kwin/lib/kwineffects.h
Rivo Laks 85961ce0a3 Add KWin::GlobalShortcutsEditor which is a KShortcutsEditor that only edits global shortcuts.
This allows shortcut editor widgets to be added in Designer (for 4.1 KShortcutsEditor should
  probably get setActionTypes() method so that it needn't be set in it's ctor).

  libkwineffects also links to kdeui now, I hope it's ok since it linked to QtGUI and kdecore already anyway.

svn path=/trunk/KDE/kdebase/workspace/; revision=740954
2007-11-24 13:43:52 +00:00

841 lines
29 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
// TODO MIT or some other license, perhaps move to some lib
#ifndef KWINEFFECTS_H
#define KWINEFFECTS_H
#include <kwinglobals.h>
#include <QtCore/QPair>
#include <QtCore/QRect>
#include <QtGui/QRegion>
#include <QtGui/QFont>
#include <QtCore/QVector>
#include <QtCore/QList>
#include <QtCore/QHash>
#include <KDE/KPluginFactory>
#include <KDE/KShortcutsEditor>
#include <assert.h>
#define KWIN_EFFECT_API_VERSION 0x000100
class KLibrary;
class KConfigGroup;
class KActionCollection;
class QKeyEvent;
namespace KWin
{
class EffectWindow;
class EffectWindowGroup;
class Effect;
class WindowQuad;
class GLRenderTarget;
class GLShader;
class WindowQuadList;
class WindowPrePaintData;
class WindowPaintData;
class ScreenPrePaintData;
class ScreenPaintData;
typedef QPair< QString, Effect* > EffectPair;
typedef QPair< Effect*, Window > InputWindowPair;
typedef QList< EffectWindow* > EffectWindowList;
/**
* @short Base class for all KWin effects
*
* This is the base class for all effects. By reimplementing virtual methods
* of this class, you can customize how the windows are painted.
*
* The virtual methods of this class can broadly be divided into two
* categories: the methods used for painting and those you can use to be
* notified and react to certain events, e.g. that a window was closed.
*
* @section Chaining
* Most methods of this class are called in chain style. This means that when
* effects A and B area active then first e.g. A::paintWindow() is called and
* then from within that method B::paintWindow() is called (although
* indirectly). To achieve this, you need to make sure to call corresponding
* method in EffectsHandler class from each such method (using @ref effects
* pointer):
* @code
* void MyEffect::postPaintScreen()
* {
* // Do your own processing here
* ...
* // Call corresponding EffectsHandler method
* effects->postPaintScreen();
* }
* @endcode
*
* @section Effectsptr Effects pointer
* @ref effects pointer points to the global EffectsHandler object that you can
* use to interact with the windows.
*
* @section painting Painting stages
* Painting of windows is done in three stages:
* @li First, the prepaint pass.<br>
* Here you can specify how the windows will be painted, e.g. that they will
* be translucent and transformed.
* @li Second, the paint pass.<br>
* Here the actual painting takes place. You can change attributes such as
* opacity of windows as well as apply transformations to them. You can also
* paint something onto the screen yourself.
* @li Finally, the postpaint pass.<br>
* Here you can mark windows, part of windows or even the entire screen for
* repainting to create animations.
*
* For each stage there are *Screen() and *Window() methods. The window method
* is called for every window which the screen method is usually called just
* once.
**/
class KWIN_EXPORT Effect
{
public:
/** Flags controlling how painting is done. */
// TODO: is that ok here?
enum
{
/**
* Window (or at least part of it) will be painted opaque.
**/
PAINT_WINDOW_OPAQUE = 1 << 0,
/**
* Window (or at least part of it) will be painted translucent.
**/
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
/**
* Window will be painted with transformed geometry.
**/
PAINT_WINDOW_TRANSFORMED = 1 << 2,
/**
* Paint only a region of the screen (can be optimized, cannot
* be used together with TRANSFORMED flags).
**/
PAINT_SCREEN_REGION = 1 << 3,
/**
* The whole screen will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
PAINT_SCREEN_TRANSFORMED = 1 << 4,
/**
* At least one window will be painted with transformed geometry.
