Simplify native child OpenGL window creation.
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3 changed files with 147 additions and 0 deletions
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@ -69,6 +69,8 @@ PRIVATE
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ui/gl/gl_shader.h
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ui/gl/gl_surface.cpp
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ui/gl/gl_surface.h
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ui/gl/gl_window.cpp
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ui/gl/gl_window.h
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ui/image/image_prepare.cpp
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ui/image/image_prepare.h
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ui/layers/box_content.cpp
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106
ui/gl/gl_window.cpp
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106
ui/gl/gl_window.cpp
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@ -0,0 +1,106 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#include "ui/gl/gl_window.h"
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#include "ui/gl/gl_detection.h"
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#include "ui/widgets/window.h"
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#include "base/platform/base_platform_info.h"
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#include "base/debug_log.h"
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namespace Ui::GL {
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namespace {
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constexpr auto kUseNativeChild = ::Platform::IsWindows();
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} // namespace
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Window::Window()
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: _window(std::make_unique<Ui::Window>())
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, _bodyNativeWrap(createNativeBodyWrap())
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, _body(_bodyNativeWrap ? _bodyNativeWrap.get() : _window->body().get()) {
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}
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Window::~Window() = default;
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Backend Window::backend() const {
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return _backend;
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}
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not_null<Ui::Window*> Window::window() const {
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return _window.get();
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}
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not_null<Ui::RpWidget*> Window::widget() const {
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return _body.get();
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}
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std::unique_ptr<Ui::Window> Window::createWindow() {
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auto result = std::make_unique<Ui::Window>();
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if constexpr (!kUseNativeChild) {
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const auto capabilities = Ui::GL::CheckCapabilities(result.get());
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const auto use = ::Platform::IsMac()
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? true
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: ::Platform::IsWindows()
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? capabilities.supported
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: capabilities.transparency;
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LOG(("OpenGL: %1 (Ui::GL::Window)").arg(use ? "[TRUE]" : "[FALSE]"));
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_backend = use ? Ui::GL::Backend::OpenGL : Ui::GL::Backend::Raster;
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if (!use) {
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// We have to create a new window, if OpenGL initialization failed.
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result = std::make_unique<Ui::Window>();
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}
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}
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return result;
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}
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std::unique_ptr<Ui::RpWidget> Window::createNativeBodyWrap() {
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if constexpr (!kUseNativeChild) {
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return nullptr;
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}
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const auto create = [] {
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auto result = std::make_unique<Ui::RpWidget>();
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result->setWindowFlags(Qt::FramelessWindowHint | Qt::Window);
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result->setAttribute(Qt::WA_NativeWindow);
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result->setAttribute(Qt::WA_DontCreateNativeAncestors);
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result->setAttribute(Qt::WA_OpaquePaintEvent);
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result->setAttribute(Qt::WA_NoSystemBackground);
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return result;
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};
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auto result = create();
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const auto capabilities = Ui::GL::CheckCapabilities(result.get());
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const auto use = ::Platform::IsMac()
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? true
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: ::Platform::IsWindows()
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? capabilities.supported
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: capabilities.transparency;
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LOG(("OpenGL: %1 (Ui::GL::WindowBody)").arg(use ? "[TRUE]" : "[FALSE]"));
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_backend = use ? Ui::GL::Backend::OpenGL : Ui::GL::Backend::Raster;
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if (!use) {
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// We have to create a new window, if OpenGL initialization failed.
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result = create();
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}
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const auto nativeParent = _window->body();
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nativeParent->setAttribute(Qt::WA_OpaquePaintEvent);
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nativeParent->setAttribute(Qt::WA_NoSystemBackground);
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const auto raw = result.get();
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raw->setParent(nativeParent);
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raw->show();
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raw->update();
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_window->sizeValue(
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) | rpl::start_with_next([=](QSize size) {
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raw->setGeometry(QRect(QPoint(), size));
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}, raw->lifetime());
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return result;
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}
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} // namespace Ui::GL
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39
ui/gl/gl_window.h
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39
ui/gl/gl_window.h
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@ -0,0 +1,39 @@
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// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#pragma once
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namespace Ui {
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class Window;
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class RpWidget;
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} // namespace Ui
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namespace Ui::GL {
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enum class Backend;
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class Window final {
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public:
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Window();
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~Window();
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[[nodiscard]] Backend backend() const;
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[[nodiscard]] not_null<Ui::Window*> window() const;
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[[nodiscard]] not_null<Ui::RpWidget*> widget() const;
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private:
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[[nodiscard]] std::unique_ptr<Ui::Window> createWindow();
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[[nodiscard]] std::unique_ptr<Ui::RpWidget> createNativeBodyWrap();
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Ui::GL::Backend _backend = Ui::GL::Backend();
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const std::unique_ptr<Ui::Window> _window;
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const std::unique_ptr<Ui::RpWidget> _bodyNativeWrap;
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const not_null<Ui::RpWidget*> _body;
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};
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} // namespace Ui::GL
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