples scene items from scene windows. The SurfaceItem still needs to access the underlying window, I would like to re-iterate over that later. With this change, it will be possible to introduce WindowItem factory function in the Toplevel class.
55 lines
1.1 KiB
C++
55 lines
1.1 KiB
C++
/*
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SPDX-FileCopyrightText: 2021 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#pragma once
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#include "surfaceitem.h"
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class QOpenGLFramebufferObject;
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namespace KWin
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{
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/**
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* The SurfaceItemInternal class represents an internal surface in the scene.
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*/
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class KWIN_EXPORT SurfaceItemInternal : public SurfaceItem
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{
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Q_OBJECT
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public:
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explicit SurfaceItemInternal(Toplevel *window, Item *parent = nullptr);
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QRegion shape() const override;
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private Q_SLOTS:
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void handleBufferGeometryChanged(Toplevel *toplevel, const QRect &old);
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protected:
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SurfacePixmap *createPixmap() override;
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};
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class KWIN_EXPORT SurfacePixmapInternal final : public SurfacePixmap
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{
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Q_OBJECT
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public:
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explicit SurfacePixmapInternal(SurfaceItemInternal *item, QObject *parent = nullptr);
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QOpenGLFramebufferObject *fbo() const;
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QImage image() const;
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void create() override;
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void update() override;
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bool isValid() const override;
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private:
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SurfaceItemInternal *m_item;
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QSharedPointer<QOpenGLFramebufferObject> m_fbo;
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QImage m_rasterBuffer;
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};
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} // namespace KWin
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