* Forces the entire screen to be painted.
**/
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
/**
* Clear whole background as the very first step, without optimizing it
**/
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6
};
/**
* Constructs new Effect object.
**/
Effect();
/**
* Destructs the Effect object.
**/
virtual ~Effect();
/**
* Called before starting to paint the screen.
* In this method you can:
* @li set whether the windows or the entire screen will be transformed
* @li change the region of the screen that will be painted
* @li do various housekeeping tasks such as initing your effect's variables
for the upcoming paint pass or updating animation's progress
**/
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
/**
* In this method you can:
* @li paint something on top of the windows (by painting after calling
* effects->paintScreen())
* @li paint multiple desktops and/or multiple copies of the same desktop
* by calling effects->paintScreen() multiple times
**/
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
/**
* Called after all the painting has been finished.
* In this method you can:
* @li schedule next repaint in case of animations
* You shouldn't paint anything here.
**/
virtual void postPaintScreen();
/**
* Called for every window before the actual paint pass
* In this method you can:
* @li enable or disable painting of the window (e.g. enable paiting of minimized window)
* @li set window to be painted with translucency
* @li set window to be transformed
* @li request the window to be divided into multiple parts
**/
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
/**
* This is the main method for painting windows.
* In this method you can:
* @li do various transformations
* @li change opacity of the window
* @li change brightness and/or saturation, if it's supported
**/
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
/**
* Called for every window after all painting has been finished.
* In this method you can:
* @li schedule next repaint for individual window(s) in case of animations
* You shouldn't paint anything here.
**/
virtual void postPaintWindow( EffectWindow* w );
/**
* Can be called to draw multiple copies (e.g. thumbnails) of a window.
* You can change window's opacity/brightness/etc here, but you can't
* do any transformations
**/
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
/**
* This function is used e.g. by the shadow effect which adds area around windows
* that needs to be painted as well - e.g. when a window is hidden and the workspace needs
* to be repainted at that area, shadow's transformWindowDamage() adds the shadow area
* to it, so that it is repainted as well.
**/
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
/** called when moved/resized or once after it's finished */
virtual void windowUserMovedResized( EffectWindow* c, bool first, bool last );
virtual void windowOpacityChanged( EffectWindow* c, double old_opacity );
virtual void windowAdded( EffectWindow* c );
virtual void windowClosed( EffectWindow* c );
virtual void windowDeleted( EffectWindow* c );
virtual void windowActivated( EffectWindow* c );
virtual void windowMinimized( EffectWindow* c );
virtual void windowUnminimized( EffectWindow* c );
virtual void windowInputMouseEvent( Window w, QEvent* e );
virtual void desktopChanged( int old );
virtual void windowDamaged( EffectWindow* w, const QRect& r );
virtual void windowGeometryShapeChanged( EffectWindow* w, const QRect& old );
virtual void mouseChanged( const QPoint& pos, const QPoint& old,
Qt::MouseButtons buttons, Qt::KeyboardModifiers modifiers );
virtual void grabbedKeyboardEvent( QKeyEvent* e );
virtual void tabBoxAdded( int mode );
virtual void tabBoxClosed();
virtual void tabBoxUpdated();
virtual bool borderActivated( ElectricBorder border );
static int displayWidth();
static int displayHeight();
static QPoint cursorPos();
/**
* Linearly interpolates between @p x and @p y.
*
* Returns @p x when @p a = 0; returns @p y when @p a = 1.
**/
static double interpolate(double x, double y, double a)
{
return x * (1 - a) + y * a;
}
/** Helper to set WindowPaintData and QRegion to necessary transformations so that
* a following drawWindow() would put the window at the requested geometry (useful for thumbnails)
**/
static void setPositionTransformations( WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect );
};
/**
* Defines the class to be used for effect with given name.
* The name must be same as effect's X-KDE-PluginInfo-Name values in .desktop
* file, but without the "kwin4_effect_" prefix.
* E.g. KWIN_EFFECT( flames, MyFlameEffect )
* In this case object of MyFlameEffect class would be created when effect
* "flames" (which has X-KDE-PluginInfo-Name=kwin4_effect_flames in .desktop
* file) is loaded.
