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595 lines
22 KiB
595 lines
22 KiB
/******************************************************************** |
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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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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*********************************************************************/ |
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/* |
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(NOTE: The compositing code is work in progress. As such this design |
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documentation may get outdated in some areas.) |
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The base class for compositing, implementing shared functionality |
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between the OpenGL and XRender backends. |
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Design: |
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When compositing is turned on, XComposite extension is used to redirect |
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drawing of windows to pixmaps and XDamage extension is used to get informed |
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about damage (changes) to window contents. This code is mostly in composite.cpp . |
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Workspace::performCompositing() starts one painting pass. Painting is done |
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by painting the screen, which in turn paints every window. Painting can be affected |
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using effects, which are chained. E.g. painting a screen means that actually |
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paintScreen() of the first effect is called, which possibly does modifications |
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen() |
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is called. |
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There are 3 phases of every paint (not necessarily done together): |
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The pre-paint phase, the paint phase and the post-paint phase. |
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The pre-paint phase is used to find out about how the painting will be actually |
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done (i.e. what the effects will do). For example when only a part of the screen |
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needs to be updated and no effect will do any transformation it is possible to use |
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an optimized paint function. How the painting will be done is controlled |
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h . |
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For example an effect that decides to paint a normal windows as translucent |
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will need to modify the mask in its prePaintWindow() to include |
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get |
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the mask with this flag turned on and will also paint using transparency. |
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The paint pass does the actual painting, based on the information collected |
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using the pre-paint pass. After running through the effects' paintScreen() |
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either paintGenericScreen() or optimized paintSimpleScreen() are called. |
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Those call paintWindow() on windows (not necessarily all), possibly using |
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clipping to optimize performance and calling paintWindow() first with only |
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later |
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function |
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paintWindow() again goes through effects' paintWindow() until |
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finalPaintWindow() is called, which calls the window's performPaint() to |
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do the actual painting. |
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The post-paint can be used for cleanups and is also used for scheduling |
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repaints during the next painting pass for animations. Effects wanting to |
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repaint certain parts can manually damage them during post-paint and repaint |
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of these parts will be done during the next paint pass. |
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*/ |
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#include "scene.h" |
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#include <X11/extensions/shape.h> |
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#include "client.h" |
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#include "deleted.h" |
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#include "effects.h" |
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#include "lanczosfilter.h" |
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#include "overlaywindow.h" |
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#include "shadow.h" |
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#include <kephal/screens.h> |
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#include "thumbnailitem.h" |
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namespace KWin |
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{ |
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//**************************************** |
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// Scene |
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//**************************************** |
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Scene* scene = 0; |
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Scene::Scene(Workspace* ws) |
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: QObject(ws) |
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, lastRenderTime(0) |
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, wspace(ws) |
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, has_waitSync(false) |
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, lanczos_filter(new LanczosFilter()) |
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, m_overlayWindow(new OverlayWindow()) |
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{ |
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last_time.invalidate(); // Initialize the timer |
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} |
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Scene::~Scene() |
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{ |
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delete lanczos_filter; |
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delete m_overlayWindow; |
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} |
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// returns mask and possibly modified region |
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void Scene::paintScreen(int* mask, QRegion* region) |
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{ |
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*mask = (*region == QRegion(0, 0, displayWidth(), displayHeight())) |
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? 0 : PAINT_SCREEN_REGION; |
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updateTimeDiff(); |
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// preparation step |
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static_cast<EffectsHandlerImpl*>(effects)->startPaint(); |
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ScreenPrePaintData pdata; |
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pdata.mask = *mask; |
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pdata.paint = *region; |
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effects->prePaintScreen(pdata, time_diff); |
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*mask = pdata.mask; |
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*region = pdata.paint; |
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if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) { |
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// Region painting is not possible with transformations, |
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// because screen damage doesn't match transformed positions. |
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*mask &= ~PAINT_SCREEN_REGION; |
