Don't make texture coordinates in WindowVertex public at all,
the meaning may possibly change in the future if more than one texture is used. Instead store original coordinates. svn path=/trunk/KDE/kdebase/workspace/; revision=689918
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3 changed files with 21 additions and 21 deletions
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@ -66,8 +66,8 @@ void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region,
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++j )
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{
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WindowVertex& v = data.quads[ i ][ j ];
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v.move( v.x() + sin(mTimeElapsed + v.textureY() / 60 + 0.5f) * 10,
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v.y() + sin(mTimeElapsed + v.textureX() / 80) * 10 );
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v.move( v.x() + sin(mTimeElapsed + v.originalY() / 60 + 0.5f) * 10,
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v.y() + sin(mTimeElapsed + v.originalX() / 80) * 10 );
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}
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}
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@ -452,8 +452,8 @@ void WindowQuadList::makeArrays( float** vertices, float** texcoords ) const
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{
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*vpos++ = at( i )[ j ].x();
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*vpos++ = at( i )[ j ].y();
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*tpos++ = at( i )[ j ].textureX();
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*tpos++ = at( i )[ j ].textureY();
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*tpos++ = at( i )[ j ].tx;
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*tpos++ = at( i )[ j ].ty;
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}
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}
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@ -368,13 +368,15 @@ class KWIN_EXPORT WindowVertex
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void move( float x, float y );
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void setX( float x );
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void setY( float y );
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float textureX() const;
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float textureY() const;
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float originalX() const;
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float originalY() const;
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WindowVertex();
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WindowVertex( float x, float y, float tx, float ty );
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private:
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friend class WindowQuad;
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friend class WindowQuadList;
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float px, py; // position
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float ox, oy; // origional position
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float tx, ty; // texture coords
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};
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@ -507,7 +509,7 @@ WindowVertex::WindowVertex()
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inline
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WindowVertex::WindowVertex( float _x, float _y, float _tx, float _ty )
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: px( _x ), py( _y ), tx( _tx ), ty( _ty )
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: px( _x ), py( _y ), ox( _x ), oy( _y ), tx( _tx ), ty( _ty )
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{
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}
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@ -523,6 +525,18 @@ float WindowVertex::y() const
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return py;
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}
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inline
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float WindowVertex::originalX() const
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{
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return ox;
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}
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inline
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float WindowVertex::originalY() const
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{
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return oy;
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}
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inline
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void WindowVertex::move( float x, float y )
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{
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@ -542,18 +556,6 @@ void WindowVertex::setY( float y )
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py = y;
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}
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inline
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float WindowVertex::textureX() const
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{
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return tx;
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}
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inline
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float WindowVertex::textureY() const
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{
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return ty;
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}
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/***************************************************************
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WindowQuad
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***************************************************************/
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@ -590,8 +592,6 @@ void WindowQuad::checkUntransformed() const
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{
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assert( verts[ 0 ].py == verts[ 1 ].py && verts[ 2 ].py == verts[ 3 ].py
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&& verts[ 0 ].px == verts[ 3 ].px && verts[ 1 ].px == verts[ 2 ].px );
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assert( verts[ 0 ].ty == verts[ 1 ].ty && verts[ 2 ].ty == verts[ 3 ].ty
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&& verts[ 0 ].tx == verts[ 3 ].tx && verts[ 1 ].tx == verts[ 2 ].tx );
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}
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inline
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