diff --git a/effects/shadow.cpp b/effects/shadow.cpp index f57e259014..421853f16d 100644 --- a/effects/shadow.cpp +++ b/effects/shadow.cpp @@ -284,10 +284,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderedActive )), id++ ); - quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); - quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); - quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 ); - quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 ); + quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 1 ); + quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 1 ); + quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 0 ); + quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 0 ); quadList.append( quad ); } } @@ -297,10 +297,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowBorderlessActive )), id++ ); - quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); - quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); - quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 ); - quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 ); + quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 1 ); + quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 1 ); + quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 0 ); + quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 0 ); quadList.append( quad ); } } @@ -310,10 +310,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) { shadowDefined = true; WindowQuad quad( mShadowQuadTypes.at( effects->shadowTextureList( ShadowOther )), id++ ); - quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 0 ); - quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 0 ); - quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 1 ); - quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 1 ); + quad[ 0 ] = WindowVertex( r.x(), r.y(), 0, 1 ); + quad[ 1 ] = WindowVertex( r.x() + r.width(), r.y(), 1, 1 ); + quad[ 2 ] = WindowVertex( r.x() + r.width(), r.y() + r.height(), 1, 0 ); + quad[ 3 ] = WindowVertex( r.x(), r.y() + r.height(), 0, 0 ); quadList.append( quad ); } } @@ -334,10 +334,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; WindowQuad topLeftQuad( mDefaultShadowQuadType, id++ ); - topLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - topLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - topLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - topLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + topLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + topLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + topLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + topLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( topLeftQuad ); // top x1 = shadowXOffset - shadowSize + 0 + fuzzy; @@ -345,10 +345,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; WindowQuad topQuad( mDefaultShadowQuadType, id++ ); - topQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - topQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - topQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - topQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + topQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + topQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + topQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + topQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( topQuad ); // top-right x1 = shadowXOffset - shadowSize + width - fuzzy; @@ -356,10 +356,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + 0 + fuzzy; WindowQuad topRightQuad( mDefaultShadowQuadType, id++ ); - topRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - topRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - topRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - topRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + topRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + topRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + topRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + topRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( topRightQuad ); // left x1 = shadowXOffset - shadowSize + 0 - fuzzy; @@ -367,10 +367,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; WindowQuad leftQuad( mDefaultShadowQuadType, id++ ); - leftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - leftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - leftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - leftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + leftQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + leftQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + leftQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + leftQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( leftQuad ); // center x1 = shadowXOffset - shadowSize + 0 + fuzzy; @@ -378,10 +378,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; WindowQuad contentsQuad( mDefaultShadowQuadType, id++ ); - contentsQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - contentsQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - contentsQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - contentsQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + contentsQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + contentsQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + contentsQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + contentsQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( contentsQuad ); // right x1 = shadowXOffset - shadowSize + width - fuzzy; @@ -389,10 +389,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + height - fuzzy; WindowQuad rightQuad( mDefaultShadowQuadType, id++ ); - rightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - rightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - rightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - rightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + rightQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + rightQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + rightQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + rightQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( rightQuad ); // bottom-left x1 = shadowXOffset - shadowSize + 0 - fuzzy; @@ -400,10 +400,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + 0 + fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; WindowQuad bottomLeftQuad( mDefaultShadowQuadType, id++ ); - bottomLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - bottomLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - bottomLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - bottomLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + bottomLeftQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + bottomLeftQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + bottomLeftQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + bottomLeftQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( bottomLeftQuad ); // bottom x1 = shadowXOffset - shadowSize + 0 + fuzzy; @@ -411,10 +411,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width - fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; WindowQuad bottomQuad( mDefaultShadowQuadType, id++ ); - bottomQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - bottomQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - bottomQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - bottomQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + bottomQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + bottomQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + bottomQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + bottomQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( bottomQuad ); // bottom-right x1 = shadowXOffset - shadowSize + width - fuzzy; @@ -422,10 +422,10 @@ void ShadowEffect::buildQuads( EffectWindow* w, WindowQuadList& quadList ) x2 = shadowXOffset - shadowSize + width + fuzzy; y2 = shadowYOffset - shadowSize + height + fuzzy; WindowQuad bottomRightQuad( mDefaultShadowQuadType, id++ ); - bottomRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 0 ); - bottomRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 0 ); - bottomRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 1 ); - bottomRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 1 ); + bottomRightQuad[ 0 ] = WindowVertex( x1, y1, 0, 1 ); + bottomRightQuad[ 1 ] = WindowVertex( x2, y1, 1, 1 ); + bottomRightQuad[ 2 ] = WindowVertex( x2, y2, 1, 0 ); + bottomRightQuad[ 3 ] = WindowVertex( x1, y2, 0, 0 ); quadList.append( bottomRightQuad ); } // This is called for menus, tooltips, windows where the user has disabled borders and shaped windows @@ -750,10 +750,10 @@ void ShadowEffect::drawShadow( EffectWindow* window, int mask, QRegion region, c verts << quad[1].x() << quad[1].y(); verts << quad[2].x() << quad[2].y(); verts << quad[3].x() << quad[3].y(); - texcoords << quad[3].textureX() << quad[3].textureY(); - texcoords << quad[2].textureX() << quad[2].textureY(); - texcoords << quad[1].textureX() << quad[1].textureY(); texcoords << quad[0].textureX() << quad[0].textureY(); + texcoords << quad[1].textureX() << quad[1].textureY(); + texcoords << quad[2].textureX() << quad[2].textureY(); + texcoords << quad[3].textureX() << quad[3].textureY(); // Work out which texture to use int texture = mShadowQuadTypes.indexOf( quad.type() );