Add some comments to backend.h
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -58,7 +58,8 @@ typedef struct backend_info {
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__attribute__((nonnull(1, 2, 4)));
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/// Present the buffered target picture onto the screen. If target
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/// is not buffered, this should be NULL.
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/// is not buffered, this should be NULL. Otherwise, it should always
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/// be non-NULL.
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///
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/// Optional
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void (*present)(void *backend_data, session_t *ps) __attribute__((nonnull(1, 2)));
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@ -85,8 +86,7 @@ typedef struct backend_info {
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/// another time.
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///
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/// Optional
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void (*finish_render_win)(void *backend_data, session_t *ps, win *w,
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void *win_data);
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void (*finish_render_win)(void *backend_data, session_t *ps, win *w, void *win_data);
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// ============ Resource management ===========
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@ -94,7 +94,7 @@ typedef struct backend_info {
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// is wasteful, since there can be multiple such notifies per drawing.
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// But if we don't, it can mean there will be a state where is window is
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// mapped and visible, but there is no win_data attached to it. We don't
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// want to break that assumption.
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// want to break that assumption as for now. We need to reconsider this.
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/// Create a structure to stored additional data needed for rendering a
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/// window, later used for render() and compose().
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@ -115,11 +115,17 @@ typedef struct backend_info {
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/// Return if a window has transparent content. Guaranteed to only
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/// be called after render_win is called.
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///
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/// This function is needed because some backend might change the content of the
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/// window (e.g. when using a custom shader with the glx backend), so we only now
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/// the transparency after the window is rendered
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bool (*is_win_transparent)(void *backend_data, win *w, void *win_data)
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__attribute__((nonnull(1, 2)));
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/// Return if the frame window has transparent content. Guaranteed to
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/// only be called after render_win is called.
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///
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/// Same logic as is_win_transparent applies here.
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bool (*is_frame_transparent)(void *backend_data, win *w, void *win_data)
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__attribute__((nonnull(1, 2)));
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} backend_info_t;
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