Window meta_ui_create_frame_window (MetaUI *ui, Display *xdisplay, Visual *xvisual, gint x, gint y, gint width, gint height, gint screen_no) { GdkDisplay *display = gdk_x11_lookup_xdisplay (xdisplay); GdkScreen *screen = gdk_display_get_screen (display, screen_no); GdkWindowAttr attrs; gint attributes_mask; GdkWindow *window; GdkVisual *visual; #if !GTK_CHECK_VERSION (3, 0, 0) GdkColormap *cmap = gdk_screen_get_default_colormap (screen); #endif /* Default depth/visual handles clients with weird visuals; they can * always be children of the root depth/visual obviously, but * e.g. DRI games can't be children of a parent that has the same * visual as the client. */ if (!xvisual) visual = gdk_screen_get_system_visual (screen); else { visual = gdk_x11_screen_lookup_visual (screen, XVisualIDFromVisual (xvisual)); #if !GTK_CHECK_VERSION (3, 0, 0) cmap = gdk_colormap_new (visual, FALSE); #endif } attrs.title = NULL; /* frame.c is going to replace the event mask immediately, but * we still have to set it here to let GDK know what it is. */ attrs.event_mask = GDK_EXPOSURE_MASK | GDK_BUTTON_PRESS_MASK | GDK_BUTTON_RELEASE_MASK | GDK_POINTER_MOTION_MASK | GDK_POINTER_MOTION_HINT_MASK | GDK_ENTER_NOTIFY_MASK | GDK_LEAVE_NOTIFY_MASK | GDK_FOCUS_CHANGE_MASK; attrs.x = x; attrs.y = y; attrs.wclass = GDK_INPUT_OUTPUT; attrs.visual = visual; #if !GTK_CHECK_VERSION (3, 0, 0) attrs.colormap = cmap; #endif attrs.window_type = GDK_WINDOW_CHILD; attrs.cursor = NULL; attrs.wmclass_name = NULL; attrs.wmclass_class = NULL; attrs.override_redirect = FALSE; attrs.width = width; attrs.height = height; #if GTK_CHECK_VERSION (3, 0, 0) attributes_mask = GDK_WA_X | GDK_WA_Y | GDK_WA_VISUAL; #else attributes_mask = GDK_WA_X | GDK_WA_Y | GDK_WA_VISUAL | GDK_WA_COLORMAP; #endif window = gdk_window_new (gdk_screen_get_root_window(screen), &attrs, attributes_mask); gdk_window_resize (window, width, height); meta_frames_manage_window (ui->frames, GDK_WINDOW_XID (window), window); return GDK_WINDOW_XID (window); }
Window meta_ui_create_frame_window (MetaUI *ui, Display *xdisplay, Visual *xvisual, gint x, gint y, gint width, gint height, gint screen_no, gulong *create_serial) { GdkDisplay *display = gdk_x11_lookup_xdisplay (xdisplay); GdkScreen *screen = gdk_display_get_screen (display, screen_no); GdkWindowAttr attrs; gint attributes_mask; GdkWindow *window; GdkVisual *visual; /* Default depth/visual handles clients with weird visuals; they can * always be children of the root depth/visual obviously, but * e.g. DRI games can't be children of a parent that has the same * visual as the client. */ if (!xvisual) visual = gdk_screen_get_system_visual (screen); else { visual = gdk_x11_screen_lookup_visual (screen, XVisualIDFromVisual (xvisual)); } attrs.title = NULL; /* frame.c is going to replace the event mask immediately, but * we still have to set it here to let GDK know what it is. */ attrs.event_mask = GDK_EXPOSURE_MASK | GDK_BUTTON_PRESS_MASK | GDK_BUTTON_RELEASE_MASK | GDK_POINTER_MOTION_MASK | GDK_POINTER_MOTION_HINT_MASK | GDK_ENTER_NOTIFY_MASK | GDK_LEAVE_NOTIFY_MASK | GDK_FOCUS_CHANGE_MASK; attrs.x = x; attrs.y = y; attrs.wclass = GDK_INPUT_OUTPUT; attrs.visual = visual; attrs.window_type = GDK_WINDOW_CHILD; attrs.cursor = NULL; attrs.wmclass_name = NULL; attrs.wmclass_class = NULL; attrs.override_redirect = FALSE; attrs.width = width; attrs.height = height; attributes_mask = GDK_WA_X | GDK_WA_Y | GDK_WA_VISUAL; /* We make an assumption that gdk_window_new() is going to call * XCreateWindow as it's first operation; this seems to be true currently * as long as you pass in a colormap. */ if (create_serial) *create_serial = XNextRequest (xdisplay); window = gdk_window_new (gdk_screen_get_root_window(screen), &attrs, attributes_mask); gdk_window_resize (window, width, height); meta_frames_manage_window (ui->frames, GDK_WINDOW_XID (window), window); return GDK_WINDOW_XID (window); }