96aba51960
svn path=/trunk/KDE/kdebase/workspace/; revision=689910
651 lines
21 KiB
C++
651 lines
21 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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// TODO MIT or some other license, perhaps move to some lib
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#ifndef KWIN_LIB_EFFECTS_H
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#define KWIN_LIB_EFFECTS_H
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#include <kwinglobals.h>
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#include <QtCore/QPair>
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#include <QtCore/QRect>
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#include <QtGui/QRegion>
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#include <QtCore/QVector>
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#include <QtCore/QList>
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#include <QtCore/QHash>
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#include <assert.h>
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class KLibrary;
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class KConfigGroup;
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class QKeyEvent;
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namespace KWin
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{
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class EffectWindow;
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class EffectWindowGroup;
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class Effect;
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class WindowQuad;
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class GLRenderTarget;
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class GLShader;
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class WindowQuadList;
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class WindowPrePaintData;
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class WindowPaintData;
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class ScreenPrePaintData;
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class ScreenPaintData;
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typedef QPair< QString, Effect* > EffectPair;
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typedef QPair< Effect*, Window > InputWindowPair;
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typedef QList< EffectWindow* > EffectWindowList;
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class KWIN_EXPORT Effect
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{
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public:
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// Flags controlling how painting is done.
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// TODO: is that ok here?
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enum
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{
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6
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};
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Effect();
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virtual ~Effect();
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void postPaintScreen();
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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// paintWindow() can do various transformations
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual void postPaintWindow( EffectWindow* w );
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// drawWindow() is used even for thumbnails etc. - it can alter the window itself where it
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// makes sense (e.g.darkening out unresponsive windows), but it cannot do transformations
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virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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// This function is used e.g. by the shadow effect which adds area around windows
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// that needs to be painted as well - e.g. when a window is hidden and the workspace needs
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// to be repainted at that area, shadow's transformWindowDamage() adds the shadow area
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// to it, so that it is repainted as well.
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virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
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// called when moved/resized or once after it's finished
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virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last );
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virtual void windowOpacityChanged( EffectWindow* c, double old_opacity );
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virtual void windowAdded( EffectWindow* c );
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virtual void windowClosed( EffectWindow* c );
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virtual void windowDeleted( EffectWindow* c );
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virtual void windowActivated( EffectWindow* c );
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virtual void windowMinimized( EffectWindow* c );
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virtual void windowUnminimized( EffectWindow* c );
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virtual void windowInputMouseEvent( Window w, QEvent* e );
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virtual void desktopChanged( int old );
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virtual void windowDamaged( EffectWindow* w, const QRect& r );
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virtual void windowGeometryShapeChanged( EffectWindow* w, const QRect& old );
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virtual void mouseChanged( const QPoint& pos, const QPoint& old,
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Qt::MouseButtons buttons, Qt::KeyboardModifiers modifiers );
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virtual void grabbedKeyboardEvent( QKeyEvent* e );
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virtual void tabBoxAdded( int mode );
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virtual void tabBoxClosed();
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virtual void tabBoxUpdated();
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virtual bool borderActivated( ElectricBorder border );
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static int displayWidth();
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static int displayHeight();
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static QPoint cursorPos();
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// Interpolates between x and y
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static float interpolate(float x, float y, float a)
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{
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return x * (1 - a) + y * a;
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}
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// helper to set WindowPaintData and QRegion to necessary transformations so that
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// a following drawWindow() would put the window at the requested geometry (useful for thumbnails)
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static void 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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/**
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* Defines the class to be used for effect with given name.
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* The name must be same as effect's X-KDE-PluginInfo-Name values in .desktop
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* file, but without the "kwin4_effect_" prefix.
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* E.g. KWIN_EFFECT( flames, MyFlameEffect )
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* In this case object of MyFlameEffect class would be created when effect
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* "flames" (which has X-KDE-PluginInfo-Name=kwin4_effect_flames in .desktop
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* file) is loaded.