**/
#define KWIN_EFFECT( name, classname ) \
extern "C" { \
KWIN_EXPORT Effect* effect_create_kwin4_effect_##name() { return new classname; } \
}
/**
* Defines the function used to check whether an effect is supported
* E.g. KWIN_EFFECT_SUPPORTED( flames, MyFlameEffect::supported() )
**/
#define KWIN_EFFECT_SUPPORTED( name, function ) \
extern "C" { \
KWIN_EXPORT bool effect_supported_kwin4_effect_##name() { return function; } \
}
/**
* Defines the function used to retrieve an effect's config widget
* E.g. KWIN_EFFECT_CONFIG( flames, MyFlameEffectConfig )
**/
#define KWIN_EFFECT_CONFIG( name, classname ) \
K_PLUGIN_FACTORY(name##_factory, registerPlugin<classname>();) \
K_EXPORT_PLUGIN(name##_factory("kcm_kwineffect_" #name))
/**
* The declaration of the factory to export the effect
**/
#define KWIN_EFFECT_CONFIG_FACTORY K_PLUGIN_FACTORY_DECLARATION(EffectFactory)
/**
* @short Manager class that handles all the effects.
*
* This class creates Effect objects and calls it's appropriate methods.
*
* Effect objects can call methods of this class to interact with the
* workspace, e.g. to activate or move a specific window, change current
* desktop or create a special input window to receive mouse and keyboard
* events.
**/
class KWIN_EXPORT EffectsHandler
{
friend class Effect;
public:
EffectsHandler(CompositingType type);
virtual ~EffectsHandler();
// for use by effects
virtual void prePaintScreen( ScreenPrePaintData& data, int time ) = 0;
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ) = 0;
virtual void postPaintScreen() = 0;
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) = 0;
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
virtual void postPaintWindow( EffectWindow* w ) = 0;
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) = 0;
virtual QRect transformWindowDamage( EffectWindow* w, const QRect& r );
// Functions for handling input - e.g. when an Expose-like effect is shown, an input window
// covering the whole screen is created and all mouse events will be intercepted by it.
// The effect's windowInputMouseEvent() will get called with such events.
virtual Window createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor ) = 0;
Window createInputWindow( Effect* e, const QRect& r, const QCursor& cursor );
virtual Window createFullScreenInputWindow( Effect* e, const QCursor& cursor );
virtual void destroyInputWindow( Window w ) = 0;
virtual QPoint cursorPos() const = 0;
virtual bool grabKeyboard( Effect* effect ) = 0;
virtual void ungrabKeyboard() = 0;
virtual void checkElectricBorder(const QPoint &pos, Time time) = 0;
virtual void reserveElectricBorder( ElectricBorder border ) = 0;
virtual void unreserveElectricBorder( ElectricBorder border ) = 0;
virtual void reserveElectricBorderSwitching( bool reserve ) = 0;
// functions that allow controlling windows/desktop
virtual void activateWindow( EffectWindow* c ) = 0;
virtual EffectWindow* activeWindow() const = 0 ;
virtual void moveWindow( EffectWindow* w, const QPoint& pos ) = 0;
virtual void windowToDesktop( EffectWindow* w, int desktop ) = 0;
//
virtual int currentDesktop() const = 0;
virtual int numberOfDesktops() const = 0;
virtual void setCurrentDesktop( int desktop ) = 0;
virtual QString desktopName( int desktop ) const = 0;
virtual int activeScreen() const = 0; // Xinerama
virtual QRect clientArea( clientAreaOption, int screen, int desktop ) const = 0;
virtual QRect clientArea( clientAreaOption, const EffectWindow* c ) const = 0;
virtual QRect clientArea( clientAreaOption, const QPoint& p, int desktop ) const = 0;
virtual void calcDesktopLayout(int* x, int* y, Qt::Orientation* orientation) const = 0;
virtual bool optionRollOverDesktops() const = 0;
virtual int desktopToLeft( int desktop, bool wrap ) const = 0;
virtual int desktopToRight( int desktop, bool wrap ) const = 0;
virtual int desktopUp( int desktop, bool wrap ) const = 0;
virtual int desktopDown( int desktop, bool wrap ) const = 0;
virtual EffectWindowList stackingOrder() const = 0;
// window will be temporarily painted as if being at the top of the stack
virtual void setElevatedWindow( EffectWindow* w, bool set ) = 0;
virtual void setTabBoxWindow(EffectWindow*) = 0;
virtual void setTabBoxDesktop(int) = 0;
virtual EffectWindowList currentTabBoxWindowList() const = 0;
virtual void refTabBox() = 0;
virtual void unrefTabBox() = 0;
virtual void closeTabBox() = 0;
virtual QList< int > currentTabBoxDesktopList() const = 0;
virtual int currentTabBoxDesktop() const = 0;
virtual EffectWindow* currentTabBoxWindow() const = 0;
virtual void setActiveFullScreenEffect( Effect* e ) = 0;
virtual Effect* activeFullScreenEffect() const = 0;
virtual void pushRenderTarget(GLRenderTarget* target) = 0;
virtual GLRenderTarget* popRenderTarget() = 0;
/**
* Schedules the entire workspace to be repainted next time.
