kwin/scene_opengl.h
Luboš Luňák 338adc9ad5 Throw away old code for effects and start anew.
svn path=/branches/work/kwin_composite/; revision=595965
2006-10-16 10:12:48 +00:00

84 lines
2.5 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "effects.h"
#include <GL/gl.h>
#include <GL/glx.h>
namespace KWinInternal
{
class SceneOpenGL
: public Scene
{
public:
SceneOpenGL( Workspace* ws );
virtual ~SceneOpenGL();
virtual void paint( QRegion damage, ToplevelList windows );
virtual void windowGeometryShapeChanged( Toplevel* );
virtual void windowOpacityChanged( Toplevel* );
virtual void windowAdded( Toplevel* );
virtual void windowDeleted( Toplevel* );
private:
void initBuffer();
bool findConfig( const int* attrs, GLXFBConfig& config, VisualID visual = None );
void paintGenericScreen();
void paintSimpleScreen( QRegion region );
void paintBackground( QRegion region );
typedef GLuint Texture;
GC gcroot;
Drawable buffer;
GLXFBConfig fbcroot;
static bool root_db;
static GLXFBConfig fbcdrawable;
static GLXDrawable glxroot;
static GLXContext context;
static bool tfp_mode;
class Window;
QMap< Toplevel*, Window > windows;
QVector< Window* > stacking_order;
typedef Scene::Phase2Data< Window > Phase2Data;
class WrapperEffect;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
Window( Toplevel* c );
void free(); // is often copied by value, use manually instead of dtor
void paint( QRegion region, int mask );
void bindTexture();
void discardTexture();
Window() {} // QMap sucks even in Qt4
private:
Texture texture;
bool texture_y_inverted;
Pixmap bound_pixmap;
GLXPixmap bound_glxpixmap; // only for tfp_mode
};
// a special effect that is last in the order that'll actually call the painting functions
class SceneOpenGL::WrapperEffect
: public Effect
{
public:
virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
};
} // namespace
#endif