// // "$Id$" // // OpenGL overlay code for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2009 by Bill Spitzak and others. // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Library General Public // License as published by the Free Software Foundation; either // version 2 of the License, or (at your option) any later version. // // This library 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 // Library General Public License for more details. // // You should have received a copy of the GNU Library General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 // USA. // // Please report all bugs and problems on the following page: // // http://www.fltk.org/str.php // #include #if HAVE_GL #include #include #include "Fl_Gl_Choice.H" #include #include #if !HAVE_GL_OVERLAY int Fl_Gl_Window::can_do_overlay() {return 0;} void Fl_Gl_Window::make_overlay() {overlay = this;} #else // Methods on Fl_Gl_Window that create an overlay window. Because // many programs don't need the overlay, this is separated into this // source file so it is not linked in if not used. // Under X this is done by creating another window, of class _Fl_Gl_Overlay // which is a subclass of Fl_Gl_Window except it uses the overlay planes. // A pointer to this is stored in the "overlay" pointer of the Fl_Gl_Window. // Under win32 another GLX context is created to draw into the overlay // and it is stored in the "overlay" pointer. // In both cases if overlay hardware is unavailable, the overlay is // "faked" by drawing into the main layers. This is indicated by // setting overlay == this. #ifndef WIN32 //////////////////////////////////////////////////////////////// // X version extern XVisualInfo *fl_find_overlay_visual(); extern XVisualInfo *fl_overlay_visual; extern Colormap fl_overlay_colormap; extern unsigned long fl_transparent_pixel; extern uchar fl_overlay; class _Fl_Gl_Overlay : public Fl_Gl_Window { void flush(); void draw(); public: void show(); _Fl_Gl_Overlay(int x, int y, int w, int h) : Fl_Gl_Window(x,y,w,h) { set_flag(INACTIVE); } }; void _Fl_Gl_Overlay::flush() { make_current(); #ifdef BOXX_BUGS // The BoXX overlay is broken and you must not call swap-buffers. This // code will make it work, but we lose because machines that do support // double-buffered overlays will blink when they don't have to glDrawBuffer(GL_FRONT); draw(); #else draw(); swap_buffers(); #endif glFlush(); valid(1); } void _Fl_Gl_Overlay::draw() { if (!valid()) glClearIndex((GLfloat)fl_transparent_pixel); if (damage() != FL_DAMAGE_EXPOSE) glClear(GL_COLOR_BUFFER_BIT); Fl_Gl_Window *w = (Fl_Gl_Window *)parent(); uchar save_valid = w->valid(); w->valid(valid()); fl_overlay = 1; w->draw_overlay(); fl_overlay = 0; valid(w->valid()); w->valid(save_valid); } void _Fl_Gl_Overlay::show() { if (!shown()) { fl_background_pixel = int(fl_transparent_pixel); Fl_X::make_xid(this, fl_overlay_visual, fl_overlay_colormap); fl_background_pixel = -1; // find the outermost window to tell wm about the colormap: Fl_Window *w = window(); for (;;) {Fl_Window *w1 = w->window(); if (!w1) break; w = w1;} XSetWMColormapWindows(fl_display, fl_xid(w), &(Fl_X::i(this)->xid), 1); context(fl_create_gl_context(fl_overlay_visual), 1); valid(0); } Fl_Gl_Window::show(); } int Fl_Gl_Window::can_do_overlay() { return fl_find_overlay_visual() != 0; } void Fl_Gl_Window::make_overlay() { if (overlay) return; if (can_do_overlay()) { _Fl_Gl_Overlay* o = new _Fl_Gl_Overlay(0,0,w(),h()); overlay = o; add(*o); o->show(); } else { overlay = this; // fake the overlay } } #else //////////////////////////////////////////////////////////////// // WIN32 version: //static COLORREF *palette; extern int fl_overlay_depth; void Fl_Gl_Window::make_overlay() { if (overlay) return; GLContext context = fl_create_gl_context(this, g, 1); if (!context) {overlay = this; return;} // fake the overlay HDC hdc = Fl_X::i(this)->private_dc; overlay = context; LAYERPLANEDESCRIPTOR pfd; wglDescribeLayerPlane(hdc, g->pixelformat, 1, sizeof(pfd), &pfd); if (!pfd.iPixelType) { ; // full-color overlay } else { fl_overlay_depth = pfd.cColorBits; // used by gl_color() if (fl_overlay_depth > 8) fl_overlay_depth = 8; COLORREF palette[256]; int n = (1<pfd.bReserved & 15) != 0; } //////////////////////////////////////////////////////////////// #endif #endif void Fl_Gl_Window::redraw_overlay() { if (!shown()) return; make_overlay(); #ifdef __APPLE__ redraw(); #else #ifndef WIN32 if (overlay != this) ((Fl_Gl_Window*)overlay)->redraw(); else #endif damage(FL_DAMAGE_OVERLAY); #endif } void Fl_Gl_Window::make_overlay_current() { make_overlay(); #ifdef __APPLE__ // this is not very useful, but unfortunately, Apple decided // that front buffer drawing can no longer (OS X 10.4) be // supported on their platforms. make_current(); #else #if HAVE_GL_OVERLAY if (overlay != this) { #ifdef WIN32 fl_set_gl_context(this, (GLContext)overlay); // if (fl_overlay_depth) // wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE); #else ((Fl_Gl_Window*)overlay)->make_current(); #endif } else #endif glDrawBuffer(GL_FRONT); #endif } /** Hides the window if it is not this window, does nothing in WIN32. */ void Fl_Gl_Window::hide_overlay() { #if HAVE_GL_OVERLAY #ifdef WIN32 // nothing needs to be done? Or should it be erased? #else if (overlay && overlay!=this) ((Fl_Gl_Window*)overlay)->hide(); #endif #endif } #endif // // End of "$Id$". //