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-rw-r--r--src/plugins/qmltooling/qmldbg_inspector/qquickwindowinspector.cpp18
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12engine.cpp2
2 files changed, 18 insertions, 2 deletions
diff --git a/src/plugins/qmltooling/qmldbg_inspector/qquickwindowinspector.cpp b/src/plugins/qmltooling/qmldbg_inspector/qquickwindowinspector.cpp
index 16056addbd..d3bd1ac956 100644
--- a/src/plugins/qmltooling/qmldbg_inspector/qquickwindowinspector.cpp
+++ b/src/plugins/qmltooling/qmldbg_inspector/qquickwindowinspector.cpp
@@ -169,13 +169,29 @@ bool QQuickWindowInspector::eventFilter(QObject *obj, QEvent *event)
return QObject::eventFilter(obj, event);
}
+static Qt::WindowFlags fixFlags(Qt::WindowFlags flags)
+{
+ // If only the type flag is given, some other window flags are automatically assumed. When we
+ // add a flag, we need to make those explicit.
+ switch (flags) {
+ case Qt::Window:
+ return flags | Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowCloseButtonHint
+ | Qt::WindowMinimizeButtonHint | Qt::WindowMaximizeButtonHint;
+ case Qt::Dialog:
+ case Qt::Tool:
+ return flags | Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowCloseButtonHint;
+ default:
+ return flags;
+ }
+}
+
void QQuickWindowInspector::setShowAppOnTop(bool appOnTop)
{
if (!m_parentWindow)
return;
Qt::WindowFlags flags = m_parentWindow->flags();
- Qt::WindowFlags newFlags = appOnTop ? (flags | Qt::WindowStaysOnTopHint) :
+ Qt::WindowFlags newFlags = appOnTop ? (fixFlags(flags) | Qt::WindowStaysOnTopHint) :
(flags & ~Qt::WindowStaysOnTopHint);
if (newFlags != flags)
m_parentWindow->setFlags(newFlags);
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12engine.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12engine.cpp
index 82bf9b0433..75bde2c66b 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12engine.cpp
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12engine.cpp
@@ -3046,7 +3046,7 @@ void QSGD3D12EnginePrivate::useRenderTargetAsTexture(uint id)
}
tframeData.activeTextures[tframeData.activeTextureCount++] =
- TransientFrameData::ActiveTexture::ActiveTexture(TransientFrameData::ActiveTexture::TypeRenderTarget, id);
+ TransientFrameData::ActiveTexture(TransientFrameData::ActiveTexture::TypeRenderTarget, id);
}
QImage QSGD3D12EnginePrivate::executeAndWaitReadbackRenderTarget(uint id)