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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \class QGraphicsSceneBspTreeIndex
+ \brief The QGraphicsSceneBspTreeIndex class provides an implementation of
+ a BSP indexing algorithm for discovering items in QGraphicsScene.
+ \since 4.6
+ \ingroup graphicsview-api
+
+ \internal
+
+ QGraphicsSceneBspTreeIndex index use a BSP(Binary Space Partitioning)
+ implementation to discover items quickly. This implementation is
+ very efficient for static scenes. It has a depth that you can set.
+ The depth directly affects performance and memory usage; the latter
+ growing exponentially with the depth of the tree. With an optimal tree
+ depth, the index can instantly determine the locality of items, even
+ for scenes with thousands or millions of items. This also greatly improves
+ rendering performance.
+
+ By default, the depth value is 0, in which case Qt will guess a reasonable
+ default depth based on the size, location and number of items in the
+ scene. If these parameters change frequently, however, you may experience
+ slowdowns as the index retunes the depth internally. You can avoid
+ potential slowdowns by fixating the tree depth through setting this
+ property.
+
+ The depth of the tree and the size of the scene rectangle decide the
+ granularity of the scene's partitioning. The size of each scene segment is
+ determined by the following algorithm:
+
+ The BSP tree has an optimal size when each segment contains between 0 and
+ 10 items.
+
+ \sa QGraphicsScene, QGraphicsView, QGraphicsSceneIndex
+*/
+
+#include <QtCore/qglobal.h>
+
+#ifndef QT_NO_GRAPHICSVIEW
+
+#include <private/qgraphicsscene_p.h>
+#include <private/qgraphicsscenebsptreeindex_p.h>
+#include <private/qgraphicssceneindex_p.h>
+
+#include <QtCore/qmath.h>
+#include <QtCore/qdebug.h>
+
+QT_BEGIN_NAMESPACE
+
+static inline int intmaxlog(int n)
+{
+ return (n > 0 ? qMax(qCeil(qLn(qreal(n)) / qLn(qreal(2))), 5) : 0);
+}
+
+/*!
+ Constructs a private scene bsp index.
+*/
+QGraphicsSceneBspTreeIndexPrivate::QGraphicsSceneBspTreeIndexPrivate(QGraphicsScene *scene)
+ : QGraphicsSceneIndexPrivate(scene),
+ bspTreeDepth(0),
+ indexTimerId(0),
+ restartIndexTimer(false),
+ regenerateIndex(true),
+ lastItemCount(0),
+ purgePending(false),
+ sortCacheEnabled(false),
+ updatingSortCache(false)
+{
+}
+
+
+/*!
+ This method will update the BSP index by removing the items from the temporary
+ unindexed list and add them in the indexedItems list. This will also
+ update the growingItemsBoundingRect if needed. This will update the BSP
+ implementation as well.
+
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::_q_updateIndex()
+{
+ Q_Q(QGraphicsSceneBspTreeIndex);
+ if (!indexTimerId)
+ return;
+
+ q->killTimer(indexTimerId);
+ indexTimerId = 0;
+
+ purgeRemovedItems();
+
+ // Add unindexedItems to indexedItems
+ for (int i = 0; i < unindexedItems.size(); ++i) {
+ if (QGraphicsItem *item = unindexedItems.at(i)) {
+ Q_ASSERT(!item->d_ptr->itemDiscovered);
+ if (!freeItemIndexes.isEmpty()) {
+ int freeIndex = freeItemIndexes.takeFirst();
+ item->d_func()->index = freeIndex;
+ indexedItems[freeIndex] = item;
+ } else {
+ item->d_func()->index = indexedItems.size();
+ indexedItems << item;
+ }
+ }
+ }
+
+ // Determine whether we should regenerate the BSP tree.
+ if (bspTreeDepth == 0) {
+ int oldDepth = intmaxlog(lastItemCount);
+ bspTreeDepth = intmaxlog(indexedItems.size());
+ static const int slack = 100;
+ if (bsp.leafCount() == 0 || (oldDepth != bspTreeDepth && qAbs(lastItemCount - indexedItems.size()) > slack)) {
+ // ### Crude algorithm.
