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#include "qgraphicssystem_gl_p.h"
#include <QGraphicsView>

#include "private/qpixmap_raster_p.h"
#include "private/qpixmapdata_gl_p.h"
#include "private/qwindowsurface_gl_p.h"
#include "private/qgl_p.h"
#include <private/qwindowsurface_raster_p.h>

#if defined(Q_WS_X11) && !defined(QT_NO_EGL)
#include "private/qpixmapdata_x11gl_p.h"
#include "private/qwindowsurface_x11gl_p.h"
#endif

QT_BEGIN_NAMESPACE

extern QGLWidget *qt_gl_getShareWidget();

QPixmapData *QGLGraphicsSystem::createPixmapData(QPixmapData::PixelType type) const
{
    return new QGLPixmapData(type);
}

QWindowSurface *QGLGraphicsSystem::createWindowSurface(QWidget *widget) const
{
#ifdef Q_WS_WIN
    // On Windows the QGLWindowSurface class can't handle
    // drop shadows and native effects, e.g. fading a menu in/out using
    // top level window opacity.
    if (widget->windowType() == Qt::Popup)
        return new QRasterWindowSurface(widget);
#endif

#if defined(Q_WS_X11) && !defined(QT_NO_EGL)
    if (m_useX11GL && QX11GLPixmapData::hasX11GLPixmaps()) {
        // If the widget is a QGraphicsView which will be re-drawing the entire
        // scene each frame anyway, we should use QGLWindowSurface as this may
        // provide proper buffer flipping, which should be faster than QX11GL's
        // blitting approach:
        QGraphicsView* qgv = qobject_cast<QGraphicsView*>(widget);
        if (qgv && qgv->viewportUpdateMode() == QGraphicsView::FullViewportUpdate)
            return new QGLWindowSurface(widget);
        else
            return new QX11GLWindowSurface(widget);
    }
#endif

    return new QGLWindowSurface(widget);
}

QT_END_NAMESPACE