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**/
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#define KWIN_EFFECT( name, classname ) \
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extern "C" { \
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KWIN_EXPORT Effect* effect_create_kwin4_effect_##name() { return new classname; } \
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}
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/**
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* Defines the function used to check whether an effect is supported
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* E.g. KWIN_EFFECT_SUPPORTED( flames, MyFlameEffect::supported() )
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**/
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#define KWIN_EFFECT_SUPPORTED( name, function ) \
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extern "C" { \
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KWIN_EXPORT bool effect_supported_kwin4_effect_##name() { return function; } \
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}
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/**
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* Defines the function used to retrieve an effect's config widget
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* E.g. KWIN_EFFECT_CONFIG( flames, MyFlameEffectConfig )
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**/
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#define KWIN_EFFECT_CONFIG( name, classname ) \
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K_EXPORT_COMPONENT_FACTORY( \
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kcm_kwineffect_##name, \
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KGenericFactory<classname>( "kcm_kwineffect_" #name ) )
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class KWIN_EXPORT EffectsHandler
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{
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friend class Effect;
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public:
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EffectsHandler(CompositingType type);
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virtual ~EffectsHandler();
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// for use by effects
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virtual void prePaintScreen( ScreenPrePaintData& data, int time ) = 0;
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ) = 0;
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virtual void postPaintScreen() = 0;
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) = 0;
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
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virtual void postPaintWindow( EffectWindow* w ) = 0;
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virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
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virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
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// Functions for handling input - e.g. when an Expose-like effect is shown, an input window
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// covering the whole screen is created and all mouse events will be intercepted by it.
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// The effect's windowInputMouseEvent() will get called with such events.
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virtual Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor ) = 0;
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virtual Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor );
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virtual Window createFullScreenInputWindow( Effect* e, const QCursor& cursor );
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virtual void destroyInputWindow( Window w ) = 0;
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virtual QPoint cursorPos() const = 0;
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virtual bool grabKeyboard( Effect* effect ) = 0;
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virtual void ungrabKeyboard() = 0;
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virtual void checkElectricBorder(const QPoint &pos, Time time) = 0;
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virtual void reserveElectricBorder( ElectricBorder border ) = 0;
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virtual void unreserveElectricBorder( ElectricBorder border ) = 0;
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virtual void reserveElectricBorderSwitching( bool reserve ) = 0;
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// functions that allow controlling windows/desktop
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virtual void activateWindow( EffectWindow* c ) = 0;
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virtual EffectWindow* activeWindow() const = 0 ;
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virtual void moveWindow( EffectWindow* w, const QPoint& pos ) = 0;
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virtual void windowToDesktop( EffectWindow* w, int desktop ) = 0;
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//
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virtual int currentDesktop() const = 0;
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virtual int numberOfDesktops() const = 0;
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virtual void setCurrentDesktop( int desktop ) = 0;
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virtual QString desktopName( int desktop ) const = 0;
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virtual QRect clientArea( clientAreaOption, const QPoint& p, int desktop ) const = 0;
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virtual void calcDesktopLayout(int* x, int* y, Qt::Orientation* orientation) const = 0;
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virtual bool optionRollOverDesktops() const = 0;
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virtual EffectWindowList stackingOrder() const = 0;
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// window will be temporarily painted as if being at the top of the stack
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virtual void setElevatedWindow( EffectWindow* w, bool set ) = 0;
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virtual void setTabBoxWindow(EffectWindow*) = 0;
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virtual void setTabBoxDesktop(int) = 0;
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virtual EffectWindowList currentTabBoxWindowList() const = 0;
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virtual void refTabBox() = 0;
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virtual void unrefTabBox() = 0;
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virtual void closeTabBox() = 0;
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virtual QList< int > currentTabBoxDesktopList() const = 0;
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virtual int currentTabBoxDesktop() const = 0;
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virtual EffectWindow* currentTabBoxWindow() const = 0;
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virtual void pushRenderTarget(GLRenderTarget* target) = 0;
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virtual GLRenderTarget* popRenderTarget() = 0;
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// Repaints the entire workspace
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virtual void addRepaintFull() = 0;
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virtual void addRepaint( const QRect& r ) = 0;
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virtual void addRepaint( int x, int y, int w, int h ) = 0;
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CompositingType compositingType() const { return compositing_type; }
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virtual unsigned long xrenderBufferPicture() = 0;
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virtual void reconfigure() = 0;
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/**
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* Sends message over DCOP to reload given effect.
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* @param effectname effect's name without "kwin4_effect_" prefix.
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* Can be called from effect's config module to apply config changes.
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**/
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static void sendReloadMessage( const QString& effectname );
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/**
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* @return @ref KConfigGroup which holds given effect's config options
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**/
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static KConfigGroup effectConfig( const QString& effectname );
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protected:
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QVector< EffectPair > loaded_effects;
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QHash< QString, KLibrary* > effect_libraries;
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QList< InputWindowPair > input_windows;
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//QHash< QString, EffectFactory* > effect_factories;
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int current_paint_screen;
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int current_paint_window;
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int current_draw_window;
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int current_transform;
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CompositingType compositing_type;
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};
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// This class is a representation of a window used by/for Effect classes.
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// The purpose is to hide internal data and also to serve as a single
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// representation for the case when Client/Unmanaged becomes Deleted.
