Remove EffectsHandler::buildQuads()
It's currently unused and it doesn't fit the item based scene design.
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a9e4d6d1f7
commit
30d0dbbaf0
7 changed files with 6 additions and 41 deletions
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@ -40,7 +40,6 @@ public:
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xcb_atom_t announceSupportProperty(const QByteArray &, KWin::Effect *) override {
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return XCB_ATOM_NONE;
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}
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void buildQuads(KWin::EffectWindow *, KWin::WindowQuadList &) override {}
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QRect clientArea(KWin::clientAreaOption, const QPoint &, int) const override {
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return QRect();
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}
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@ -24,7 +24,7 @@ class MockEffectWindow : public EffectWindow
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Q_OBJECT
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public:
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MockEffectWindow(QObject *parent = nullptr);
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WindowQuadList buildQuads(bool force = false) const override;
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WindowQuadList buildQuads() const override;
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QVariant data(int role) const override;
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QRect decorationInnerRect() const override;
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void deleteProperty(long int atom) const override;
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@ -273,9 +273,8 @@ MockEffectWindow::MockEffectWindow(QObject *parent)
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{
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}
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WindowQuadList MockEffectWindow::buildQuads(bool force) const
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WindowQuadList MockEffectWindow::buildQuads() const
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{
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Q_UNUSED(force)
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return WindowQuadList();
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}
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@ -133,8 +133,6 @@ EffectsHandlerImpl::EffectsHandlerImpl(Compositor *compositor, Scene *scene)
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new EffectsAdaptor(this);
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QDBusConnection dbus = QDBusConnection::sessionBus();
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dbus.registerObject(QStringLiteral("/Effects"), this);
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// init is important, otherwise causes crashes when quads are build before the first painting pass start
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m_currentBuildQuadsIterator = m_activeEffects.constEnd();
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Workspace *ws = Workspace::self();
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VirtualDesktopManager *vds = VirtualDesktopManager::self();
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@ -477,21 +475,6 @@ void EffectsHandlerImpl::drawWindow(EffectWindow* w, int mask, const QRegion &re
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m_scene->finalDrawWindow(static_cast<EffectWindowImpl*>(w), mask, region, data);
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}
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void EffectsHandlerImpl::buildQuads(EffectWindow* w, WindowQuadList& quadList)
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{
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static bool initIterator = true;
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if (initIterator) {
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m_currentBuildQuadsIterator = m_activeEffects.constBegin();
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initIterator = false;
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}
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if (m_currentBuildQuadsIterator != m_activeEffects.constEnd()) {
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(*m_currentBuildQuadsIterator++)->buildQuads(w, quadList);
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--m_currentBuildQuadsIterator;
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}
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if (m_currentBuildQuadsIterator == m_activeEffects.constBegin())
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initIterator = true;
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}
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bool EffectsHandlerImpl::hasDecorationShadows() const
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{
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return false;
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@ -2106,9 +2089,9 @@ EffectWindowList EffectWindowImpl::mainWindows() const
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return {};
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}
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WindowQuadList EffectWindowImpl::buildQuads(bool force) const
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WindowQuadList EffectWindowImpl::buildQuads() const
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{
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return sceneWindow()->buildQuads(force);
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return sceneWindow()->buildQuads();
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}
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void EffectWindowImpl::setData(int role, const QVariant &data)
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@ -75,8 +75,6 @@ public:
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void drawWindow(EffectWindow* w, int mask, const QRegion ®ion, WindowPaintData& data) override;
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void buildQuads(EffectWindow* w, WindowQuadList& quadList) override;
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void activateWindow(EffectWindow* c) override;
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EffectWindow* activeWindow() const override;
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void moveWindow(EffectWindow* w, const QPoint& pos, bool snap = false, double snapAdjust = 1.0) override;
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@ -349,7 +347,6 @@ private:
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EffectsIterator m_currentPaintWindowIterator;
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EffectsIterator m_currentPaintEffectFrameIterator;
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EffectsIterator m_currentPaintScreenIterator;
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EffectsIterator m_currentBuildQuadsIterator;
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typedef QHash< QByteArray, QList< Effect*> > PropertyEffectMap;
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PropertyEffectMap m_propertiesForEffects;
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QHash<QByteArray, qulonglong> m_managedProperties;
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@ -493,7 +490,7 @@ public:
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EffectWindow* transientFor() override;
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EffectWindowList mainWindows() const override;
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WindowQuadList buildQuads(bool force = false) const override;
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WindowQuadList buildQuads() const override;
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void minimize() override;
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void unminimize() override;
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@ -609,11 +609,6 @@ void Effect::drawWindow(EffectWindow* w, int mask, const QRegion ®ion, Window
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effects->drawWindow(w, mask, region, data);
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}
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void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList)
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{
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effects->buildQuads(w, quadList);
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}
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void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
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const QRect& r, Qt::AspectRatioMode aspect)
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{
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@ -512,12 +512,6 @@ public:
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*/
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virtual void drawWindow(EffectWindow* w, int mask, const QRegion ®ion, WindowPaintData& data);
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/**
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* Define new window quads so that they can be transformed by other effects.
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* It's up to the effect to keep track of them.
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*/
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virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList);
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virtual void windowInputMouseEvent(QEvent* e);
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virtual void grabbedKeyboardEvent(QKeyEvent* e);
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@ -844,7 +838,6 @@ public:
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virtual void postPaintWindow(EffectWindow* w) = 0;
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virtual void paintEffectFrame(EffectFrame* frame, const QRegion ®ion, double opacity, double frameOpacity) = 0;
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virtual void drawWindow(EffectWindow* w, int mask, const QRegion ®ion, WindowPaintData& data) = 0;
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virtual void buildQuads(EffectWindow* w, WindowQuadList& quadList) = 0;
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virtual QVariant kwinOption(KWinOption kwopt) = 0;
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/**
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* Sets the cursor while the mouse is intercepted.
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@ -2440,7 +2433,7 @@ public:
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/**
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* Returns the unmodified window quad list. Can also be used to force rebuilding.
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*/
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virtual WindowQuadList buildQuads(bool force = false) const = 0;
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virtual WindowQuadList buildQuads() const = 0;
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void setMinimized(bool minimize);
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virtual void minimize() = 0;
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@ -905,7 +905,6 @@ WindowQuadList Scene::Window::buildQuads(bool force) const
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if (shadowItem() && toplevel->wantsShadowToBeRendered()) {
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*ret << shadowItem()->shadow()->shadowQuads();
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}
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effects->buildQuads(toplevel->effectWindow(), *ret);
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cached_quad_list.reset(ret);
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return *ret;
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}
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