/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick module 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickwindow.h" #include "qquickwindow_p.h" #include "qquickwindowattached_p.h" #include "qquickitem.h" #include "qquickitem_p.h" #include "qquickevents_p_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE Q_LOGGING_CATEGORY(DBG_TOUCH, "qt.quick.touch"); Q_LOGGING_CATEGORY(DBG_MOUSE, "qt.quick.mouse"); Q_LOGGING_CATEGORY(DBG_FOCUS, "qt.quick.focus"); Q_LOGGING_CATEGORY(DBG_DIRTY, "qt.quick.dirty"); extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha); bool QQuickWindowPrivate::defaultAlphaBuffer = false; void QQuickWindowPrivate::updateFocusItemTransform() { Q_Q(QQuickWindow); #ifndef QT_NO_IM QQuickItem *focus = q->activeFocusItem(); if (focus && qApp->focusObject() == focus) { QQuickItemPrivate *focusPrivate = QQuickItemPrivate::get(focus); qApp->inputMethod()->setInputItemTransform(focusPrivate->itemToWindowTransform()); qApp->inputMethod()->setInputItemRectangle(QRectF(0, 0, focusPrivate->width, focusPrivate->height)); } #endif } class QQuickWindowIncubationController : public QObject, public QQmlIncubationController { Q_OBJECT public: QQuickWindowIncubationController(QSGRenderLoop *loop) : m_renderLoop(loop), m_timer(0) { // Allow incubation for 1/3 of a frame. m_incubation_time = qMax(1, int(1000 / QGuiApplication::primaryScreen()->refreshRate()) / 3); QAnimationDriver *animationDriver = m_renderLoop->animationDriver(); if (animationDriver) { connect(animationDriver, SIGNAL(stopped()), this, SLOT(animationStopped())); connect(m_renderLoop, SIGNAL(timeToIncubate()), this, SLOT(incubate())); } } protected: void timerEvent(QTimerEvent *) { killTimer(m_timer); m_timer = 0; incubate(); } void incubateAgain() { if (m_timer == 0) { // Wait for a while before processing the next batch. Using a // timer to avoid starvation of system events. m_timer = startTimer(m_incubation_time); } } public slots: void incubate() { if (incubatingObjectCount()) { if (m_renderLoop->interleaveIncubation()) { incubateFor(m_incubation_time); } else { incubateFor(m_incubation_time * 2); if (incubatingObjectCount()) incubateAgain(); } } } void animationStopped() { incubate(); } protected: virtual void incubatingObjectCountChanged(int count) { if (count && !m_renderLoop->interleaveIncubation()) incubateAgain(); } private: QSGRenderLoop *m_renderLoop; int m_incubation_time; int m_timer; }; #include "qquickwindow.moc" #ifndef QT_NO_ACCESSIBILITY /*! Returns an accessibility interface for this window, or 0 if such an interface cannot be created. */ QAccessibleInterface *QQuickWindow::accessibleRoot() const { return QAccessible::queryAccessibleInterface(const_cast(this)); } #endif /* Focus behavior ============== Prior to being added to a valid window items can set and clear focus with no effect. Only once items are added to a window (by way of having a parent set that already belongs to a window) do the focus rules apply. Focus goes back to having no effect if an item is removed from a window. When an item is moved into a new focus scope (either being added to a window for the first time, or having its parent changed), if the focus scope already has a scope focused item that takes precedence over the item being added. Otherwise, the focus of the added tree is used. In the case of a tree of items being added to a window for the first time, which may have a conflicted focus state (two or more items in one scope having focus set), the same rule is applied item by item - thus the first item that has focus will get it (assuming the scope doesn't already have a scope focused item), and the other items will have their focus cleared. */ QQuickItem::UpdatePaintNodeData::UpdatePaintNodeData() : transformNode(0) { } QQuickRootItem::QQuickRootItem() { } /*! \reimp */ void QQuickWindow::exposeEvent(QExposeEvent *) { Q_D(QQuickWindow); if (d->windowManager) d->windowManager->exposureChanged(this); } /*! \reimp */ void QQuickWindow::resizeEvent(QResizeEvent *ev) { Q_D(QQuickWindow); if (d->contentItem) d->contentItem->setSize(ev->size()); if (d->windowManager) d->windowManager->resize(this); } /*! \reimp */ void QQuickWindow::showEvent(QShowEvent *) { Q_D(QQuickWindow); if (d->windowManager) d->windowManager->show(this); } /*! \reimp */ void QQuickWindow::hideEvent(QHideEvent *) { Q_D(QQuickWindow); if (d->windowManager) d->windowManager->hide(this); } /*! \reimp */ void QQuickWindow::focusOutEvent(QFocusEvent *ev) { Q_D(QQuickWindow); d->contentItem->setFocus(false, ev->reason()); } /*! \reimp */ void QQuickWindow::focusInEvent(QFocusEvent *ev) { Q_D(QQuickWindow); d->contentItem->setFocus(true, ev->reason()); d->updateFocusItemTransform(); } void QQuickWindowPrivate::polishItems() { int maxPolishCycles = 100000; while (!itemsToPolish.isEmpty() && --maxPolishCycles > 0) { QSet itms = itemsToPolish; itemsToPolish.clear(); for (QSet::iterator it = itms.begin(); it != itms.end(); ++it) { QQuickItem *item = *it; QQuickItemPrivate::get(item)->polishScheduled = false; item->updatePolish(); } } if (maxPolishCycles == 0) qWarning("QQuickWindow: possible