kwineffects: Remove WindowQuadType
The window quad type has become irrelevant.icc-effect-5.26.4
parent
3ed363c498
commit
29cc319455
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@ -26,7 +26,7 @@ private:
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KWin::WindowQuad WindowQuadListTest::makeQuad(const QRectF &r)
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{
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KWin::WindowQuad quad(KWin::WindowQuadContents);
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KWin::WindowQuad quad;
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quad[ 0 ] = KWin::WindowVertex(r.x(), r.y(), r.x(), r.y());
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quad[ 1 ] = KWin::WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y());
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quad[ 2 ] = KWin::WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height());
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@ -149,9 +149,6 @@ public:
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return false;
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}
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void moveWindow(KWin::EffectWindow *, const QPoint &, bool, double) override {}
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KWin::WindowQuadType newWindowQuadType() override {
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return KWin::WindowQuadError;
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}
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int numberOfDesktops() const override {
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return 0;
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}
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@ -206,7 +206,7 @@ WindowQuadList DecorationItem::buildQuads() const
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const int u1 = (x1 + offsets[i].x()) * textureScale;
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const int v1 = (y1 + offsets[i].y()) * textureScale;
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WindowQuad quad(WindowQuadDecoration, const_cast<DecorationItem *>(this));
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WindowQuad quad(const_cast<DecorationItem *>(this));
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quad.setUVAxisSwapped(swap);
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if (swap) {
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@ -113,7 +113,6 @@ EffectsHandlerImpl::EffectsHandlerImpl(Compositor *compositor, Scene *scene)
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: EffectsHandler(scene->compositingType())
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, keyboard_grab_effect(nullptr)
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, fullscreen_effect(nullptr)
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, next_window_quad_type(EFFECT_QUAD_TYPE_START)
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, m_compositor(compositor)
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, m_scene(scene)
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, m_desktopRendering(false)
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@ -1032,11 +1031,6 @@ double EffectsHandlerImpl::animationTimeFactor() const
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return options->animationTimeFactor();
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}
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WindowQuadType EffectsHandlerImpl::newWindowQuadType()
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{
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return WindowQuadType(next_window_quad_type++);
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}
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EffectWindow* EffectsHandlerImpl::findWindow(WId id) const
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{
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if (X11Client *w = Workspace::self()->findClient(Predicate::WindowMatch, id))
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@ -150,7 +150,6 @@ public:
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QSize virtualScreenSize() const override;
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QRect virtualScreenGeometry() const override;
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double animationTimeFactor() const override;
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WindowQuadType newWindowQuadType() override;
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void defineCursor(Qt::CursorShape shape) override;
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bool checkInputWindowEvent(QMouseEvent *e);
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@ -334,7 +333,6 @@ protected:
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QList<EffectWindow*> elevated_windows;
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QMultiMap< int, EffectPair > effect_order;
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QHash< long, int > registered_atoms;
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int next_window_quad_type;
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private:
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void registerPropertyType(long atom, bool reg);
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@ -199,7 +199,7 @@ void MagicLampEffect::deform(EffectWindow* w, int mask, WindowPaintData& data, W
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float offset[2] = {0,0}; // how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
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float p_progress[2] = {0,0}; // the factor which defines how far the x values have to be changed
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// factor is the current moved y value diveded by the distance between icon and window
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WindowQuad lastQuad(WindowQuadError);
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WindowQuad lastQuad;
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lastQuad[0].setX(-1);
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lastQuad[0].setY(-1);
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lastQuad[1].setX(-1);
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@ -176,7 +176,7 @@ void DeformEffect::drawWindow(EffectWindow *window, int mask, const QRegion& reg
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QRectF visibleRect = expandedGeometry;
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visibleRect.moveTopLeft(expandedGeometry.topLeft() - frameGeometry.topLeft());
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WindowQuad quad(WindowQuadContents);
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WindowQuad quad;
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quad[0] = WindowVertex(visibleRect.topLeft(), QPointF(0, 0));
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quad[1] = WindowVertex(visibleRect.topRight(), QPointF(1, 0));
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quad[2] = WindowVertex(visibleRect.bottomRight(), QPointF(1, 1));
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@ -1255,36 +1255,6 @@ void WindowQuadList::makeArrays(float **vertices, float **texcoords, const QSize
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}
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}
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WindowQuadList WindowQuadList::select(WindowQuadType type) const
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{
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Q_FOREACH (const WindowQuad & q, *this) {
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if (q.type() != type) { // something else than ones to select, make a copy and filter
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WindowQuadList ret;
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Q_FOREACH (const WindowQuad & q, *this) {
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if (q.type() == type)
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ret.append(q);
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}
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return ret;
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}
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}
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return *this; // nothing to filter out
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}
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WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
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{
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for (const WindowQuad & q : *this) {
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if (q.type() == type) { // something to filter out, make a copy and filter
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WindowQuadList ret;
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Q_FOREACH (const WindowQuad & q, *this) {
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if (q.type() != type)
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ret.append(q);
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}
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return ret;
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}
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}
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return *this; // nothing to filter out
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}
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bool WindowQuadList::smoothNeeded() const
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{
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return std::any_of(constBegin(), constEnd(), [] (const WindowQuad & q) { return q.smoothNeeded(); });
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@ -178,23 +178,6 @@ X-KDE-Library=kwin4_effect_cooleffect
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#define KWIN_EFFECT_API_VERSION KWIN_EFFECT_API_MAKE_VERSION( \
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KWIN_EFFECT_API_VERSION_MAJOR, KWIN_EFFECT_API_VERSION_MINOR )
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enum WindowQuadType {
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WindowQuadError, // for the stupid default ctor
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WindowQuadContents,
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WindowQuadDecoration,
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// Shadow Quad types
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WindowQuadShadow, // OpenGL only. The other shadow types are only used by Xrender
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WindowQuadShadowTop,
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WindowQuadShadowTopRight,
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WindowQuadShadowRight,
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WindowQuadShadowBottomRight,
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WindowQuadShadowBottom,
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WindowQuadShadowBottomLeft,
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WindowQuadShadowLeft,
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WindowQuadShadowTopLeft,
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EFFECT_QUAD_TYPE_START = 100 ///< @internal
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};
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/**
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* EffectWindow::setData() and EffectWindow::data() global roles.