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*region = infiniteRegion(); |
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} else if (*mask & PAINT_SCREEN_REGION) { |
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// make sure not to go outside visible screen |
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*region &= QRegion(0, 0, displayWidth(), displayHeight()); |
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} else { |
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// whole screen, not transformed, force region to be full |
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*region = QRegion(0, 0, displayWidth(), displayHeight()); |
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} |
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painted_region = *region; |
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if (*mask & PAINT_SCREEN_BACKGROUND_FIRST) { |
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paintBackground(*region); |
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} |
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ScreenPaintData data; |
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effects->paintScreen(*mask, *region, data); |
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foreach (Window * w, stacking_order) { |
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effects->postPaintWindow(effectWindow(w)); |
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} |
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effects->postPaintScreen(); |
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*region |= painted_region; |
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// make sure not to go outside of the screen area |
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*region &= QRegion(0, 0, displayWidth(), displayHeight()); |
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// make sure all clipping is restored |
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Q_ASSERT(!PaintClipper::clip()); |
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} |
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// Compute time since the last painting pass. |
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void Scene::updateTimeDiff() |
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{ |
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if (!last_time.isValid()) { |
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// Painting has been idle (optimized out) for some time, |
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// which means time_diff would be huge and would break animations. |
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// Simply set it to one (zero would mean no change at all and could |
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// cause problems). |
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time_diff = 1; |
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last_time.start(); |
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} else |
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time_diff = last_time.restart(); |
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if (time_diff < 0) // check time rollback |
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time_diff = 1; |
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} |
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// Painting pass is optimized away. |
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void Scene::idle() |
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{ |
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// Don't break time since last paint for the next pass. |
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last_time.invalidate(); |
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} |
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// the function that'll be eventually called by paintScreen() above |
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void Scene::finalPaintScreen(int mask, QRegion region, ScreenPaintData& data) |
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{ |
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) |
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paintGenericScreen(mask, data); |
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else |
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paintSimpleScreen(mask, region); |
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} |
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// The generic painting code that can handle even transformations. |
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// It simply paints bottom-to-top. |
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void Scene::paintGenericScreen(int orig_mask, ScreenPaintData) |
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{ |
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) { |
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paintBackground(infiniteRegion()); |
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} |
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QList< Phase2Data > phase2; |
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foreach (Window * w, stacking_order) { // bottom to top |
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Toplevel* topw = w->window(); |
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// Reset the repaint_region. |
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// This has to be done here because many effects schedule a repaint for |
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// the next frame within Effects::prePaintWindow. |
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topw->resetRepaints(); |
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WindowPrePaintData data; |
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT); |
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w->resetPaintingEnabled(); |
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter |
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data.clip = QRegion(); |
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data.quads = w->buildQuads(); |
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// preparation step |
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effects->prePaintWindow(effectWindow(w), data, time_diff); |
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#ifndef NDEBUG |
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if (data.quads.isTransformed()) { |
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ; |
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} |
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#endif |
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if (!w->isPaintingEnabled()) { |
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continue; |
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} |
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phase2.append(Phase2Data(w, infiniteRegion(), data.clip, data.mask, data.quads)); |
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// transformations require window pixmap |
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w->suspendUnredirect(data.mask |
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& (PAINT_WINDOW_TRANSLUCENT | PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED)); |
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} |
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foreach (const Phase2Data & d, phase2) { |
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paintWindow(d.window, d.mask, d.region, d.quads); |
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} |
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} |
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// The optimized case without any transformations at all. |
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// It can paint only the requested region and can use clipping |
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// to reduce painting and improve performance. |
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void Scene::paintSimpleScreen(int orig_mask, QRegion region) |
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{ |
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assert((orig_mask & (PAINT_SCREEN_TRANSFORMED |
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0); |
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QList< QPair< Window*, Phase2Data > > phase2data; |
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QRegion dirtyArea = region; |
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for (int i = 0; // do prePaintWindow bottom to top |
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i < stacking_order.count(); |
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++i) { |
