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-rw-r--r--src/plugins/platforms/ios/qioswindow.mm21
1 files changed, 1 insertions, 20 deletions
diff --git a/src/plugins/platforms/ios/qioswindow.mm b/src/plugins/platforms/ios/qioswindow.mm
index 6723181c34..a1576eba8e 100644
--- a/src/plugins/platforms/ios/qioswindow.mm
+++ b/src/plugins/platforms/ios/qioswindow.mm
@@ -217,26 +217,7 @@ void QIOSWindow::applyGeometry(const QRect &rect)
bool QIOSWindow::isExposed() const
{
- // Note: At startup of an iOS app it will enter UIApplicationStateInactive
- // while showing the launch screen, and once the application returns from
- // applicationDidFinishLaunching it will hide the launch screen and enter
- // UIApplicationStateActive. Technically, a window is not exposed until
- // it's actually visible on screen, and Apple also documents that "Apps
- // that use OpenGL ES for drawing must not use didFinishLaunching to
- // prepare their drawing environment. Instead, defer any OpenGL ES
- // drawing calls to applicationDidBecomeActive". Unfortunately, if we
- // wait until the applicationState reaches ApplicationActive to signal
- // that the window is exposed, we get a lag between hiding the launch
- // screen and blitting the first pixels of the application, as Qt
- // spends some time drawing those pixels in response to the expose.
- // In practice there doesn't seem to be any issues starting GL setup
- // and drawing from within applicationDidFinishLaunching, and this is
- // also the recommended approach for other 3rd party GL toolkits on iOS,
- // so we 'cheat', and report that a window is exposed even if the app
- // is in UIApplicationStateInactive, so that the startup transition
- // between the launch screen and the application content is smooth.
-
- return qApp->applicationState() > Qt::ApplicationHidden
+ return qApp->applicationState() >= Qt::ApplicationActive
&& window()->isVisible() && !window()->geometry().isEmpty();
}