Use the X way of handling ARGB windows with decorations

here as well.


svn path=/branches/work/kwin_composite/; revision=593457
icc-effect-5.14.5
Luboš Luňák 2006-10-07 21:22:24 +00:00
parent 9941ae2cea
commit 4a18e30518
1 changed files with 16 additions and 28 deletions

View File

@ -250,36 +250,24 @@ void SceneOpenGL::Window::bindTexture()
XFreeGC( display(), gc );
}
#endif
if( alpha_clear )
{
XGCValues gcv;
gcv.foreground = 0xff000000;
gcv.plane_mask = 0xff000000;
GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
int tw = c->clientPos().x() + c->clientSize().width();
int th = c->clientPos().y() + c->clientSize().height();
XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
XFreeGC( display(), gc );
}
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
glXMakeContextCurrent( display(), pixmap, pixmap, context );
glReadBuffer( GL_FRONT );
glDrawBuffer( GL_FRONT );
if( alpha_clear )
{
glColor4f( 0, 0, 0, 1 );
glColorMask( 0, 0, 0, 1 );
glBegin( GL_QUADS );
// "c->height() - ..." is to convert to opengl coords
glVertex2i( 0, c->height() - 0 ); // left
glVertex2i( 0, c->height() - c->height());
glVertex2i( c->clientPos().x(), c->height() - c->height());
glVertex2i( c->clientPos().x(), c->height() - 0 );
glVertex2i( 0, c->height() - 0 ); // top
glVertex2i( 0, c->height() - c->clientPos().y());
glVertex2i( c->width(), c->height() - c->clientPos().y());
glVertex2i( c->width(), c->height() - 0 );
glVertex2i( c->width(), c->height() - c->height()); // right
glVertex2i( c->width(), c->height() - 0 );
glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - 0 );
glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - c->height());
glVertex2i( c->width(), c->height() - c->height()); // bottom
glVertex2i( c->width(), c->height() - ( c->clientPos().y() + c->clientSize().height()));
glVertex2i( 0, c->height() - ( c->clientPos().y() + c->clientSize().height()));
glVertex2i( 0, c->height() - c->height());
glEnd();
glColorMask( 1, 1, 1, 1 );
glColor4f( 1, 1, 1, 1 );
}
if( texture == None )
{
glGenTextures( 1, &texture );
@ -305,10 +293,10 @@ void SceneOpenGL::Window::bindTexture()
// only when the window changes anyway, so no need to cache
// the pixmap
glXDestroyPixmap( display(), pixmap );
XFreePixmap( display(), window_pix );
XFreePixmap( display(), pix );
#ifdef ALPHA_CLEAR_COPY
if( alpha_clear )
XFreePixmap( display(), pix );
XFreePixmap( display(), window_pix );
#endif
}