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Window* w = stacking_order[ i ]; |
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Toplevel* topw = w->window(); |
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WindowPrePaintData data; |
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT); |
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w->resetPaintingEnabled(); |
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data.paint = region; |
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data.paint |= topw->repaints(); |
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data.paint |= topw->decorationPendingRegion(); |
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// Reset the repaint_region. |
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// This has to be done here because many effects schedule a repaint for |
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// the next frame within Effects::prePaintWindow. |
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topw->resetRepaints(); |
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass |
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if (w->isOpaque()) { |
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// the window is fully opaque |
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data.clip = w->clientShape().translated(w->x(), w->y()); |
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} else if (topw->hasAlpha() && topw->opacity() == 1.0) { |
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// the window is partially opaque |
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data.clip = (w->clientShape() & topw->opaqueRegion().translated(topw->clientPos())).translated(w->x(), w->y()); |
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} else { |
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data.clip = QRegion(); |
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} |
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data.quads = w->buildQuads(); |
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// preparation step |
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effects->prePaintWindow(effectWindow(w), data, time_diff); |
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#ifndef NDEBUG |
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if (data.quads.isTransformed()) { |
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kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ; |
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} |
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#endif |
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if (!w->isPaintingEnabled()) { |
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w->suspendUnredirect(true); |
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continue; |
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} |
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dirtyArea |= data.paint; |
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// Schedule the window for painting |
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phase2data.append(QPair< Window*, Phase2Data >(w,Phase2Data(w, data.paint, data.clip, |
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data.mask, data.quads))); |
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// no transformations, but translucency requires window pixmap |
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w->suspendUnredirect(data.mask & PAINT_WINDOW_TRANSLUCENT); |
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} |
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// This is the occlusion culling pass |
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QRegion allclips, upperTranslucentDamage; |
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for (int i = phase2data.count() - 1; i >= 0; --i) { |
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QPair< Window*, Phase2Data > *entry = &phase2data[i]; |
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Phase2Data *data = &entry->second; |
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data->region |= upperTranslucentDamage; |
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// subtract the parts which will possibly been drawn as part of |
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// a higher opaque window |
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data->region -= allclips; |
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// Here we rely on WindowPrePaintData::setTranslucent() to remove |
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// the clip if needed. |
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if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSFORMED)) { |
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// clip away the opaque regions for all windows below this one |
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allclips |= data->clip; |
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// extend the translucent damage for windows below this by remaining (translucent) regions |
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upperTranslucentDamage |= data->region - data->clip; |
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} else { |
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upperTranslucentDamage |= data->region; |
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} |
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} |
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QRegion paintedArea; |
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// Fill any areas of the root window not covered by opaque windows |
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) { |
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paintedArea = dirtyArea - allclips; |
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paintBackground(paintedArea); |
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} |
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// Now walk the list bottom to top and draw the windows. |
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for (int i = 0; i < phase2data.count(); ++i) { |
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Phase2Data *data = &phase2data[i].second; |
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// add all regions which have been drawn so far |
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paintedArea |= data->region; |
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data->region = paintedArea; |
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paintWindow(data->window, data->mask, data->region, data->quads); |
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} |
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painted_region |= paintedArea; |
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} |
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void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads) |
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{ |
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// no painting outside visible screen (and no transformations) |
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region &= QRect(0, 0, displayWidth(), displayHeight()); |
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if (region.isEmpty()) // completely clipped |
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return; |
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WindowPaintData data(w->window()->effectWindow()); |
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data.quads = quads; |
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effects->paintWindow(effectWindow(w), mask, region, data); |
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// paint thumbnails on top of window |
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EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w)); |
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for (QHash<ThumbnailItem*, QWeakPointer<EffectWindowImpl> >::const_iterator it = wImpl->thumbnails().constBegin(); |
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it != wImpl->thumbnails().constEnd(); |
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++it) { |
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if (it.value().isNull()) { |
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continue; |
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} |
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ThumbnailItem *item = it.key(); |
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if (!item->isVisible()) { |
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continue; |
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} |
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EffectWindowImpl *thumb = it.value().data(); |
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WindowPaintData thumbData(thumb); |
