fltk/src/Fl_Gl_Overlay.cxx
Bill Spitzak 1a5acb3782 Fl_Gl_Window with an overlay on X always resized any child windows even
if you turned resizable() off because it turned it back on to resize
the overlay window. This patch avoids changing resizable().


git-svn-id: file:///fltk/svn/fltk/branches/branch-1.0@1301 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2000-09-15 07:52:51 +00:00

214 lines
5.8 KiB
C++

//
// "$Id: Fl_Gl_Overlay.cxx,v 1.5.2.12 2000/09/15 07:52:51 spitzak Exp $"
//
// OpenGL overlay code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2000 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 to "fltk-bugs@fltk.org".
//
#include <config.h>
#if HAVE_GL
#include <FL/Fl.H>
#include <FL/Fl_Gl_Window.H>
#include <FL/x.H>
#include "Fl_Gl_Choice.H"
#include <stdlib.h>
#if HAVE_GL_OVERLAY
#ifndef _WIN32
// Methods on Fl_Gl_Window that create an overlay window. Because
// many programs don't need the overlay, this is seperated 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 into 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.
extern XVisualInfo *fl_find_overlay_visual();
extern XVisualInfo *fl_overlay_visual;
extern Colormap fl_overlay_colormap;
extern unsigned long fl_transparent_pixel;
static Fl_Gl_Choice overlay_choice;
extern uchar fl_overlay;
class _Fl_Gl_Overlay : public Fl_Gl_Window {
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);
overlay_choice.vis = fl_overlay_visual;
overlay_choice.colormap = fl_overlay_colormap;
overlay_choice.r = 0;
overlay_choice.d = 0;
overlay_choice.o = 1;
g = &overlay_choice;
}
};
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_Gl_Window::show(); return;}
fl_background_pixel = int(fl_transparent_pixel);
Fl_Gl_Window::show();
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);
}
int Fl_Gl_Window::can_do_overlay() {
return fl_find_overlay_visual() != 0;
}
#else // _WIN32:
int Fl_Gl_Window::can_do_overlay() {
Fl_Gl_Choice* choice = Fl_Gl_Choice::find(0,0);
return (choice && (choice->pfd.bReserved & 15));
}
extern int fl_overlay_depth;
#endif
#else
int Fl_Gl_Window::can_do_overlay() {return 0;}
#endif
void Fl_Gl_Window::make_overlay() {
if (!overlay) {
#if HAVE_GL_OVERLAY
#ifdef _WIN32
HDC hdc = fl_private_dc(this, mode_,&g);
GLXContext context = wglCreateLayerContext(hdc, 1);
if (context) { // we found a usable overlay context
if (fl_first_context) wglShareLists(fl_first_context, context);
else fl_first_context = context;
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<<fl_overlay_depth)-1;
// copy all colors except #0 into the overlay palette:
for (int i = 0; i <= n; i++) {
uchar r,g,b; Fl::get_color((Fl_Color)i,r,g,b);
palette[i] = RGB(r,g,b);
}
// always provide black & white in the last 2 pixels:
if (fl_overlay_depth < 8) {
palette[n-1] = RGB(0,0,0);
palette[n] = RGB(255,255,255);
}
// and use it:
wglSetLayerPaletteEntries(hdc, 1, 1, n, palette+1);
wglRealizeLayerPalette(hdc, 1, TRUE);
}
valid(0);
return;
}
#else
if (can_do_overlay()) {
_Fl_Gl_Overlay* o = new _Fl_Gl_Overlay(0,0,w(),h());
overlay = o;
add(*o);
o->show();
return;
}
#endif
#endif
overlay = this; // fake the overlay
}
}
void Fl_Gl_Window::redraw_overlay() {
if (!shown()) return;
make_overlay();
#ifndef _WIN32
if (overlay != this)
((Fl_Gl_Window*)overlay)->redraw();
else
#endif
damage(FL_DAMAGE_OVERLAY);
}
void Fl_Gl_Window::make_overlay_current() {
make_overlay();
#if HAVE_GL_OVERLAY
if (overlay != this) {
#ifdef _WIN32
fl_set_gl_context(this, (GLXContext)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);
}
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: Fl_Gl_Overlay.cxx,v 1.5.2.12 2000/09/15 07:52:51 spitzak Exp $".
//