kwin/plugins/platforms/fbdev/scene_qpainter_fb_backend.h
Vlad Zahorodnii 1fb9f6f13a Switch to SPDX license markers
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.

In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
2020-08-07 19:57:56 +00:00

51 lines
1.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2015 Martin Gräßlin <mgraesslin@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*********************************************************************/
#ifndef KWIN_SCENE_QPAINTER_FB_BACKEND_H
#define KWIN_SCENE_QPAINTER_FB_BACKEND_H
#include <platformsupport/scenes/qpainter/backend.h>
#include <QObject>
#include <QImage>
namespace KWin
{
class FramebufferBackend;
class FramebufferQPainterBackend : public QObject, public QPainterBackend
{
Q_OBJECT
public:
FramebufferQPainterBackend(FramebufferBackend *backend);
~FramebufferQPainterBackend() override;
QImage *buffer() override;
QImage *bufferForScreen(int screenId) override;
bool needsFullRepaint() const override;
bool usesOverlayWindow() const override;
void prepareRenderingFrame() override;
void present(int mask, const QRegion &damage) override;
bool perScreenRendering() const override;
private:
/**
* @brief mapped memory buffer on fb device
*/
QImage m_renderBuffer;
/**
* @brief buffer to draw into
*/
QImage m_backBuffer;
FramebufferBackend *m_backend;
bool m_needsFullRepaint;
};
}
#endif