/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: http://www.qt-project.org/ ** ** 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. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qscreen.h" #include "qscreen_p.h" #include "qplatformscreen_qpa.h" #include QT_BEGIN_NAMESPACE /*! \class QScreen \brief The QScreen class is used to query screen properties. 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); } /*! \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 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 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 pixel size of the virtual desktop corresponding to this screen This is the combined size of the virtual siblings' individual available geometries. \sa availableSize() \sa virtualSiblings() */ QSize QScreen::availableVirtualSize() const { return availableVirtualGeometry().size(); } /*! \property QScreen::availableVirtualGeometry \brief the available size of the virtual desktop corresponding to this screen This is the union of the virtual siblings' individual available geometries. \sa availableGeometry() \sa virtualSiblings() */ QRect QScreen::availableVirtualGeometry() const { QRect result; foreach (QScreen *screen, virtualSiblings()) result |= screen->availableGeometry(); return result; } /*! \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. Qt::PrimaryOrientation is never returned. \sa primaryOrientation(), orientationChanged() */ Qt::ScreenOrientation QScreen::orientation() const { Q_D(const QScreen); return d->orientation == Qt::PrimaryOrientation ? primaryOrientation() : d->orientation; } /*! \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. \sa primaryOrientationChanged() */ 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) { 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) { 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 if orientation \a is Qt::PortraitOrientation or Qt::InvertedPortraitOrientation and orientation \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) { 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 to check if a screen orientation is either portrait or inverted portrait. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ bool QScreen::isPortrait(Qt::ScreenOrientation o) { return o == Qt::PortraitOrientation || o == Qt::InvertedPortraitOrientation || (o == Qt::PrimaryOrientation && primaryOrientation() == Qt::PortraitOrientation); } /*! Convenience function to check if a screen orientation is either landscape or inverted landscape. Qt::PrimaryOrientation is interpreted as the screen's primaryOrientation(). */ bool QScreen::isLandscape(Qt::ScreenOrientation o) { return o == Qt::LandscapeOrientation || o == Qt::InvertedLandscapeOrientation || (o == Qt::PrimaryOrientation && primaryOrientation() == Qt::LandscapeOrientation); } /*! \fn QScreen::orientationChanged(Qt::ScreenOrientation orientation) This signal is emitted when the orientation of the screen changes. \sa orientation() */ /*! \fn 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; } QT_END_NAMESPACE