/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qeglfscursor.h" #include "qeglfsintegration.h" #include "qeglfsscreen.h" #include #include #include #include #include #include #include #include #ifndef GL_VERTEX_ARRAY_BINDING #define GL_VERTEX_ARRAY_BINDING 0x85B5 #endif QT_BEGIN_NAMESPACE QEglFSCursor::QEglFSCursor(QPlatformScreen *screen) : m_visible(true), m_screen(static_cast(screen)), m_program(0), m_textureEntry(0), m_deviceListener(0), m_updateRequested(false) { QByteArray hideCursorVal = qgetenv("QT_QPA_EGLFS_HIDECURSOR"); if (!hideCursorVal.isEmpty()) m_visible = hideCursorVal.toInt() == 0; if (!m_visible) return; // Try to load the cursor atlas. If this fails, m_visible is set to false and // paintOnScreen() and setCurrentCursor() become no-ops. initCursorAtlas(); // initialize the cursor #ifndef QT_NO_CURSOR QCursor cursor(Qt::ArrowCursor); setCurrentCursor(&cursor); #endif m_deviceListener = new QEglFSCursorDeviceListener(this); connect(QGuiApplicationPrivate::inputDeviceManager(), &QInputDeviceManager::deviceListChanged, m_deviceListener, &QEglFSCursorDeviceListener::onDeviceListChanged); updateMouseStatus(); } QEglFSCursor::~QEglFSCursor() { resetResources(); delete m_deviceListener; } void QEglFSCursor::updateMouseStatus() { m_visible = m_deviceListener->hasMouse(); } bool QEglFSCursorDeviceListener::hasMouse() const { return QGuiApplicationPrivate::inputDeviceManager()->deviceCount(QInputDeviceManager::DeviceTypePointer) > 0; } void QEglFSCursorDeviceListener::onDeviceListChanged(QInputDeviceManager::DeviceType type) { if (type == QInputDeviceManager::DeviceTypePointer) m_cursor->updateMouseStatus(); } void QEglFSCursor::resetResources() { if (QOpenGLContext::currentContext()) { delete m_program; glDeleteTextures(1, &m_cursor.customCursorTexture); glDeleteTextures(1, &m_cursorAtlas.texture); } m_program = 0; m_cursor.customCursorTexture = 0; m_cursor.customCursorPending = !m_cursor.customCursorImage.isNull(); m_cursorAtlas.texture = 0; } void QEglFSCursor::createShaderPrograms() { static const char *textureVertexProgram = "attribute highp vec2 vertexCoordEntry;\n" "attribute highp vec2 textureCoordEntry;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " textureCoord = textureCoordEntry;\n" " gl_Position = vec4(vertexCoordEntry, 1.0, 1.0);\n" "}\n"; static const char *textureFragmentProgram = "uniform sampler2D texture;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " gl_FragColor = texture2D(texture, textureCoord).bgra;\n" "}\n"; m_program = new QOpenGLShaderProgram; m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram); m_program->bindAttributeLocation("vertexCoordEntry", 0); m_program->bindAttributeLocation("textureCoordEntry", 1); m_program->link(); m_textureEntry = m_program->uniformLocation("texture"); } void QEglFSCursor::createCursorTexture(uint *texture, const QImage &image) { if (!*texture) glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0 /* level */, GL_RGBA, image.width(), image.height(), 0 /* border */, GL_RGBA, GL_UNSIGNED_BYTE, image.constBits()); } void QEglFSCursor::initCursorAtlas() { static QByteArray json = qgetenv("QT_QPA_EGLFS_CURSOR"); if (json.isEmpty()) json = ":/cursor.json"; QFile file(QString::fromUtf8(json)); if (!file.open(QFile::ReadOnly)) { m_visible = false; return; } QJsonDocument doc = QJsonDocument::fromJson(file.readAll()); QJsonObject object = doc.object(); QString atlas = object.value(QLatin1String("image")).toString(); Q_ASSERT(!atlas.isEmpty()); const int cursorsPerRow = object.value(QLatin1String("cursorsPerRow")).toDouble(); Q_ASSERT(cursorsPerRow); m_cursorAtlas.cursorsPerRow = cursorsPerRow; const QJsonArray hotSpots = object.value(QLatin1String("hotSpots")).toArray(); Q_ASSERT(hotSpots.count() == Qt::LastCursor + 1); for (int i = 0; i < hotSpots.count(); i++) { QPoint hotSpot(hotSpots[i].toArray()[0].toDouble(), hotSpots[i].toArray()[1].toDouble()); m_cursorAtlas.hotSpots << hotSpot; } QImage image = QImage(atlas).convertToFormat(QImage::Format_ARGB32_Premultiplied); m_cursorAtlas.cursorWidth = image.width() / m_cursorAtlas.cursorsPerRow; m_cursorAtlas.cursorHeight = image.height() / ((Qt::LastCursor + cursorsPerRow) / cursorsPerRow); m_cursorAtlas.width = image.width(); m_cursorAtlas.height = image.height(); m_cursorAtlas.image = image; } #ifndef QT_NO_CURSOR void