+ regenerateIndex = true;
+ }
+ }
+
+ // Regenerate the tree.
+ if (regenerateIndex) {
+ regenerateIndex = false;
+ bsp.initialize(sceneRect, bspTreeDepth);
+ unindexedItems = indexedItems;
+ lastItemCount = indexedItems.size();
+ }
+
+ // Insert all unindexed items into the tree.
+ for (int i = 0; i < unindexedItems.size(); ++i) {
+ if (QGraphicsItem *item = unindexedItems.at(i)) {
+ if (item->d_ptr->itemIsUntransformable()) {
+ untransformableItems << item;
+ continue;
+ }
+ if (item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)
+ continue;
+
+ bsp.insertItem(item, item->d_ptr->sceneEffectiveBoundingRect());
+ }
+ }
+ unindexedItems.clear();
+}
+
+
+/*!
+ \internal
+
+ Removes stale pointers from all data structures.
+*/
+void QGraphicsSceneBspTreeIndexPrivate::purgeRemovedItems()
+{
+ if (!purgePending && removedItems.isEmpty())
+ return;
+
+ // Remove stale items from the BSP tree.
+ bsp.removeItems(removedItems);
+ // Purge this list.
+ removedItems.clear();
+ freeItemIndexes.clear();
+ for (int i = 0; i < indexedItems.size(); ++i) {
+ if (!indexedItems.at(i))
+ freeItemIndexes << i;
+ }
+ purgePending = false;
+}
+
+/*!
+ \internal
+
+ Starts or restarts the timer used for reindexing unindexed items.
+*/
+void QGraphicsSceneBspTreeIndexPrivate::startIndexTimer(int interval)
+{
+ Q_Q(QGraphicsSceneBspTreeIndex);
+ if (indexTimerId) {
+ restartIndexTimer = true;
+ } else {
+ indexTimerId = q->startTimer(interval);
+ }
+}
+
+/*!
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::resetIndex()
+{
+ purgeRemovedItems();
+ for (int i = 0; i < indexedItems.size(); ++i) {
+ if (QGraphicsItem *item = indexedItems.at(i)) {
+ item->d_ptr->index = -1;
+ Q_ASSERT(!item->d_ptr->itemDiscovered);
+ unindexedItems << item;
+ }
+ }
+ indexedItems.clear();
+ freeItemIndexes.clear();
+ untransformableItems.clear();
+ regenerateIndex = true;
+ startIndexTimer();
+}
+
+/*!
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::climbTree(QGraphicsItem *item, int *stackingOrder)
+{
+ if (!item->d_ptr->children.isEmpty()) {
+ QList<QGraphicsItem *> childList = item->d_ptr->children;
+ qSort(childList.begin(), childList.end(), qt_closestLeaf);
+ for (int i = 0; i < childList.size(); ++i) {
+ QGraphicsItem *item = childList.at(i);
+ if (!(item->flags() & QGraphicsItem::ItemStacksBehindParent))
+ climbTree(childList.at(i), stackingOrder);
+ }
+ item->d_ptr->globalStackingOrder = (*stackingOrder)++;
+ for (int i = 0; i < childList.size(); ++i) {
+ QGraphicsItem *item = childList.at(i);
+ if (item->flags() & QGraphicsItem::ItemStacksBehindParent)
+ climbTree(childList.at(i), stackingOrder);
+ }
+ } else {
+ item->d_ptr->globalStackingOrder = (*stackingOrder)++;
+ }
+}
+
+/*!
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::_q_updateSortCache()
+{
+ Q_Q(QGraphicsSceneBspTreeIndex);
+ _q_updateIndex();
+
+ if (!sortCacheEnabled || !updatingSortCache)
+ return;
+
+ updatingSortCache = false;
+ int stackingOrder = 0;
+
+ QList<QGraphicsItem *> topLevels;
+ const QList<QGraphicsItem *> items = q->items();
+ for (int i = 0; i < items.size(); ++i) {
+ QGraphicsItem *item = items.at(i);
+ if (item && !item->d_ptr->parent)
+ topLevels << item;
+ }
+
+ qSort(topLevels.begin(), topLevels.end(), qt_closestLeaf);
+ for (int i = 0; i < topLevels.size(); ++i)
+ climbTree(topLevels.at(i), &stackingOrder);
+}
+
+/*!
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::invalidateSortCache()
+{
+ Q_Q(QGraphicsSceneBspTreeIndex);
+ if (!sortCacheEnabled || updatingSortCache)
+ return;
+
+ updatingSortCache = true;
+ QMetaObject::invokeMethod(q, "_q_updateSortCache", Qt::QueuedConnection);
+}
+
+void QGraphicsSceneBspTreeIndexPrivate::addItem(QGraphicsItem *item, bool recursive)
+{
+ if (!item)
+ return;
+
+ // Prevent reusing a recently deleted pointer: purge all removed item from our lists.
+ purgeRemovedItems();
+
+ // Invalidate any sort caching; arrival of a new item means we need to resort.
+ // Update the scene's sort cache settings.
+ item->d_ptr->globalStackingOrder = -1;
+ invalidateSortCache();
+
+ // Indexing requires sceneBoundingRect(), but because \a item might
+ // not be completely constructed at this point, we need to store it in
+ // a temporary list and schedule an indexing for later.
+ if (item->d_ptr->index == -1) {
+ Q_ASSERT(!unindexedItems.contains(item));
+ unindexedItems << item;
+ startIndexTimer(0);
+ } else {
+ Q_ASSERT(indexedItems.contains(item));
+ qWarning("QGraphicsSceneBspTreeIndex::addItem: item has already been added to this BSP");
+ }
+
+ if (recursive) {
+ for (int i = 0; i < item->d_ptr->children.size(); ++i)
+ addItem(item->d_ptr->children.at(i), recursive);
+ }
+}
+
+void QGraphicsSceneBspTreeIndexPrivate::removeItem(QGraphicsItem *item, bool recursive,
+ bool moveToUnindexedItems)
+{
+ if (!item)
+ return;
+
+ if (item->d_ptr->index != -1) {
+ Q_ASSERT(item->d_ptr->index < indexedItems.size());
+ Q_ASSERT(indexedItems.at(item->d_ptr->index) == item);
+ Q_ASSERT(!item->d_ptr->itemDiscovered);
+ freeItemIndexes << item->d_ptr->index;
+ indexedItems[item->d_ptr->index] = 0;
+ item->d_ptr->index = -1;
+
+ if (item->d_ptr->itemIsUntransformable()) {
+ untransformableItems.removeOne(item);
+ } else if (item->d_ptr->inDestructor) {
+ // Avoid virtual function calls from the destructor.
+ purgePending = true;
+ removedItems << item;
+ } else if (!(item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)) {
+ bsp.removeItem(item, item->d_ptr->sceneEffectiveBoundingRect());
+ }
+ } else {
+ unindexedItems.removeOne(item);
+ }
+ invalidateSortCache(); // ### Only do this when removing from BSP?
+
+ Q_ASSERT(item->d_ptr->index == -1);
+ Q_ASSERT(!indexedItems.contains(item));
+ Q_ASSERT(!unindexedItems.contains(item));
+ Q_ASSERT(!untransformableItems.contains(item));
+
+ if (moveToUnindexedItems)
+ addItem(item);
+
+ if (recursive) {
+ for (int i = 0; i < item->d_ptr->children.size(); ++i)
+ removeItem(item->d_ptr->children.at(i), recursive, moveToUnindexedItems);
+ }
+}
+
+QList<QGraphicsItem *> QGraphicsSceneBspTreeIndexPrivate::estimateItems(const QRectF &rect, Qt::SortOrder order,
+ bool onlyTopLevelItems)
+{
+ Q_Q(QGraphicsSceneBspTreeIndex);
+ if (onlyTopLevelItems && rect.isNull())
+ return q->QGraphicsSceneIndex::estimateTopLevelItems(rect, order);
+
+ purgeRemovedItems();
+ _q_updateSortCache();
+ Q_ASSERT(unindexedItems.isEmpty());
+
+ QList<QGraphicsItem *> rectItems = bsp.items(rect, onlyTopLevelItems);
+ if (onlyTopLevelItems) {
+ for (int i = 0; i < untransformableItems.size(); ++i) {
+ QGraphicsItem *item = untransformableItems.at(i);
+ if (!item->d_ptr->parent) {
+ rectItems << item;
+ } else {
+ item = item->topLevelItem();
+ if (!rectItems.contains(item))
+ rectItems << item;
+ }
+ }
+ } else {
+ rectItems += untransformableItems;
+ }
+
+ sortItems(&rectItems, order, sortCacheEnabled, onlyTopLevelItems);
+ return rectItems;
+}
+
+/*!
+ Sort a list of \a itemList in a specific \a order and use the cache if requested.
+
+ \internal
+*/
+void QGraphicsSceneBspTreeIndexPrivate::sortItems(QList<QGraphicsItem *> *itemList, Qt::SortOrder order,
+ bool sortCacheEnabled, bool onlyTopLevelItems)
+{
+ if (order == Qt::SortOrder(-1))
+ return;
+
+ if (onlyTopLevelItems) {
+ if (order == Qt::DescendingOrder)
+ qSort(itemList->begin(), itemList->end(), qt_closestLeaf);
+ else if (order == Qt::AscendingOrder)
+ qSort(itemList->begin(), itemList->end(), qt_notclosestLeaf);
+ return;
+ }
+
+ if (sortCacheEnabled) {
+ if (order == Qt::DescendingOrder) {
+ qSort(itemList->begin(), itemList->end(), closestItemFirst_withCache);
+ } else if (order == Qt::AscendingOrder) {
+ qSort(itemList->begin(), itemList->end(), closestItemLast_withCache);
+ }
+ } else {
+ if (order == Qt::DescendingOrder) {
+ qSort(itemList->begin(), itemList->end(), qt_closestItemFirst);
+ } else if (order == Qt::AscendingOrder) {
+ qSort(itemList->begin(), itemList->end(), qt_closestItemLast);
+ }
+ }
+}
+
+/*!
+ Constructs a BSP scene index for the given \a scene.
+*/
+QGraphicsSceneBspTreeIndex::QGraphicsSceneBspTreeIndex(QGraphicsScene *scene)
+ : QGraphicsSceneIndex(*new QGraphicsSceneBspTreeIndexPrivate(scene), scene)
+{
+
+}
+
+QGraphicsSceneBspTreeIndex::~QGraphicsSceneBspTreeIndex()
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ for (int i = 0; i < d->indexedItems.size(); ++i) {
+ // Ensure item bits are reset properly.
+ if (QGraphicsItem *item = d->indexedItems.at(i)) {
+ Q_ASSERT(!item->d_ptr->itemDiscovered);
+ item->d_ptr->index = -1;
+ }
+ }
+}
+
+/*!
+ \internal
+ Clear the all the BSP index.
+*/
+void QGraphicsSceneBspTreeIndex::clear()
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ d->bsp.clear();
+ d->lastItemCount = 0;
+ d->freeItemIndexes.clear();
+ for (int i = 0; i < d->indexedItems.size(); ++i) {
+ // Ensure item bits are reset properly.
+ if (QGraphicsItem *item = d->indexedItems.at(i)) {
+ Q_ASSERT(!item->d_ptr->itemDiscovered);
+ item->d_ptr->index = -1;
+ }
+ }
+ d->indexedItems.clear();
+ d->unindexedItems.clear();
+ d->untransformableItems.clear();
+ d->regenerateIndex = true;
+}
+
+/*!
+ Add the \a item into the BSP index.
+*/
+void QGraphicsSceneBspTreeIndex::addItem(QGraphicsItem *item)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ d->addItem(item);
+}
+
+/*!
+ Remove the \a item from the BSP index.
+*/
+void QGraphicsSceneBspTreeIndex::removeItem(QGraphicsItem *item)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ d->removeItem(item);
+}
+
+/*!
+ \internal
+ Update the BSP when the \a item 's bounding rect has changed.
+*/
+void QGraphicsSceneBspTreeIndex::prepareBoundingRectChange(const QGraphicsItem *item)
+{
+ if (!item)
+ return;
+
+ if (item->d_ptr->index == -1 || item->d_ptr->itemIsUntransformable()
+ || (item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)) {
+ return; // Item is not in BSP tree; nothing to do.
+ }
+
+ Q_D(QGraphicsSceneBspTreeIndex);
+ QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item);
+ d->removeItem(thatItem, /*recursive=*/false, /*moveToUnindexedItems=*/true);
+ for (int i = 0; i < item->d_ptr->children.size(); ++i) // ### Do we really need this?
+ prepareBoundingRectChange(item->d_ptr->children.at(i));
+}
+
+/*!
+ Returns an estimation visible items that are either inside or
+ intersect with the specified \a rect and return a list sorted using \a order.
+
+ \a deviceTransform is the transformation apply to the view.
+
+*/
+QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::estimateItems(const QRectF &rect, Qt::SortOrder order) const
+{
+ Q_D(const QGraphicsSceneBspTreeIndex);
+ return const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->estimateItems(rect, order);
+}
+
+QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::estimateTopLevelItems(const QRectF &rect, Qt::SortOrder order) const
+{
+ Q_D(const QGraphicsSceneBspTreeIndex);
+ return const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->estimateItems(rect, order, /*onlyTopLevels=*/true);
+}
+
+/*!
+ \fn QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::items(Qt::SortOrder order = Qt::DescendingOrder) const;
+
+ Return all items in the BSP index and sort them using \a order.
+*/
+QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::items(Qt::SortOrder order) const
+{
+ Q_D(const QGraphicsSceneBspTreeIndex);
+ const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->purgeRemovedItems();
+ QList<QGraphicsItem *> itemList;
+
+ // If freeItemIndexes is empty, we know there are no holes in indexedItems and
+ // unindexedItems.
+ if (d->freeItemIndexes.isEmpty()) {
+ if (d->unindexedItems.isEmpty()) {
+ itemList = d->indexedItems;
+ } else {
+ itemList = d->indexedItems + d->unindexedItems;
+ }
+ } else {
+ // Rebuild the list of items to avoid holes. ### We could also just
+ // compress the item lists at this point.
+ foreach (QGraphicsItem *item, d->indexedItems + d->unindexedItems) {
+ if (item)
+ itemList << item;
+ }
+ }
+ if (order != -1) {
+ //We sort descending order
+ d->sortItems(&itemList, order, d->sortCacheEnabled);
+ }
+ return itemList;
+}
+
+/*!
+ \property QGraphicsSceneBspTreeIndex::bspTreeDepth
+ \brief the depth of the BSP index tree
+ \since 4.6
+
+ This value determines the depth of BSP tree. The depth
+ directly affects performance and memory usage; the latter
+ growing exponentially with the depth of the tree. With an optimal tree
+ depth, the index can instantly determine the locality of items, even
+ for scenes with thousands or millions of items. This also greatly improves
+ rendering performance.
+
+ By default, the value is 0, in which case Qt will guess a reasonable
+ default depth based on the size, location and number of items in the
+ scene. If these parameters change frequently, however, you may experience
+ slowdowns as the index retunes the depth internally. You can avoid
+ potential slowdowns by fixating the tree depth through setting this
+ property.
+
+ The depth of the tree and the size of the scene rectangle decide the
+ granularity of the scene's partitioning. The size of each scene segment is
+ determined by the following algorithm:
+
+ The BSP tree has an optimal size when each segment contains between 0 and
+ 10 items.
+
+*/
+int QGraphicsSceneBspTreeIndex::bspTreeDepth()
+{
+ Q_D(const QGraphicsSceneBspTreeIndex);
+ return d->bspTreeDepth;
+}
+
+void QGraphicsSceneBspTreeIndex::setBspTreeDepth(int depth)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ if (d->bspTreeDepth == depth)
+ return;
+ d->bspTreeDepth = depth;
+ d->resetIndex();
+}
+
+/*!