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class KWIN_EXPORT EffectWindow
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{
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public:
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// Flags explaining why painting should be disabled
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enum
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{
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3
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};
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EffectWindow();
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virtual ~EffectWindow();
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virtual void enablePainting( int reason ) = 0;
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virtual void disablePainting( int reason ) = 0;
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virtual bool isPaintingEnabled() = 0;
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virtual void addRepaint( const QRect& r ) = 0;
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virtual void addRepaint( int x, int y, int w, int h ) = 0;
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virtual void addRepaintFull() = 0;
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virtual void refWindow() = 0;
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virtual void unrefWindow() = 0;
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virtual bool isDeleted() const = 0;
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virtual bool isMinimized() const = 0;
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virtual double opacity() const = 0;
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virtual bool isOnDesktop( int d ) const;
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virtual bool isOnCurrentDesktop() const;
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virtual bool isOnAllDesktops() const = 0;
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virtual int desktop() const = 0; // prefer isOnXXX()
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virtual int x() const = 0;
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virtual int y() const = 0;
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virtual int width() const = 0;
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virtual int height() const = 0;
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virtual QRect geometry() const = 0;
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virtual QPoint pos() const = 0;
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virtual QSize size() const = 0;
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virtual QRect rect() const = 0;
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virtual bool isMovable() const = 0;
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virtual bool isUserMove() const = 0;
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virtual bool isUserResize() const = 0;
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virtual QRect iconGeometry() const = 0;
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/**
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* Geometry of the actual window contents inside the whole (including decorations) window.
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*/
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virtual QRect contentsRect() const = 0;
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bool hasDecoration() const;
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virtual QString caption() const = 0;
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virtual QPixmap icon() const = 0;
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virtual QString windowClass() const = 0;
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virtual const EffectWindowGroup* group() const = 0;
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virtual bool isDesktop() const = 0;
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virtual bool isDock() const = 0;
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virtual bool isToolbar() const = 0;
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virtual bool isTopMenu() const = 0;
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virtual bool isMenu() const = 0;
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virtual bool isNormalWindow() const = 0; // normal as in 'NET::Normal or NET::Unknown non-transient'
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virtual bool isSpecialWindow() const = 0;
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virtual bool isDialog() const = 0;
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virtual bool isSplash() const = 0;
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virtual bool isUtility() const = 0;
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virtual bool isDropdownMenu() const = 0;
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virtual bool isPopupMenu() const = 0; // a context popup, not dropdown, not torn-off
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virtual bool isTooltip() const = 0;
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virtual bool isNotification() const = 0;
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virtual bool isComboBox() const = 0;
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virtual bool isDNDIcon() const = 0;
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virtual bool isModal() const = 0;
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virtual EffectWindow* findModal() = 0;
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virtual EffectWindowList mainWindows() const = 0;
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virtual void setShader(GLShader* shader) = 0;
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};
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class KWIN_EXPORT EffectWindowGroup
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{
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public:
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virtual ~EffectWindowGroup();
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virtual EffectWindowList members() const = 0;
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};
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/**
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* @short Vertex class
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* A vertex is one position in a window. WindowQuad consists of four WindowVertex objects
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* and represents one part of a window.
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**/
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class KWIN_EXPORT WindowVertex
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{
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public:
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float x() const;
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float y() const;
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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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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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float px, py; // position
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float tx, ty; // texture coords
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};
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enum WindowQuadType
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{
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WindowQuadError, // for the stupid default ctor
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WindowQuadContents,
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WindowQuadDecoration
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};
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/**
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* @short Class representing one area of a window.
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* WindowQuads consists of four WindowVertex objects and represents one part of a window.
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*/
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class KWIN_EXPORT WindowQuad
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{
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public:
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explicit WindowQuad( WindowQuadType type );
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WindowQuad makeSubQuad( float x1, float y1, float x2, float y2 ) const;
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WindowVertex& operator[]( int index );
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const WindowVertex& operator[]( int index ) const;
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bool decoration() const;
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// these 8 work only with untransformed quads
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float left() const;
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float right() const;
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float top() const;
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float bottom() const;
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float textureLeft() const;
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float textureRight() const;
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float textureTop() const;
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float textureBottom() const;
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private:
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friend class WindowQuadList;
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void checkUntransformed() const;
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WindowVertex verts[ 4 ];
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WindowQuadType type; // 0 - contents, 1 - decoration
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};
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class KWIN_EXPORT WindowQuadList
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: public QList< WindowQuad >
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{
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public:
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WindowQuadList splitAtX( float x ) const;
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WindowQuadList splitAtY( float y ) const;
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WindowQuadList makeGrid( int maxquadsize ) const;
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WindowQuadList select( WindowQuadType type ) const;
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WindowQuadList filterOut( WindowQuadType type ) const;
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bool smoothNeeded() const;
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void makeArrays( float** vertices, float** texcoords ) const;
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};
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class KWIN_EXPORT WindowPrePaintData
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{
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public:
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int mask;
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QRegion paint;
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QRegion clip;
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WindowQuadList quads;
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/**
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* Simple helper than sets data to say the window will be painted as non-opaque.
