kwineffects: Remove dead code
AnimationEffect sets the clip region to clip windows, so this code can be safely removed.
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2 changed files with 0 additions and 46 deletions
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@ -447,49 +447,6 @@ QRect AnimationEffect::clipRect(const QRect &geo, const AniData &anim) const
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return clip;
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}
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void AnimationEffect::clipWindow(const EffectWindow *w, const AniData &anim, WindowQuadList &quads) const
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{
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return;
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const QRect geo = w->expandedGeometry();
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QRect clip = AnimationEffect::clipRect(geo, anim);
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WindowQuadList filtered;
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if (clip.left() != geo.left()) {
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quads = quads.splitAtX(clip.left());
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Q_FOREACH (const WindowQuad &quad, quads) {
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if (quad.right() >= clip.left())
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filtered << quad;
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}
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quads = filtered;
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filtered.clear();
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}
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if (clip.right() != geo.right()) {
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quads = quads.splitAtX(clip.left());
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Q_FOREACH (const WindowQuad &quad, quads) {
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if (quad.right() <= clip.right())
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filtered << quad;
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}
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quads = filtered;
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filtered.clear();
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}
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if (clip.top() != geo.top()) {
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quads = quads.splitAtY(clip.top());
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Q_FOREACH (const WindowQuad &quad, quads) {
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if (quad.top() >= clip.top())
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filtered << quad;
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}
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quads = filtered;
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filtered.clear();
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}
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if (clip.bottom() != geo.bottom()) {
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quads = quads.splitAtY(clip.bottom());
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Q_FOREACH (const WindowQuad &quad, quads) {
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if (quad.bottom() <= clip.bottom())
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filtered << quad;
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}
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quads = filtered;
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}
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}
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void AnimationEffect::disconnectGeometryChanges()
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{
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disconnect(effects, &EffectsHandler::windowExpandedGeometryChanged,
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@ -513,8 +470,6 @@ void AnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data,
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data.setTranslucent();
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else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) {
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data.setTransformed();
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if (anim->attribute == Clip)
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clipWindow(w, *anim, data.quads);
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}
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paintDeleted |= anim->keepAlive;
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@ -377,7 +377,6 @@ protected:
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private:
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quint64 p_animate(EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, const QEasingCurve &curve, int delay, FPx2 from, bool keepAtTarget, bool fullScreenEffect, bool keepAlive);
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QRect clipRect(const QRect &windowRect, const AniData&) const;
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void clipWindow(const EffectWindow *, const AniData &, WindowQuadList &) const;
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float interpolated( const AniData&, int i = 0 ) const;
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float progress( const AniData& ) const;
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void disconnectGeometryChanges();
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