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* All values between 0 and 999 are reserved for global roles.
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@ -1072,7 +1055,6 @@ public:
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* if used manually.
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*/
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virtual double animationTimeFactor() const = 0;
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virtual WindowQuadType newWindowQuadType() = 0;
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Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(WId id) const = 0;
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Q_SCRIPTABLE virtual KWin::EffectWindow* findWindow(KWaylandServer::SurfaceInterface *surf) const = 0;
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@ -2614,16 +2596,13 @@ private:
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class KWINEFFECTS_EXPORT WindowQuad
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{
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public:
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explicit WindowQuad(WindowQuadType type, void *userData = nullptr);
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explicit WindowQuad(void *userData = nullptr);
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WindowQuad makeSubQuad(double x1, double y1, double x2, double y2) const;
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WindowVertex& operator[](int index);
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const WindowVertex& operator[](int index) const;
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WindowQuadType type() const;
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void setUVAxisSwapped(bool value) { uvSwapped = value; }
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bool uvAxisSwapped() const { return uvSwapped; }
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void *userData() const;
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bool decoration() const;
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bool effect() const;
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double left() const;
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double right() const;
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double top() const;
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@ -2638,7 +2617,6 @@ private:
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friend class WindowQuadList;
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WindowVertex verts[ 4 ];
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void *m_userData;
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WindowQuadType quadType; // 0 - contents, 1 - decoration
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bool uvSwapped;
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};
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@ -2650,8 +2628,6 @@ public:
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WindowQuadList splitAtY(double y) const;
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WindowQuadList makeGrid(int maxquadsize) const;
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WindowQuadList makeRegularGrid(int xSubdivisions, int ySubdivisions) const;
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WindowQuadList select(WindowQuadType type) const;
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WindowQuadList filterOut(WindowQuadType type) const;
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bool smoothNeeded() const;
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void makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &matrix) const;
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void makeArrays(float** vertices, float** texcoords, const QSizeF &size, bool yInverted) const;
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@ -3822,9 +3798,8 @@ void WindowVertex::setY(double y)
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***************************************************************/
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inline
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WindowQuad::WindowQuad(WindowQuadType t, void *userData)
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WindowQuad::WindowQuad(void *userData)
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: m_userData(userData)
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, quadType(t)
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, uvSwapped(false)
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{
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}
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@ -3843,33 +3818,12 @@ const WindowVertex& WindowQuad::operator[](int index) const
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return verts[ index ];
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}
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inline
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WindowQuadType WindowQuad::type() const
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{
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Q_ASSERT(quadType != WindowQuadError);
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return quadType;
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}
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inline
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void *WindowQuad::userData() const
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{
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return m_userData;
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}
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inline
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bool WindowQuad::decoration() const
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{
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Q_ASSERT(quadType != WindowQuadError);
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return quadType == WindowQuadDecoration;
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}
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inline
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bool WindowQuad::effect() const
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{
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Q_ASSERT(quadType != WindowQuadError);
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return quadType >= EFFECT_QUAD_TYPE_START;
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}
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inline
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bool WindowQuad::isTransformed() const
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{
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@ -160,7 +160,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = 0.0;
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tx2 = topLeftRect.width() / width;
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ty2 = topLeftRect.height() / height;
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WindowQuad topLeftQuad(WindowQuadShadow, tag);
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WindowQuad topLeftQuad(tag);
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topLeftQuad[0] = WindowVertex(topLeftRect.left(), topLeftRect.top(), tx1, ty1);