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* Takes also care of changing the regions.
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*/
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void setTranslucent();
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};
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class KWIN_EXPORT WindowPaintData
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{
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public:
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WindowPaintData();
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/**
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* Window opacity, in range 0 = transparent to 1 = fully opaque
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* Opacity for contents is opacity*contents_opacity, the same
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* way for decoration.
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*/
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double opacity;
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double contents_opacity;
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double decoration_opacity;
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double xScale;
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double yScale;
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int xTranslate;
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int yTranslate;
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/**
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* Saturation of the window, in range [0; 1]
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* 1 means that the window is unchanged, 0 means that it's completely
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* unsaturated (greyscale). 0.5 would make the colors less intense,
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* but not completely grey
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**/
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float saturation;
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/**
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* Brightness of the window, in range [0; 1]
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* 1 means that the window is unchanged, 0 means that it's completely
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* black. 0.5 would make it 50% darker than usual
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**/
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float brightness;
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WindowQuadList quads;
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};
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class KWIN_EXPORT ScreenPaintData
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{
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public:
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ScreenPaintData();
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double xScale;
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double yScale;
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int xTranslate;
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int yTranslate;
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};
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class KWIN_EXPORT ScreenPrePaintData
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{
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public:
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int mask;
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QRegion paint;
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};
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extern KWIN_EXPORT EffectsHandler* effects;
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/***************************************************************
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WindowVertex
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***************************************************************/
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inline
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WindowVertex::WindowVertex()
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: px( 0 ), py( 0 ), tx( 0 ), ty( 0 )
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{
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}
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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 )
|
|
{
|
|
}
|
|
|
|
inline
|
|
float WindowVertex::x() const
|
|
{
|
|
return px;
|
|
}
|
|
|
|
inline
|
|
float WindowVertex::y() const
|
|
{
|
|
return py;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::move( float x, float y )
|
|
{
|
|
px = x;
|
|
py = y;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::setX( float x )
|
|
{
|
|
px = x;
|
|
}
|
|
|
|
inline
|
|
void WindowVertex::setY( float y )
|
|
{
|
|
py = y;
|
|
}
|
|
|
|
inline
|
|
float WindowVertex::textureX() const
|
|
{
|
|
return tx;
|
|
}
|
|
|
|
inline
|
|
float WindowVertex::textureY() const
|
|
{
|
|
return ty;
|
|
}
|
|
|
|
/***************************************************************
|
|
WindowQuad
|
|
***************************************************************/
|
|
|
|
inline
|
|
WindowQuad::WindowQuad( WindowQuadType t )
|
|
: type( t )
|
|
{
|
|
}
|
|
|
|
inline
|
|
WindowVertex& WindowQuad::operator[]( int index )
|
|
{
|
|
assert( index >= 0 && index < 4 );
|
|
return verts[ index ];
|
|
}
|
|
|
|
inline
|
|
const WindowVertex& WindowQuad::operator[]( int index ) const
|
|
{
|
|
assert( index >= 0 && index < 4 );
|
|
return verts[ index ];
|
|
}
|
|
|
|
inline
|
|
bool WindowQuad::decoration() const
|
|
{
|
|
assert( type != WindowQuadError );
|
|
return type == WindowQuadDecoration;
|
|
}
|
|
|
|
inline
|
|
void WindowQuad::checkUntransformed() const
|
|
{
|
|
assert( verts[ 0 ].py == verts[ 1 ].py && verts[ 2 ].py == verts[ 3 ].py
|
|
&& verts[ 0 ].px == verts[ 3 ].px && verts[ 1 ].px == verts[ 2 ].px );
|
|
assert( verts[ 0 ].ty == verts[ 1 ].ty && verts[ 2 ].ty == verts[ 3 ].ty
|
|
&& verts[ 0 ].tx == verts[ 3 ].tx && verts[ 1 ].tx == verts[ 2 ].tx );
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::left() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 0 ].px;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::right() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 2 ].px;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::top() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 0 ].py;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::bottom() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 2 ].py;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::textureLeft() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 0 ].tx;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::textureRight() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 2 ].tx;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::textureTop() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 0 ].ty;
|
|
}
|
|
|
|
inline
|
|
float WindowQuad::textureBottom() const
|
|
{
|
|
checkUntransformed();
|
|
return verts[ 2 ].ty;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|