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thumbData.opacity = data.opacity; |
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QSizeF size = QSizeF(thumb->size()); |
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size.scale(QSizeF(item->sceneBoundingRect().width(), item->sceneBoundingRect().height()), Qt::KeepAspectRatio); |
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thumbData.xScale = size.width() / static_cast<qreal>(thumb->width()); |
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thumbData.yScale = size.height() / static_cast<qreal>(thumb->height()); |
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const int x = item->scenePos().x() + w->x() + (item->width() - size.width()) / 2; |
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const int y = item->scenePos().y() + w->y() + (item->height() - size.height()) / 2; |
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thumbData.xTranslate = x - thumb->x(); |
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thumbData.yTranslate = y - thumb->y(); |
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int thumbMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS; |
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if (thumbData.opacity == 1.0) { |
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thumbMask |= PAINT_WINDOW_OPAQUE; |
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} else { |
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thumbMask |= PAINT_WINDOW_TRANSLUCENT; |
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} |
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if (item->isClip() && (x < wImpl->x() || x + size.width() > wImpl->x() + wImpl->width() || |
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y < wImpl->y() || y + size.height() > wImpl->y() + wImpl->height())) { |
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// don't render windows outside the containing window. |
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// TODO: improve by spliting out the window quads which do not fit |
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continue; |
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} |
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effects->drawWindow(thumb, thumbMask, QRegion(x, y, size.width(), size.height()), thumbData); |
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} |
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} |
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// the function that'll be eventually called by paintWindow() above |
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void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) |
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{ |
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effects->drawWindow(w, mask, region, data); |
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} |
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// will be eventually called from drawWindow() |
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void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) |
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{ |
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if (mask & PAINT_WINDOW_LANCZOS) |
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lanczos_filter->performPaint(w, mask, region, data); |
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else |
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w->sceneWindow()->performPaint(mask, region, data); |
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} |
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OverlayWindow* Scene::overlayWindow() |
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{ |
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return m_overlayWindow; |
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} |
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void Scene::screenGeometryChanged(const QSize &size) |
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{ |
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m_overlayWindow->resize(size); |
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} |
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//**************************************** |
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// Scene::Window |
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//**************************************** |
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Scene::Window::Window(Toplevel * c) |
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: toplevel(c) |
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, filter(ImageFilterFast) |
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, m_shadow(NULL) |
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, disable_painting(0) |
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, shape_valid(false) |
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, cached_quad_list(NULL) |
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{ |
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} |
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Scene::Window::~Window() |
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{ |
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delete cached_quad_list; |
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delete m_shadow; |
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} |
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void Scene::Window::discardShape() |
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{ |
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// it is created on-demand and cached, simply |
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// reset the flag |
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shape_valid = false; |
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delete cached_quad_list; |
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cached_quad_list = NULL; |
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} |
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// Find out the shape of the window using the XShape extension |
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// or if shape is not set then simply it's the window geometry. |
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QRegion Scene::Window::shape() const |
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{ |
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if (!shape_valid) { |
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Client* c = dynamic_cast< Client* >(toplevel); |
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if (toplevel->shape() || (c != NULL && !c->mask().isEmpty())) { |
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int count, order; |
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XRectangle* rects = XShapeGetRectangles(display(), toplevel->frameId(), |
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ShapeBounding, &count, &order); |
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if (rects) { |
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shape_region = QRegion(); |
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for (int i = 0; |
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i < count; |
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++i) |
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shape_region += QRegion(rects[ i ].x, rects[ i ].y, |
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rects[ i ].width, rects[ i ].height); |
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XFree(rects); |
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// make sure the shape is sane (X is async, maybe even XShape is broken) |
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shape_region &= QRegion(0, 0, width(), height()); |
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} else |
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shape_region = QRegion(); |
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} else |
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shape_region = QRegion(0, 0, width(), height()); |
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shape_valid = true; |
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} |
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return shape_region; |
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} |
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QRegion Scene::Window::clientShape() const |
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{ |
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Client *c = dynamic_cast< Client* >(toplevel); |
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if (c && c->isShade()) |
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return QRegion(); |
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const QRegion r = shape() & QRect(toplevel->clientPos(), toplevel->clientSize()); |