* If you call it during painting (including prepaint) then it does not
* affect the current painting.
**/
virtual void addRepaintFull() = 0;
virtual void addRepaint( const QRect& r ) = 0;
virtual void addRepaint( int x, int y, int w, int h ) = 0;
CompositingType compositingType() const;
virtual unsigned long xrenderBufferPicture() = 0;
virtual void reconfigure() = 0;
/**
* Paints given text onto screen, possibly in elided form
* @param text
* @param center center point of the painted text
* @param maxwidth if text is longer than this, is will be elided
* @param color color of the text, may contain alpha
* @param font font for the text
**/
bool paintText( const QString& text, const QPoint& center, int maxwidth,
const QColor& color, const QFont& font = QFont() );
bool paintTextWithBackground( const QString& text, const QPoint& center, int maxwidth,
const QColor& color, const QColor& bgcolor,
const QFont& font = QFont() );
/**
* Sends message over DCOP to reload given effect.
* @param effectname effect's name without "kwin4_effect_" prefix.
* Can be called from effect's config module to apply config changes.
**/
static void sendReloadMessage( const QString& effectname );
/**
* @return @ref KConfigGroup which holds given effect's config options
**/
static KConfigGroup effectConfig( const QString& effectname );
protected:
QVector< EffectPair > loaded_effects;
QHash< QString, KLibrary* > effect_libraries;
QList< InputWindowPair > input_windows;
//QHash< QString, EffectFactory* > effect_factories;
int current_paint_screen;
int current_paint_window;
int current_draw_window;
int current_transform;
CompositingType compositing_type;
};
/**
* @short Representation of a window used by/for Effect classes.
*
* The purpose is to hide internal data and also to serve as a single
* representation for the case when Client/Unmanaged becomes Deleted.
**/
class KWIN_EXPORT EffectWindow
{
public:
/** Flags explaining why painting should be disabled */
enum
{
/** Window will not be painted */
PAINT_DISABLED = 1 << 0,
/** Window will not be painted because it is deleted */
PAINT_DISABLED_BY_DELETE = 1 << 1,
/** Window will not be painted because of which desktop it's on */
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
/** Window will not be painted because it is minimized */
PAINT_DISABLED_BY_MINIMIZE = 1 << 3
};
EffectWindow();
virtual ~EffectWindow();
virtual void enablePainting( int reason ) = 0;
virtual void disablePainting( int reason ) = 0;
virtual bool isPaintingEnabled() = 0;
virtual void addRepaint( const QRect& r ) = 0;
virtual void addRepaint( int x, int y, int w, int h ) = 0;
virtual void addRepaintFull() = 0;
virtual void refWindow() = 0;
virtual void unrefWindow() = 0;
virtual bool isDeleted() const = 0;
virtual bool isMinimized() const = 0;
virtual double opacity() const = 0;
virtual bool isOnDesktop( int d ) const;
virtual bool isOnCurrentDesktop() const;
virtual bool isOnAllDesktops() const = 0;
virtual int desktop() const = 0; // prefer isOnXXX()
virtual int x() const = 0;
virtual int y() const = 0;
virtual int width() const = 0;
virtual int height() const = 0;
virtual QRect geometry() const = 0;
virtual QPoint pos() const = 0;
virtual QSize size() const = 0;
virtual QRect rect() const = 0;
virtual bool isMovable() const = 0;
virtual bool isUserMove() const = 0;
virtual bool isUserResize() const = 0;
virtual QRect iconGeometry() const = 0;
/**
* Geometry of the actual window contents inside the whole (including decorations) window.