QEglFSCursor::changeCursor(QCursor *cursor, QWindow *window) { Q_UNUSED(window); const QRect oldCursorRect = cursorRect(); if (setCurrentCursor(cursor)) update(oldCursorRect | cursorRect()); } bool QEglFSCursor::setCurrentCursor(QCursor *cursor) { if (!m_visible) return false; const Qt::CursorShape newShape = cursor ? cursor->shape() : Qt::ArrowCursor; if (m_cursor.shape == newShape && newShape != Qt::BitmapCursor) return false; if (m_cursor.shape == Qt::BitmapCursor) { m_cursor.customCursorImage = QImage(); m_cursor.customCursorPending = false; } m_cursor.shape = newShape; if (newShape != Qt::BitmapCursor) { // standard cursor const float ws = (float)m_cursorAtlas.cursorWidth / m_cursorAtlas.width, hs = (float)m_cursorAtlas.cursorHeight / m_cursorAtlas.height; m_cursor.textureRect = QRectF(ws * (m_cursor.shape % m_cursorAtlas.cursorsPerRow), hs * (m_cursor.shape / m_cursorAtlas.cursorsPerRow), ws, hs); m_cursor.hotSpot = m_cursorAtlas.hotSpots[m_cursor.shape]; m_cursor.texture = m_cursorAtlas.texture; m_cursor.size = QSize(m_cursorAtlas.cursorWidth, m_cursorAtlas.cursorHeight); } else { QImage image = cursor->pixmap().toImage(); m_cursor.textureRect = QRectF(0, 0, 1, 1); m_cursor.hotSpot = cursor->hotSpot(); m_cursor.texture = 0; // will get updated in the next render() m_cursor.size = image.size(); m_cursor.customCursorImage = image; m_cursor.customCursorPending = true; } return true; } #endif class CursorUpdateEvent : public QEvent { public: CursorUpdateEvent(const QPoint &pos, const QRegion &rgn) : QEvent(QEvent::Type(QEvent::User + 1)), m_pos(pos), m_region(rgn) { } QPoint pos() const { return m_pos; } QRegion region() const { return m_region; } private: QPoint m_pos; QRegion m_region; }; bool QEglFSCursor::event(QEvent *e) { if (e->type() == QEvent::User + 1) { CursorUpdateEvent *ev = static_cast(e); m_updateRequested = false; QWindowSystemInterface::handleExposeEvent(m_screen->topLevelAt(ev->pos()), ev->region()); QWindowSystemInterface::flushWindowSystemEvents(QEventLoop::ExcludeUserInputEvents); return true; } return QPlatformCursor::event(e); } void QEglFSCursor::update(const QRegion &rgn) { if (!m_updateRequested) { // Must not flush the window system events directly from here since we are likely to // be a called directly from QGuiApplication's processMouseEvents. Flushing events // could cause reentering by dispatching more queued mouse events. m_updateRequested = true; QCoreApplication::postEvent(this, new CursorUpdateEvent(m_cursor.pos, rgn)); } } QRect QEglFSCursor::cursorRect() const { return QRect(m_cursor.pos - m_cursor.hotSpot, m_cursor.size); } QPoint QEglFSCursor::pos() const { return m_cursor.pos; } void QEglFSCursor::setPos(const QPoint &pos) { QGuiApplicationPrivate::inputDeviceManager()->setCursorPos(pos); const QRect oldCursorRect = cursorRect(); m_cursor.pos = pos; update(oldCursorRect | cursorRect()); m_screen->handleCursorMove(m_cursor.pos); } void QEglFSCursor::pointerEvent(const QMouseEvent &event) { if (event.type() != QEvent::MouseMove) return; const QRect oldCursorRect = cursorRect(); m_cursor.pos = event.screenPos().toPoint(); update(oldCursorRect | cursorRect()); m_screen->handleCursorMove(m_cursor.pos); } void QEglFSCursor::paintOnScreen() { if (!m_visible) return; const QRectF cr = cursorRect(); const QRect screenRect(m_screen->geometry()); const GLfloat x1 = 2 * (cr.left() / screenRect.width()) - 1; const GLfloat x2 = 2 * (cr.right() / screenRect.width()) - 1; const GLfloat y1 = 1 - (cr.top() / screenRect.height()) * 2; const GLfloat y2 = 1 - (cr.bottom() / screenRect.height()) * 2; QRectF r(QPointF(x1, y1), QPointF(x2, y2)); draw(r); } // In order to prevent breaking code doing custom OpenGL rendering while // expecting the state in the context unchanged, save and restore all the state // we touch. The exception is Qt Quick where the scenegraph is known to be able // to deal with the changes we make. struct StateSaver { StateSaver() { f = QOpenGLContext::currentContext()->functions(); vaoHelper = new QOpenGLVertexArrayObjectHelper(QOpenGLContext::currentContext()); static bool windowsChecked = false; static bool shouldSave = true; if (!windowsChecked) { windowsChecked = true; QWindowList windows = QGuiApplication::allWindows(); if (!windows.isEmpty() && windows[0]->inherits("QQuickWindow")) shouldSave = false; } saved = shouldSave; if (!shouldSave) return; f->glGetIntegerv(GL_CURRENT_PROGRAM, &program); f->glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture); f->glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture); f->glGetIntegerv(GL_FRONT_FACE, &frontFace); cull = f->glIsEnabled(GL_CULL_FACE); depthTest = f->glIsEnabled(GL_DEPTH_TEST); blend = f->glIsEnabled(GL_BLEND); f->glGetIntegerv(GL_BLEND_SRC_RGB, blendFunc); f->glGetIntegerv(GL_BLEND_SRC_ALPHA, blendFunc + 1); f->glGetIntegerv(GL_BLEND_DST_RGB, blendFunc + 2); f->glGetIntegerv(GL_BLEND_DST_ALPHA, blendFunc + 3); f->glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &arrayBuf); if (vaoHelper->isValid()) f->glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vao); for (int i = 0; i < 2; ++i) { f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &va[i].enabled); f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_SIZE, &va[i].size); f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_TYPE, &va[i].type); f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &va[i].normalized); f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &va[i].stride); f->glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &va[i].buffer); f->glGetVertexAttribPointerv(i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &va[i].pointer); } } ~StateSaver() { if (saved) { f->glUseProgram(program); f->glBindTexture(GL_TEXTURE_2D, texture); f->glActiveTexture(activeTexture); f->glFrontFace(frontFace); if (cull) f->glEnable(GL_CULL_FACE); else f->glDisable(GL_CULL_FACE); if (depthTest) f->glEnable(GL_DEPTH_TEST); else f->glDisable(GL_DEPTH_TEST); if (blend) f->glEnable(GL_BLEND); else f->glDisable(GL_BLEND); f->glBlendFuncSeparate(blendFunc[0], blendFunc[1], blendFunc[2], blendFunc[3]); f->glBindBuffer(GL_ARRAY_BUFFER, arrayBuf); if (vaoHelper->isValid()) vaoHelper->glBindVertexArray(vao); for (int i = 0; i < 2; ++i) { if (va[i].enabled) f->glEnableVertexAttribArray(i); else f->glDisableVertexAttribArray(i); f->glBindBuffer(GL_ARRAY_BUFFER, va[i].buffer); f->glVertexAttribPointer(i, va[i].size, va[i].type, va[i].normalized, va[i].stride, va[i].pointer); } } delete vaoHelper; } QOpenGLFunctions *f; QOpenGLVertexArrayObjectHelper *vaoHelper; bool saved; GLint program; GLint texture; GLint activeTexture; GLint frontFace; bool cull; bool depthTest; bool blend; GLint blendFunc[4]; GLint vao; GLint arrayBuf; struct { GLint enabled, type, size, normalized, stride, buffer; GLvoid *pointer; } va[2]; }; void QEglFSCursor::draw(const QRectF &r) { StateSaver stateSaver; if (!m_program) { // one time initialization initializeOpenGLFunctions(); createShaderPrograms(); if (!m_cursorAtlas.texture) { createCursorTexture(&m_cursorAtlas.texture, m_cursorAtlas.image); if (m_cursor.shape != Qt::BitmapCursor) m_cursor.texture = m_cursorAtlas.texture; } } if (m_cursor.shape == Qt::BitmapCursor && m_cursor.customCursorPending) { // upload the custom cursor createCursorTexture(&m_cursor.customCursorTexture, m_cursor.customCursorImage); m_cursor.texture = m_cursor.customCursorTexture; m_cursor.customCursorPending = false; } Q_ASSERT(m_cursor.texture); m_program->bind(); const GLfloat x1 = r.left(); const GLfloat x2 = r.right(); const GLfloat y1 = r.top(); const GLfloat y2 = r.bottom(); const GLfloat cursorCoordinates[] = { x1, y2, x2, y2, x1, y1, x2, y1 }; const GLfloat s1 = m_cursor.textureRect.left(); const GLfloat s2 = m_cursor.textureRect.right(); const GLfloat t1 = m_cursor.textureRect.top(); const GLfloat t2 = m_cursor.textureRect.bottom(); const GLfloat textureCoordinates[] = { s1, t2, s2, t2, s1, t1, s2, t1 }; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_cursor.texture); if (stateSaver.vaoHelper->isValid()) stateSaver.vaoHelper->glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); m_program->enableAttributeArray(0); m_program->enableAttributeArray(1); m_program->setAttributeArray(0, cursorCoordinates, 2); m_program->setAttributeArray(1, textureCoordinates, 2); m_program->setUniformValue(m_textureEntry, 0); glDisable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); // disable depth testing to make sure cursor is always on top glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); m_program->disableAttributeArray(0); m_program->disableAttributeArray(1); m_program->release(); } QT_END_NAMESPACE