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return r.isEmpty() ? QRegion() : r; |
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} |
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bool Scene::Window::isVisible() const |
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{ |
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if (dynamic_cast< Deleted* >(toplevel) != NULL) |
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return false; |
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if (!toplevel->isOnCurrentDesktop()) |
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return false; |
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if (!toplevel->isOnCurrentActivity()) |
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return false; |
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if (Client* c = dynamic_cast< Client* >(toplevel)) |
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return c->isShown(true); |
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return true; // Unmanaged is always visible |
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// TODO there may be transformations, so ignore this for now |
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return !toplevel->geometry() |
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.intersected(QRect(0, 0, displayWidth(), displayHeight())) |
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.isEmpty(); |
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} |
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bool Scene::Window::isOpaque() const |
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{ |
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return toplevel->opacity() == 1.0 && !toplevel->hasAlpha(); |
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} |
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bool Scene::Window::isPaintingEnabled() const |
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{ |
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return !disable_painting; |
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} |
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void Scene::Window::resetPaintingEnabled() |
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{ |
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disable_painting = 0; |
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if (dynamic_cast< Deleted* >(toplevel) != NULL) |
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disable_painting |= PAINT_DISABLED_BY_DELETE; |
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if (!toplevel->isOnCurrentDesktop()) |
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disable_painting |= PAINT_DISABLED_BY_DESKTOP; |
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if (!toplevel->isOnCurrentActivity()) |
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disable_painting |= PAINT_DISABLED_BY_ACTIVITY; |
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if (Client* c = dynamic_cast< Client* >(toplevel)) { |
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if (c->isMinimized()) |
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disable_painting |= PAINT_DISABLED_BY_MINIMIZE; |
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if (c->tabGroup() && c != c->tabGroup()->current()) |
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disable_painting |= PAINT_DISABLED_BY_TAB_GROUP; |
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else if (c->isHiddenInternal()) |
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disable_painting |= PAINT_DISABLED; |
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} |
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} |
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void Scene::Window::enablePainting(int reason) |
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{ |
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disable_painting &= ~reason; |
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} |
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void Scene::Window::disablePainting(int reason) |
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{ |
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disable_painting |= reason; |
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} |
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WindowQuadList Scene::Window::buildQuads(bool force) const |
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{ |
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if (cached_quad_list != NULL && !force) |
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return *cached_quad_list; |
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WindowQuadList ret; |
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if (toplevel->clientPos() == QPoint(0, 0) && toplevel->clientSize() == toplevel->visibleRect().size()) |
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ret = makeQuads(WindowQuadContents, shape()); // has no decoration |
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else { |
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Client *client = dynamic_cast<Client*>(toplevel); |
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QRegion contents = clientShape(); |
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QRegion center = toplevel->transparentRect(); |
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QRegion decoration = (client && Workspace::self()->decorationHasAlpha() ? |
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QRegion(client->decorationRect()) : shape()) - center; |
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ret = makeQuads(WindowQuadContents, contents); |
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if (!client || !(center.isEmpty() || client->isShade())) |
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ret += makeQuads(WindowQuadDecoration, decoration); |
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else { |
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// this is a shaded client, we have to create four decoartion quads |
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QRect left, top, right, bottom; |
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client->layoutDecorationRects(left, top, right, bottom, Client::WindowRelative); |
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ret += makeQuads(WindowQuadDecoration, top); |
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ret += makeQuads(WindowQuadDecoration, bottom); |
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ret += makeQuads(WindowQuadDecoration, left); |
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ret += makeQuads(WindowQuadDecoration, right); |
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} |
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} |
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if (m_shadow) { |
|
ret << m_shadow->shadowQuads(); |
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} |
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effects->buildQuads(static_cast<Client*>(toplevel)->effectWindow(), ret); |
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cached_quad_list = new WindowQuadList(ret); |
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return ret; |
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} |
|
|
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WindowQuadList Scene::Window::makeQuads(WindowQuadType type, const QRegion& reg) const |
|
{ |
|
WindowQuadList ret; |
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foreach (const QRect & r, reg.rects()) { |
|
WindowQuad quad(type); |
|
// TODO asi mam spatne pravy dolni roh - bud tady, nebo v jinych castech |
|
quad[ 0 ] = WindowVertex(r.x(), r.y(), r.x(), r.y()); |
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quad[ 1 ] = WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y()); |
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quad[ 2 ] = WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height()); |
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quad[ 3 ] = WindowVertex(r.x(), r.y() + r.height(), r.x(), r.y() + r.height()); |
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ret.append(quad); |
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} |
|
return ret; |
|
} |
|
|
|
//**************************************** |
|
// Scene::EffectFrame |
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//**************************************** |
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Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame) |
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: m_effectFrame(frame) |
|
{ |
|
} |
|
|
|
Scene::EffectFrame::~EffectFrame() |
|
{ |
|
} |
|
|
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} // namespace
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