effect/animationeffect: use a normal d pointer
There's no need for Qt macros to do that
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f10a93ce1c
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d07ce95617
2 changed files with 3 additions and 26 deletions
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@ -50,7 +50,7 @@ quint64 AnimationEffectPrivate::m_animCounter = 0;
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AnimationEffect::AnimationEffect()
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: CrossFadeEffect()
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, d_ptr(std::make_unique<AnimationEffectPrivate>())
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, d(std::make_unique<AnimationEffectPrivate>())
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{
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if (!s_clock.isValid()) {
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s_clock.start();
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@ -62,7 +62,6 @@ AnimationEffect::AnimationEffect()
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AnimationEffect::~AnimationEffect()
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{
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Q_D(AnimationEffect);
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if (d->m_isInitialized) {
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disconnect(effects, &EffectsHandler::windowDeleted, this, &AnimationEffect::_windowDeleted);
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}
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@ -71,7 +70,6 @@ AnimationEffect::~AnimationEffect()
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void AnimationEffect::init()
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{
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Q_D(AnimationEffect);
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if (d->m_isInitialized) {
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return; // not more than once, please
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}
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@ -86,7 +84,6 @@ void AnimationEffect::init()
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bool AnimationEffect::isActive() const
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{
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Q_D(const AnimationEffect);
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return !d->m_animations.empty() && !effects->isScreenLocked();
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}
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@ -219,7 +216,6 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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const bool waitAtSource = from.isValid();
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validate(a, meta, &from, &to, w);
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Q_D(AnimationEffect);
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if (!d->m_isInitialized) {
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init(); // needs to ensure the window gets removed if deleted in the same event cycle
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}
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@ -293,7 +289,6 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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bool AnimationEffect::retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime)
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{
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Q_D(AnimationEffect);
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if (animationId == d->m_justEndedAnimation) {
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return false; // this is just ending, do not try to retarget it
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}
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@ -322,8 +317,6 @@ bool AnimationEffect::retarget(quint64 animationId, FPx2 newTarget, int newRemai
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bool AnimationEffect::freezeInTime(quint64 animationId, qint64 frozenTime)
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{
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Q_D(AnimationEffect);
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if (animationId == d->m_justEndedAnimation) {
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return false; // this is just ending, do not try to retarget it
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}
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@ -345,7 +338,6 @@ bool AnimationEffect::freezeInTime(quint64 animationId, qint64 frozenTime)
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bool AnimationEffect::redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags)
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{
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Q_D(AnimationEffect);
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if (animationId == d->m_justEndedAnimation) {
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return false;
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}
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@ -372,8 +364,6 @@ bool AnimationEffect::redirect(quint64 animationId, Direction direction, Termina
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bool AnimationEffect::complete(quint64 animationId)
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{
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Q_D(AnimationEffect);
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if (animationId == d->m_justEndedAnimation) {
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return false;
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}
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@ -393,7 +383,6 @@ bool AnimationEffect::complete(quint64 animationId)
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bool AnimationEffect::cancel(quint64 animationId)
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{
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Q_D(AnimationEffect);
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if (animationId == d->m_justEndedAnimation) {
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return true; // this is just ending, do not try to cancel it but fake success
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}
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@ -475,7 +464,6 @@ QRect AnimationEffect::clipRect(const QRect &geo, const AniData &anim) const
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void AnimationEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime)
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{
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Q_D(AnimationEffect);
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auto entry = d->m_animations.find(w);
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if (entry != d->m_animations.end()) {
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auto &[window, pair] = *entry;
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@ -512,7 +500,6 @@ static inline float geometryCompensation(int flags, float v)
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void AnimationEffect::paintWindow(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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Q_D(AnimationEffect);
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auto it = d->m_animations.find(w);
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if (it == d->m_animations.end()) {
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effects->paintWindow(renderTarget, viewport, w, mask, region, data);
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@ -642,7 +629,6 @@ void AnimationEffect::paintWindow(const RenderTarget &renderTarget, const Render
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void AnimationEffect::postPaintScreen()
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{
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Q_D(AnimationEffect);
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d->m_animationsTouched = false;
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bool damageDirty = false;
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std::vector<EffectWindowDeletedRef> zombies;
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@ -796,7 +782,6 @@ void AnimationEffect::setMetaData(MetaType type, uint value, uint &meta)
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void AnimationEffect::triggerRepaint()
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{
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Q_D(AnimationEffect);
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for (auto &[window, pair] : d->m_animations) {
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pair.second = QRect();
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}
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@ -830,7 +815,6 @@ static float fixOvershoot(float f, const AniData &d, short int dir, float s = 1.
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void AnimationEffect::updateLayerRepaints()
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{
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Q_D(AnimationEffect);
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d->m_needSceneRepaint = false;
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for (auto &[window, pair] : d->m_animations) {
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auto &[data, rect] = pair;
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@ -945,7 +929,6 @@ void AnimationEffect::updateLayerRepaints()
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void AnimationEffect::_windowExpandedGeometryChanged(KWin::EffectWindow *w)
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{
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Q_D(AnimationEffect);
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const auto entry = d->m_animations.find(w);
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if (entry != d->m_animations.end()) {
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auto &[data, rect] = entry->second;
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@ -959,8 +942,6 @@ void AnimationEffect::_windowExpandedGeometryChanged(KWin::EffectWindow *w)
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void AnimationEffect::_windowClosed(EffectWindow *w)
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{
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Q_D(AnimationEffect);
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auto it = d->m_animations.find(w);
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if (it == d->m_animations.end()) {
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return;
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@ -975,13 +956,11 @@ void AnimationEffect::_windowClosed(EffectWindow *w)
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void AnimationEffect::_windowDeleted(EffectWindow *w)
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{
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Q_D(AnimationEffect);
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d->m_animations.erase(w);
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}
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QString AnimationEffect::debug(const QString ¶meter) const
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{
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Q_D(const AnimationEffect);
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QString dbg;
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if (d->m_animations.empty()) {
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dbg = QStringLiteral("No window is animated");
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@ -1003,7 +982,6 @@ QString AnimationEffect::debug(const QString ¶meter) const
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const AnimationEffect::AniMap &AnimationEffect::state() const
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{
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Q_D(const AnimationEffect);
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return d->m_animations;
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}
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@ -522,9 +522,8 @@ private Q_SLOTS:
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private:
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static QElapsedTimer s_clock;
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const std::unique_ptr<AnimationEffectPrivate> d_ptr;
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Q_DECLARE_PRIVATE(AnimationEffect)
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Q_DISABLE_COPY(AnimationEffect)
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const std::unique_ptr<AnimationEffectPrivate> d;
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friend class AnimationEffectPrivate;
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};
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} // namespace
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