#include <phosphor-placement/include/PhosphorPlacement/IGeometryResolver.h>
◆ ~IGeometryResolver()
| virtual PhosphorPlacement::IGeometryResolver::~IGeometryResolver |
( |
| ) |
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virtualdefault |
◆ defaultBorderRadius()
| virtual int PhosphorPlacement::IGeometryResolver::defaultBorderRadius |
( |
| ) |
const |
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pure virtual |
◆ defaultBorderWidth()
| virtual int PhosphorPlacement::IGeometryResolver::defaultBorderWidth |
( |
| ) |
const |
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pure virtual |
◆ resolveInnerGap()
| virtual int PhosphorPlacement::IGeometryResolver::resolveInnerGap |
( |
PhosphorZones::Layout * |
layout, |
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const QString & |
screenId |
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) |
| const |
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pure virtual |
◆ resolveOuterGaps()
◆ snapBorderInset()
| virtual int PhosphorPlacement::IGeometryResolver::snapBorderInset |
( |
| ) |
const |
|
pure virtual |
Per-side inset (in logical px) applied to a snapped window's frame.
Returns 0 in all configurations today: the KWin effect's border shader recolours the window's OWN outermost band (inside the frame) for decorated and borderless windows alike, so the border never extends past the frame edge into the neighbour and a snapped window fills its zone exactly. Any visible separation between tiles comes from the zone gap/padding settings, not from a border-width inset. This is a reserved seam — implementations return 0 and the inset is pinned to 0 by test_daemongeometryresolver_inset — kept so a future per-window-border design that draws OUTSIDE the frame can reintroduce a non-zero inset here without re-threading the call sites.
The documentation for this class was generated from the following file: