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These rights are described in the Digia 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qscreen.h" #include "qscreen_p.h" #include "qpixmap.h" #include "qguiapplication_p.h" #include #include QT_BEGIN_NAMESPACE /*! \class QScreen \since 5.0 \brief The QScreen class is used to query screen properties. \inmodule QtGui A note on logical vs physical dots per inch: physical DPI is based on the actual physical pixel sizes when available, and is useful for print preview and other cases where it's desirable to know the exact physical dimensions of screen displayed contents. Logical dots per inch are used to convert font and user interface elements from point sizes to pixel sizes, and might be different from the physical dots per inch. The logical dots per inch are sometimes user-settable in the desktop environment's settings panel, to let the user globally control UI and font sizes in different applications. \inmodule QtGui */ QScreen::QScreen(QPlatformScreen *screen) : QObject(*new QScreenPrivate(screen), 0) { } /*! Get the platform screen handle. */ QPlatformScreen *QScreen::handle() const { Q_D(const QScreen); return d->platformScreen; } /*! \property QScreen::name \brief a user presentable string representing the screen For example, on X11 these correspond to the XRandr screen names, typically "VGA1", "HDMI1", etc. */ QString QScreen::name() const { Q_D(const QScreen); return d->platformScreen->name(); } /*! \property QScreen::depth \brief the color depth of the screen */ int QScreen::depth() const { Q_D(const QScreen); return d->platformScreen->depth(); } /*! \property QScreen::size \brief the pixel resolution of the screen */ QSize QScreen::size() const { Q_D(const QScreen); return d->geometry.size(); } /*! \property QScreen::physicalDotsPerInchX \brief the number of physical dots or pixels per inch in the horizontal direction This value represents the actual horizontal pixel density on the screen's display. Depending on what information the underlying system provides the value might not be entirely accurate. \sa physicalDotsPerInchY() */ qreal QScreen::physicalDotsPerInchX() const { return size().width() / physicalSize().width() * qreal(25.4); } /*! \property QScreen::physicalDotsPerInchY \brief the number of physical dots or pixels per inch in the vertical direction This value represents the actual vertical pixel density on the screen's display. Depending on what information the underlying system provides the value might not be entirely accurate. \sa physicalDotsPerInchX() */ qreal QScreen::physicalDotsPerInchY() const { return size().height() / physicalSize().height() * qreal(25.4); } /*! \property QScreen::physicalDotsPerInch \brief the number of physical dots or pixels per inch This value represents the pixel density on the screen's display. Depending on what information the underlying system provides the value might not be entirely accurate. This is a convenience property that's simply the average of the physicalDotsPerInchX and physicalDotsPerInchY properties. \sa physicalDotsPerInchX() \sa physicalDotsPerInchY() */ qreal QScreen::physicalDotsPerInch() const { QSize sz = size(); QSizeF psz = physicalSize(); return ((sz.height() / psz.height()) + (sz.width() / psz.width())) * qreal(25.4 * 0.5); } /*! \property QScreen::logicalDotsPerInchX \brief the number of logical dots or pixels per inch in the horizontal direction This value is used to convert font point sizes to pixel sizes. \sa logicalDotsPerInchY() */ qreal QScreen::logicalDotsPerInchX() const { Q_D(const QScreen); return d->logicalDpi.first; } /*! \property QScreen::logicalDotsPerInchY \brief the number of logical dots or pixels per inch in the vertical direction This value is used to convert font point sizes to pixel sizes. \sa logicalDotsPerInchX() */ qreal QScreen::logicalDotsPerInchY() const { Q_D(const QScreen); return d->logicalDpi.second; } /*! \property QScreen::logicalDotsPerInch \brief the number of logical dots or pixels per inch This value can be used to convert font point sizes to pixel sizes. This is a convenience property that's simply the average of the logicalDotsPerInchX and logicalDotsPerInchY properties. \sa logicalDotsPerInchX() \sa logicalDotsPerInchY() */ qreal QScreen::logicalDotsPerInch() const { Q_D(const QScreen); QDpi dpi = d->logicalDpi; return (dpi.first + dpi.second) * qreal(0.5); } /*! Returns the ratio between physical pixels and device-independent pixels for the screen. Common values are 1.0 on normal displays and 2.0 on Apple "retina" displays. \sa QWindow::devicePixelRatio(), QGuiApplication::devicePixelRatio() */ qreal QScreen::devicePixelRatio() const { Q_D(const QScreen); return d->platformScreen->devicePixelRatio(); } /*! \property QScreen::physicalSize \brief the screen's physical size (in millimeters) The physical size represents the actual physical dimensions of the screen's display. Depending on what information the underlying system provides the value might not be entirely accurate. */ QSizeF QScreen::physicalSize() const { Q_D(const QScreen); return d->platformScreen->physicalSize(); } /*! \property QScreen::availableSize \brief the screen's available size in pixels The available size is the size excluding window manager reserved areas such as task bars and system menus. */ QSize QScreen::availableSize() const { Q_D(const QScreen); return d->availableGeometry.size(); } /*! \property QScreen::geometry \brief the screen's geometry in pixels As an example this might return QRect(0, 0, 1280, 1024), or in a virtual desktop setting QRect(1280, 0, 1280, 1024). */ QRect QScreen::geometry() const { Q_D(const QScreen); return d->geometry; } /*! \property QScreen::availableGeometry \brief the screen's available geometry in pixels The available geometry is the geometry excluding window manager reserved areas such as task bars and system menus. */ QRect QScreen::availableGeometry() const { Q_D(const QScreen); return d->availableGeometry; } /*! Get the screen's virtual siblings. The virtual siblings are the screen instances sharing the same virtual desktop. They share a common coordinate system, and windows can freely be moved or positioned across them without having to be re-created. */ QList QScreen::virtualSiblings() const { Q_D(const QScreen); QList platformScreens = d->platformScreen->virtualSiblings(); QList screens; foreach (QPlatformScreen *platformScreen, platformScreens) screens << platformScreen->screen(); return screens; } /*! \property QScreen::virtualSize \brief the pixel size of the virtual desktop to which this screen belongs Returns the pixel size of the virtual desktop corresponding to this screen. This is the combined size of the virtual siblings' individual geometries. \sa virtualSiblings() */ QSize QScreen::virtualSize() const { return virtualGeometry().size(); } /*! \property QScreen::virtualGeometry \brief the pixel geometry of the virtual desktop to which this screen belongs Returns the pixel geometry of the virtual desktop corresponding to this screen. This is the union of the virtual siblings' individual geometries. \sa virtualSiblings() */ QRect QScreen::virtualGeometry() const { QRect result; foreach (QScreen *screen, virtualSiblings()) result |= screen->geometry(); return result; } /*! \property QScreen::availableVirtualSize \brief the available size of the virtual desktop to which this screen belongs Returns the available pixel size of the virtual desktop corresponding to this screen. This is the combined size of the virtual siblings' individual available geometries. \sa availableSize(), virtualSiblings() */ QSize QScreen::availableVirtualSize() const { return availableVirtualGeometry().size(); } /*! \property QScreen::availableVirtualGeometry \brief the available geometry of the virtual desktop to which this screen belongs Returns the available geometry of the virtual desktop corresponding to this screen. This is the union of the virtual siblings' individual available geometries. \sa availableGeometry(), virtualSiblings() */ QRect QScreen::availableVirtualGeometry() const { QRect result; foreach (QScreen *screen, virtualSiblings()) result |= screen->availableGeometry(); return result; } /*! Sets the orientations that the application is interested in receiving updates for in conjunction with this screen. For example, to receive orientation() updates and thus have orientationChanged() signals being emitted for LandscapeOrientation and InvertedLandscapeOrientation, call setOrientationUpdateMask() with \a{mask} set to Qt::LandscapeOrientation | Qt::InvertedLandscapeOrientation. The default, 0, means no orientationChanged() signals are fired. */ void QScreen::setOrientationUpdateMask(Qt::ScreenOrientations mask) { Q_D(QScreen); d->orientationUpdateMask = mask; d->platformScreen->setOrientationUpdateMask(mask); QGuiApplicationPrivate::updateFilteredScreenOrientation(this); } /*! Returns the currently set orientation update mask. \sa setOrientationUpdateMask() */ Qt::ScreenOrientations QScreen::orientationUpdateMask() const { Q_D(const QScreen); return d->orientationUpdateMask; } /*! \property QScreen::orientation \brief the screen orientation The screen orientation represents the physical orientation of the display. For example, the screen orientation of a mobile device will change based on the device is being held, and a desktop display might be rotated so that it's in portrait mode. Changes to this property will be filtered by orientationUpdateMask(), so in order to receive orientation updates the application must first call setOrientationUpdateMask() with a mask of the orientations it wants to receive. Qt::PrimaryOrientation is never returned. \sa primaryOrientation() */ Qt::ScreenOrientation QScreen::orientation() const { Q_D(const QScreen); return d->filteredOrientation; } /*! \property QScreen::refreshRate \brief the approximate vertical refresh rate of the screen in Hz */ qreal QScreen::refreshRate() const { Q_D(const QScreen); return d->refreshRate; } /*! \property QScreen::primaryOrientation \brief the primary screen orientation The primary screen orientation is Qt::LandscapeOrientation if the screen geometry's width is greater than or equal to its height, or Qt::PortraitOrientation otherwise. */ Qt::ScreenOrientation QScreen::primaryOrientation() const { Q_D(const QScreen); return d->primaryOrientation; } // i must be power of two static int log2(uint i) { if (i == 0) return -1; int result = 0; while (!(i & 1)) { ++result; i >>= 1; } return result; } /*! Convenience function to compute the angle of rotation to get from rotation \a a to rotation \a b. The result will be 0, 90, 180, or 270. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ int QScreen::angleBetween(Qt::ScreenOrientation a, Qt::ScreenOrientation b) const { if (a == Qt::PrimaryOrientation) a = primaryOrientation(); if (b == Qt::PrimaryOrientation) b = primaryOrientation(); if (a == b) return 0; int ia = log2(uint(a)); int ib = log2(uint(b)); int delta = ia - ib; if (delta < 0) delta = delta + 4; int angles[] = { 0, 90, 180, 270 }; return angles[delta]; } /*! Convenience function to compute a transform that maps from the coordinate system defined by orientation \a a into the coordinate system defined by orientation \a b and target dimensions \a target. Example, \a a is Qt::Landscape, \a b is Qt::Portrait, and \a target is QRect(0, 0, w, h) the resulting transform will be such that the point QPoint(0, 0) is mapped to QPoint(0, w), and QPoint(h, w) is mapped to QPoint(0, h). Thus, the landscape coordinate system QRect(0, 0, h, w) is mapped (with a 90 degree rotation) into the portrait coordinate system QRect(0, 0, w, h). Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ QTransform QScreen::transformBetween(Qt::ScreenOrientation a, Qt::ScreenOrientation b, const QRect &target) const { if (a == Qt::PrimaryOrientation) a = primaryOrientation(); if (b == Qt::PrimaryOrientation) b = primaryOrientation(); if (a == b) return QTransform(); int angle = angleBetween(a, b); QTransform result; switch (angle) { case 90: result.translate(target.width(), 0); break; case 180: result.translate(target.width(), target.height()); break; case 270: result.translate(0, target.height()); break; default: Q_ASSERT(false); } result.rotate(angle); return result; } /*! Maps the rect between two screen orientations. This will flip the x and y dimensions of the rectangle \a{rect} if the orientation \a{a} is Qt::PortraitOrientation or Qt::InvertedPortraitOrientation and orientation \a{b} is Qt::LandscapeOrientation or Qt::InvertedLandscapeOrientation, or vice versa. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ QRect QScreen::mapBetween(Qt::ScreenOrientation a, Qt::ScreenOrientation b, const QRect &rect) const { if (a == Qt::PrimaryOrientation) a = primaryOrientation(); if (b == Qt::PrimaryOrientation) b = primaryOrientation(); if (a == b) return rect; if ((a == Qt::PortraitOrientation || a == Qt::InvertedPortraitOrientation) != (b == Qt::PortraitOrientation || b == Qt::InvertedPortraitOrientation)) { return QRect(rect.y(), rect.x(), rect.height(), rect.width()); } return rect; } /*! Convenience function that returns true if \a o is either portrait or inverted portrait; otherwise returns false. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ bool QScreen::isPortrait(Qt::ScreenOrientation o) const { return o == Qt::PortraitOrientation || o == Qt::InvertedPortraitOrientation || (o == Qt::PrimaryOrientation && primaryOrientation() == Qt::PortraitOrientation); } /*! Convenience function that returns true if \a o is either landscape or inverted landscape; otherwise returns false. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ bool QScreen::isLandscape(Qt::ScreenOrientation o) const { return o == Qt::LandscapeOrientation || o == Qt::InvertedLandscapeOrientation || (o == Qt::PrimaryOrientation && primaryOrientation() == Qt::LandscapeOrientation); } /*! \fn void QScreen::orientationChanged(Qt::ScreenOrientation orientation) This signal is emitted when the orientation of the screen changes. \sa orientation() */ /*! \fn void QScreen::primaryOrientationChanged(Qt::ScreenOrientation orientation) This signal is emitted when the primary orientation of the screen changes. \sa primaryOrientation() */ void QScreenPrivate::updatePrimaryOrientation() { primaryOrientation = geometry.width() >= geometry.height() ? Qt::LandscapeOrientation : Qt::PortraitOrientation; } /*! Creates and returns a pixmap constructed by grabbing the contents of the given \a window restricted by QRect(\a x, \a y, \a width, \a height). The arguments (\a{x}, \a{y}) specify the offset in the window, whereas (\a{width}, \a{height}) specify the area to be copied. If \a width is negative, the function copies everything to the right border of the window. If \a height is negative, the function copies everything to the bottom of the window. The window system identifier (\c WId) can be retrieved using the QWidget::winId() function. The rationale for using a window identifier and not a QWidget, is to enable grabbing of windows that are not part of the application, window system frames, and so on. The grabWindow() function grabs pixels from the screen, not from the window, i.e. if there is another window partially or entirely over the one you grab, you get pixels from the overlying window, too. The mouse cursor is generally not grabbed. Note on X11 that if the given \a window doesn't have the same depth as the root window, and another window partially or entirely obscures the one you grab, you will \e not get pixels from the overlying window. The contents of the obscured areas in the pixmap will be undefined and uninitialized. On Windows Vista and above grabbing a layered window, which is created by setting the Qt::WA_TranslucentBackground attribute, will not work. Instead grabbing the desktop widget should work. \warning In general, grabbing an area outside the screen is not safe. This depends on the underlying window system. */ QPixmap QScreen::grabWindow(WId window, int x, int y, int width, int height) { const QPlatformScreen *platformScreen = handle(); if (!platformScreen) { qWarning("%s invoked with handle==0", Q_FUNC_INFO); return QPixmap(); } return platformScreen->grabWindow(window, x, y, width, height); } QT_END_NAMESPACE