*/
virtual QRect contentsRect() const = 0;
bool hasDecoration() const;
virtual QString caption() const = 0;
virtual QPixmap icon() const = 0;
virtual QString windowClass() const = 0;
virtual QString windowRole() const = 0;
virtual const EffectWindowGroup* group() const = 0;
virtual bool isDesktop() const = 0;
virtual bool isDock() const = 0;
virtual bool isToolbar() const = 0;
virtual bool isTopMenu() const = 0;
virtual bool isMenu() const = 0;
virtual bool isNormalWindow() const = 0; // normal as in 'NET::Normal or NET::Unknown non-transient'
virtual bool isSpecialWindow() const = 0;
virtual bool isDialog() const = 0;
virtual bool isSplash() const = 0;
virtual bool isUtility() const = 0;
virtual bool isDropdownMenu() const = 0;
virtual bool isPopupMenu() const = 0; // a context popup, not dropdown, not torn-off
virtual bool isTooltip() const = 0;
virtual bool isNotification() const = 0;
virtual bool isComboBox() const = 0;
virtual bool isDNDIcon() const = 0;
virtual bool isModal() const = 0;
virtual EffectWindow* findModal() = 0;
virtual EffectWindowList mainWindows() const = 0;
// TODO internal?
virtual WindowQuadList buildQuads() const = 0;
};
class KWIN_EXPORT EffectWindowGroup
{
public:
virtual ~EffectWindowGroup();
virtual EffectWindowList members() const = 0;
};
class KWIN_EXPORT GlobalShortcutsEditor : public KShortcutsEditor
{
public:
GlobalShortcutsEditor( QWidget *parent );
};
/**
* @short Vertex class
*
* A vertex is one position in a window. WindowQuad consists of four WindowVertex objects
* and represents one part of a window.
**/
class KWIN_EXPORT WindowVertex
{
public:
double x() const;
double y() const;
void move( double x, double y );
void setX( double x );
void setY( double y );
double originalX() const;
double originalY() const;
WindowVertex();
WindowVertex( double x, double y, double tx, double ty );
private:
friend class WindowQuad;
friend class WindowQuadList;
double px, py; // position
double ox, oy; // origional position
double tx, ty; // texture coords
};
enum WindowQuadType
{
WindowQuadError, // for the stupid default ctor
WindowQuadContents,
WindowQuadDecoration
};
/**
* @short Class representing one area of a window.
*
* WindowQuads consists of four WindowVertex objects and represents one part of a window.
*/
// NOTE: This class expects the (original) vertices to be in the clockwise order starting from topleft.
class KWIN_EXPORT WindowQuad
{
public:
explicit WindowQuad( WindowQuadType type );
WindowQuad makeSubQuad( double x1, double y1, double x2, double y2 ) const;
WindowVertex& operator[]( int index );
const WindowVertex& operator[]( int index ) const;
bool decoration() const;
double left() const;
double right() const;
double top() const;
double bottom() const;
double originalLeft() const;
double originalRight() const;
double originalTop() const;
double originalBottom() const;
bool smoothNeeded() const;
bool isTransformed() const;
private:
friend class WindowQuadList;
WindowVertex verts[ 4 ];
WindowQuadType type; // 0 - contents, 1 - decoration
};
class KWIN_EXPORT WindowQuadList
: public QList< WindowQuad >
{
public:
WindowQuadList splitAtX( double x ) const;
WindowQuadList splitAtY( double y ) const;
WindowQuadList makeGrid( int maxquadsize ) const;
WindowQuadList select( WindowQuadType type ) const;
WindowQuadList filterOut( WindowQuadType type ) const;
bool smoothNeeded() const;
void makeArrays( float** vertices, float** texcoords ) const;
};
class KWIN_EXPORT WindowPrePaintData
{
public:
int mask;
QRegion paint;
QRegion clip;
WindowQuadList quads;
/**
* Simple helper that sets data to say the window will be painted as non-opaque.