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topLeftQuad[1] = WindowVertex(topLeftRect.right(), topLeftRect.top(), tx2, ty1);
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topLeftQuad[2] = WindowVertex(topLeftRect.right(), topLeftRect.bottom(), tx2, ty2);
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@ -173,7 +173,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = 0.0;
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tx2 = 1.0;
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ty2 = topRightRect.height() / height;
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WindowQuad topRightQuad(WindowQuadShadow, tag);
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WindowQuad topRightQuad(tag);
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topRightQuad[0] = WindowVertex(topRightRect.left(), topRightRect.top(), tx1, ty1);
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topRightQuad[1] = WindowVertex(topRightRect.right(), topRightRect.top(), tx2, ty1);
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topRightQuad[2] = WindowVertex(topRightRect.right(), topRightRect.bottom(), tx2, ty2);
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@ -186,7 +186,7 @@ WindowQuadList ShadowItem::buildQuads() const
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tx2 = 1.0;
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ty1 = 1.0 - bottomRightRect.height() / height;
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ty2 = 1.0;
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WindowQuad bottomRightQuad(WindowQuadShadow, tag);
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WindowQuad bottomRightQuad(tag);
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bottomRightQuad[0] = WindowVertex(bottomRightRect.left(), bottomRightRect.top(), tx1, ty1);
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bottomRightQuad[1] = WindowVertex(bottomRightRect.right(), bottomRightRect.top(), tx2, ty1);
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bottomRightQuad[2] = WindowVertex(bottomRightRect.right(), bottomRightRect.bottom(), tx2, ty2);
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@ -199,7 +199,7 @@ WindowQuadList ShadowItem::buildQuads() const
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tx2 = bottomLeftRect.width() / width;
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ty1 = 1.0 - bottomLeftRect.height() / height;
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ty2 = 1.0;
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WindowQuad bottomLeftQuad(WindowQuadShadow, tag);
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WindowQuad bottomLeftQuad(tag);
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bottomLeftQuad[0] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.top(), tx1, ty1);
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bottomLeftQuad[1] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.top(), tx2, ty1);
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bottomLeftQuad[2] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.bottom(), tx2, ty2);
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@ -232,7 +232,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = 0.0;
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tx2 = tx1 + top.width() / width;
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ty2 = topRect.height() / height;
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WindowQuad topQuad(WindowQuadShadow, tag);
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WindowQuad topQuad(tag);
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topQuad[0] = WindowVertex(topRect.left(), topRect.top(), tx1, ty1);
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topQuad[1] = WindowVertex(topRect.right(), topRect.top(), tx2, ty1);
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topQuad[2] = WindowVertex(topRect.right(), topRect.bottom(), tx2, ty2);
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@ -245,7 +245,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = shadowMargins.top() / height;
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tx2 = 1.0;
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ty2 = ty1 + right.height() / height;
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WindowQuad rightQuad(WindowQuadShadow, tag);
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WindowQuad rightQuad(tag);
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rightQuad[0] = WindowVertex(rightRect.left(), rightRect.top(), tx1, ty1);
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rightQuad[1] = WindowVertex(rightRect.right(), rightRect.top(), tx2, ty1);
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rightQuad[2] = WindowVertex(rightRect.right(), rightRect.bottom(), tx2, ty2);
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@ -258,7 +258,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = 1.0 - bottomRect.height() / height;
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tx2 = tx1 + bottom.width() / width;
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ty2 = 1.0;
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WindowQuad bottomQuad(WindowQuadShadow, tag);
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WindowQuad bottomQuad(tag);
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bottomQuad[0] = WindowVertex(bottomRect.left(), bottomRect.top(), tx1, ty1);
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bottomQuad[1] = WindowVertex(bottomRect.right(), bottomRect.top(), tx2, ty1);
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bottomQuad[2] = WindowVertex(bottomRect.right(), bottomRect.bottom(), tx2, ty2);
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@ -271,7 +271,7 @@ WindowQuadList ShadowItem::buildQuads() const
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ty1 = shadowMargins.top() / height;
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tx2 = leftRect.width() / width;
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ty2 = ty1 + left.height() / height;
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WindowQuad leftQuad(WindowQuadShadow, tag);
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WindowQuad leftQuad(tag);
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leftQuad[0] = WindowVertex(leftRect.left(), leftRect.top(), tx1, ty1);
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leftQuad[1] = WindowVertex(leftRect.right(), leftRect.top(), tx2, ty1);
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leftQuad[2] = WindowVertex(leftRect.right(), leftRect.bottom(), tx2, ty2);
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@ -125,7 +125,7 @@ WindowQuadList SurfaceItem::buildQuads() const
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quads.reserve(region.rectCount());
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for (const QRectF rect : region) {
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WindowQuad quad(WindowQuadContents, const_cast<SurfaceItem *>(this));
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WindowQuad quad(const_cast<SurfaceItem *>(this));
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const QPointF windowTopLeft = mapToWindow(rect.topLeft());
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const QPointF windowTopRight = mapToWindow(rect.topRight());
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