+ \internal
+
+ This method react to the \a rect change of the scene and
+ reset the BSP tree index.
+*/
+void QGraphicsSceneBspTreeIndex::updateSceneRect(const QRectF &rect)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ d->sceneRect = rect;
+ d->resetIndex();
+}
+
+/*!
+ \internal
+
+ This method react to the \a change of the \a item and use the \a value to
+ update the BSP tree if necessary.
+*/
+void QGraphicsSceneBspTreeIndex::itemChange(const QGraphicsItem *item, QGraphicsItem::GraphicsItemChange change, const void *const value)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ switch (change) {
+ case QGraphicsItem::ItemFlagsChange: {
+ // Handle ItemIgnoresTransformations
+ QGraphicsItem::GraphicsItemFlags newFlags = *static_cast<const QGraphicsItem::GraphicsItemFlags *>(value);
+ bool ignoredTransform = item->d_ptr->flags & QGraphicsItem::ItemIgnoresTransformations;
+ bool willIgnoreTransform = newFlags & QGraphicsItem::ItemIgnoresTransformations;
+ bool clipsChildren = item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape;
+ bool willClipChildren = newFlags & QGraphicsItem::ItemClipsChildrenToShape;
+ if ((ignoredTransform != willIgnoreTransform) || (clipsChildren != willClipChildren)) {
+ QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item);
+ // Remove item and its descendants from the index and append
+ // them to the list of unindexed items. Then, when the index
+ // is updated, they will be put into the bsp-tree or the list
+ // of untransformable items.
+ d->removeItem(thatItem, /*recursive=*/true, /*moveToUnidexedItems=*/true);
+ }
+ break;
+ }
+ case QGraphicsItem::ItemZValueChange:
+ d->invalidateSortCache();
+ break;
+ case QGraphicsItem::ItemParentChange: {
+ d->invalidateSortCache();
+ // Handle ItemIgnoresTransformations
+ const QGraphicsItem *newParent = static_cast<const QGraphicsItem *>(value);
+ bool ignoredTransform = item->d_ptr->itemIsUntransformable();
+ bool willIgnoreTransform = (item->d_ptr->flags & QGraphicsItem::ItemIgnoresTransformations)
+ || (newParent && newParent->d_ptr->itemIsUntransformable());
+ bool ancestorClippedChildren = item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren;
+ bool ancestorWillClipChildren = newParent
+ && ((newParent->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape)
+ || (newParent->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren));
+ if ((ignoredTransform != willIgnoreTransform) || (ancestorClippedChildren != ancestorWillClipChildren)) {
+ QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item);
+ // Remove item and its descendants from the index and append
+ // them to the list of unindexed items. Then, when the index
+ // is updated, they will be put into the bsp-tree or the list
+ // of untransformable items.
+ d->removeItem(thatItem, /*recursive=*/true, /*moveToUnidexedItems=*/true);
+ }
+ break;
+ }
+ default:
+ break;
+ }
+}
+/*!
+ \reimp
+
+ Used to catch the timer event.
+
+ \internal
+*/
+bool QGraphicsSceneBspTreeIndex::event(QEvent *event)
+{
+ Q_D(QGraphicsSceneBspTreeIndex);
+ switch (event->type()) {
+ case QEvent::Timer:
+ if (d->indexTimerId && static_cast<QTimerEvent *>(event)->timerId() == d->indexTimerId) {
+ if (d->restartIndexTimer) {
+ d->restartIndexTimer = false;
+ } else {
+ // this call will kill the timer
+ d->_q_updateIndex();
+ }
+ }
+ // Fallthrough intended - support timers in subclasses.
+ default:
+ return QObject::event(event);
+ }
+ return true;
+}
+
+QT_END_NAMESPACE
+
+#include "moc_qgraphicsscenebsptreeindex_p.cpp"
+
+#endif // QT_NO_GRAPHICSVIEW
+