* Takes also care of changing the regions.
*/
void setTranslucent();
/**
* Helper to mark that this window will be transformed
**/
void setTransformed();
};
class KWIN_EXPORT WindowPaintData
{
public:
WindowPaintData( EffectWindow* w );
/**
* Window opacity, in range 0 = transparent to 1 = fully opaque
* Opacity for contents is opacity*contents_opacity, the same
* way for decoration.
*/
double opacity;
double contents_opacity;
double decoration_opacity;
double xScale;
double yScale;
int xTranslate;
int yTranslate;
/**
* Saturation of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* unsaturated (greyscale). 0.5 would make the colors less intense,
* but not completely grey
**/
double saturation;
/**
* Brightness of the window, in range [0; 1]
* 1 means that the window is unchanged, 0 means that it's completely
* black. 0.5 would make it 50% darker than usual
**/
double brightness;
WindowQuadList quads;
/**
* Shader to be used for rendering, if any.
*/
GLShader* shader;
};
class KWIN_EXPORT ScreenPaintData
{
public:
ScreenPaintData();
double xScale;
double yScale;
int xTranslate;
int yTranslate;
};
class KWIN_EXPORT ScreenPrePaintData
{
public:
int mask;
QRegion paint;
};
/**
* Pointer to the global EffectsHandler object.
**/
extern KWIN_EXPORT EffectsHandler* effects;
/***************************************************************
WindowVertex
***************************************************************/
inline
WindowVertex::WindowVertex()
: px( 0 ), py( 0 ), tx( 0 ), ty( 0 )
{
}
inline
WindowVertex::WindowVertex( double _x, double _y, double _tx, double _ty )
: px( _x ), py( _y ), ox( _x ), oy( _y ), tx( _tx ), ty( _ty )
{
}
inline
double WindowVertex::x() const
{
return px;
}
inline
double WindowVertex::y() const
{
return py;
}
inline
double WindowVertex::originalX() const
{
return ox;
}
inline
double WindowVertex::originalY() const
{
return oy;
}
inline
void WindowVertex::move( double x, double y )
{
px = x;
py = y;
}
inline
void WindowVertex::setX( double x )
{
px = x;
}
inline
void WindowVertex::setY( double y )
{
py = y;
}
/***************************************************************
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
bool WindowQuad::isTransformed() const
{
return !( verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy
&& verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy
&& verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy
&& verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy );
}
inline
double WindowQuad::left() const
{
return qMin( verts[ 0 ].px, qMin( verts[ 1 ].px, qMin( verts[ 2 ].px, verts[ 3 ].px )));
}
inline
double WindowQuad::right() const
{
return qMax( verts[ 0 ].px, qMax( verts[ 1 ].px, qMax( verts[ 2 ].px, verts[ 3 ].px )));
}
inline
double WindowQuad::top() const
{
return qMin( verts[ 0 ].py, qMin( verts[ 1 ].py, qMin( verts[ 2 ].py, verts[ 3 ].py )));
}
inline
double WindowQuad::bottom() const
{
return qMax( verts[ 0 ].py, qMax( verts[ 1 ].py, qMax( verts[ 2 ].py, verts[ 3 ].py )));
}
inline
double WindowQuad::originalLeft() const
{
return verts[ 0 ].ox;
}
inline
double WindowQuad::originalRight() const
{
return verts[ 2 ].ox;
}
inline
double WindowQuad::originalTop() const
{
return verts[ 0 ].oy;
}
inline
double WindowQuad::originalBottom() const
{
return verts[ 2 ].oy;
}
} // namespace
#endif // KWINEFFECTS_H