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@ -2566,10 +2566,6 @@ public:
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double y() const { return py; }
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double u() const { return tx; }
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double v() const { return ty; }
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double originalX() const { return ox; }
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double originalY() const { return oy; }
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double textureX() const { return tx; }
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double textureY() const { return ty; }
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void move(double x, double y);
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void setX(double x);
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void setY(double y);
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@ -2578,7 +2574,6 @@ private:
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friend class WindowQuad;
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friend class WindowQuadList;
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double px, py; // position
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double ox, oy; // origional position
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double tx, ty; // texture coords
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};
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@ -2601,12 +2596,6 @@ public:
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double right() const;
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double top() const;
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double bottom() const;
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double originalLeft() const;
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double originalRight() const;
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double originalTop() const;
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double originalBottom() const;
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bool smoothNeeded() const;
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bool isTransformed() const;
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private:
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friend class WindowQuadList;
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WindowVertex verts[ 4 ];
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@ -2621,10 +2610,8 @@ public:
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WindowQuadList splitAtY(double y) const;
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WindowQuadList makeGrid(int maxquadsize) const;
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WindowQuadList makeRegularGrid(int xSubdivisions, int ySubdivisions) const;
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bool smoothNeeded() const;
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void makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &matrix) const;
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void makeArrays(float** vertices, float** texcoords, const QSizeF &size, bool yInverted) const;
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bool isTransformed() const;
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};
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class KWINEFFECTS_EXPORT WindowPrePaintData
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@ -3747,20 +3734,20 @@ extern KWINEFFECTS_EXPORT EffectsHandler* effects;
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inline
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WindowVertex::WindowVertex()
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: px(0), py(0), ox(0), oy(0), tx(0), ty(0)
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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(double _x, double _y, double _tx, double _ty)
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: px(_x), py(_y), ox(_x), oy(_y), tx(_tx), ty(_ty)
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: px(_x), py(_y), tx(_tx), ty(_ty)
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{
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}
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inline
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WindowVertex::WindowVertex(const QPointF &position, const QPointF &texturePosition)
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: px(position.x()), py(position.y()), ox(position.x()), oy(position.y()), tx(texturePosition.x()), ty(texturePosition.y())
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: px(position.x()), py(position.y()), tx(texturePosition.x()), ty(texturePosition.y())
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{
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}
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@ -3807,15 +3794,6 @@ const WindowVertex& WindowQuad::operator[](int index) const
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return verts[ index ];
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}
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inline
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bool WindowQuad::isTransformed() const
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{
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return !(verts[ 0 ].px == verts[ 0 ].ox && verts[ 0 ].py == verts[ 0 ].oy
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&& verts[ 1 ].px == verts[ 1 ].ox && verts[ 1 ].py == verts[ 1 ].oy
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&& verts[ 2 ].px == verts[ 2 ].ox && verts[ 2 ].py == verts[ 2 ].oy
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&& verts[ 3 ].px == verts[ 3 ].ox && verts[ 3 ].py == verts[ 3 ].oy);
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}
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inline
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double WindowQuad::left() const
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{
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@ -3840,30 +3818,6 @@ double WindowQuad::bottom() const
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return qMax(verts[ 0 ].py, qMax(verts[ 1 ].py, qMax(verts[ 2 ].py, verts[ 3 ].py)));
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}
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inline
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double WindowQuad::originalLeft() const
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{
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return verts[ 0 ].ox;
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}
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inline
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double WindowQuad::originalRight() const
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{
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return verts[ 2 ].ox;
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}
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inline
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double WindowQuad::originalTop() const
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{
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return verts[ 0 ].oy;
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}
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inline
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double WindowQuad::originalBottom() const
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{
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return verts[ 2 ].oy;
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}
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/***************************************************************
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Motion
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***************************************************************/
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