QQuickItem::polish() loop"); updateFocusItemTransform(); } /*! * Schedules the window to render another frame. * * Calling QQuickWindow::update() differs from QQuickItem::update() in that * it always triggers a repaint, regardless of changes in the underlying * scene graph or not. */ void QQuickWindow::update() { Q_D(QQuickWindow); if (d->windowManager) d->windowManager->update(this); else if (d->renderControl) QQuickRenderControlPrivate::get(d->renderControl)->update(); } void forcePolishHelper(QQuickItem *item) { if (item->flags() & QQuickItem::ItemHasContents) { item->polish(); } QList items = item->childItems(); for (int i=0; icontentItem); } void forceUpdate(QQuickItem *item) { if (item->flags() & QQuickItem::ItemHasContents) item->update(); QQuickItemPrivate::get(item)->dirty(QQuickItemPrivate::ChildrenUpdateMask); QList items = item->childItems(); for (int i=0; ibeforeNodeSync(); emit q->beforeSynchronizing(); runAndClearJobs(&beforeSynchronizingJobs); if (!renderer) { forceUpdate(contentItem); QSGRootNode *rootNode = new QSGRootNode; rootNode->appendChildNode(QQuickItemPrivate::get(contentItem)->itemNode()); renderer = context->createRenderer(); renderer->setRootNode(rootNode); } updateDirtyNodes(); animationController->afterNodeSync(); // Copy the current state of clearing from window into renderer. renderer->setClearColor(clearColor); QSGAbstractRenderer::ClearMode mode = QSGAbstractRenderer::ClearStencilBuffer | QSGAbstractRenderer::ClearDepthBuffer; if (clearBeforeRendering) mode |= QSGAbstractRenderer::ClearColorBuffer; renderer->setClearMode(mode); renderer->setCustomRenderMode(customRenderMode); emit q->afterSynchronizing(); runAndClearJobs(&afterSynchronizingJobs); context->endSync(); } void QQuickWindowPrivate::renderSceneGraph(const QSize &size) { QML_MEMORY_SCOPE_STRING("SceneGraph"); Q_Q(QQuickWindow); if (!renderer) return; animationController->advance(); emit q->beforeRendering(); runAndClearJobs(&beforeRenderingJobs); int fboId = 0; const qreal devicePixelRatio = q->devicePixelRatio(); renderer->setDeviceRect(QRect(QPoint(0, 0), size * devicePixelRatio)); if (renderTargetId) { fboId = renderTargetId; renderer->setViewportRect(QRect(QPoint(0, 0), renderTargetSize)); } else { renderer->setViewportRect(QRect(QPoint(0, 0), size * devicePixelRatio)); } renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), size)); renderer->setDevicePixelRatio(q->devicePixelRatio()); context->renderNextFrame(renderer, fboId); emit q->afterRendering(); runAndClearJobs(&afterRenderingJobs); } QQuickWindowPrivate::QQuickWindowPrivate() : contentItem(0) , activeFocusItem(0) , mouseGrabberItem(0) #ifndef QT_NO_CURSOR , cursorItem(0) #endif #ifndef QT_NO_DRAGANDDROP , dragGrabber(0) #endif , touchMouseId(-1) , touchMousePressTimestamp(0) , dirtyItemList(0) , context(0) , renderer(0) , windowManager(0) , renderControl(0) , touchRecursionGuard(0) , clearColor(Qt::white) , clearBeforeRendering(true) , persistentGLContext(true) , persistentSceneGraph(true) , lastWheelEventAccepted(false) , componentCompleted(true) , lastFocusReason(Qt::OtherFocusReason) , renderTarget(0) , renderTargetId(0) , vaoHelper(0) , incubationController(0) { #ifndef QT_NO_DRAGANDDROP dragGrabber = new QQuickDragGrabber; #endif } QQuickWindowPrivate::~QQuickWindowPrivate() { } void QQuickWindowPrivate::init(QQuickWindow *c, QQuickRenderControl *control) { q_ptr = c; Q_Q(QQuickWindow); contentItem = new QQuickRootItem; QQmlEngine::setObjectOwnership(contentItem, QQmlEngine::CppOwnership); QQuickItemPrivate *contentItemPrivate = QQuickItemPrivate::get(contentItem); contentItemPrivate->window = q; contentItemPrivate->windowRefCount = 1; contentItemPrivate->flags |= QQuickItem::ItemIsFocusScope; contentItem->setSize(q->size()); customRenderMode = qgetenv("QSG_VISUALIZE"); renderControl = control; if (renderControl) QQuickRenderControlPrivate::get(renderControl)->window = q; if (!renderControl) windowManager = QSGRenderLoop::instance(); Q_ASSERT(windowManager || renderControl); QSGContext *sg; if (renderControl) { QQuickRenderControlPrivate *renderControlPriv = QQuickRenderControlPrivate::get(renderControl); sg = renderControlPriv->sg; context = renderControlPriv->rc; } else { windowManager->addWindow(q); sg = windowManager->sceneGraphContext(); context = windowManager->createRenderContext(sg); } q->setSurfaceType(windowManager ? windowManager->windowSurfaceType() : QSurface::OpenGLSurface); q->setFormat(sg->defaultSurfaceFormat()); animationController = new QQuickAnimatorController(q); delayedTouch = 0; QObject::connect(context, SIGNAL(initialized()), q, SIGNAL(sceneGraphInitialized()), Qt::DirectConnection); QObject::connect(context, SIGNAL(invalidated()), q, SIGNAL(sceneGraphInvalidated()), Qt::DirectConnection); QObject::connect(context, SIGNAL(invalidated()), q, SLOT(cleanupSceneGraph()), Qt::DirectConnection); QObject::connect(q, SIGNAL(focusObjectChanged(QObject*)), q, SIGNAL(activeFocusItemChanged())); QObject::connect(q, SIGNAL(screenChanged(QScreen*)), q, SLOT(forcePolish())); QObject::connect(q, SIGNAL(frameSwapped()), q, SLOT(runJobsAfterSwap()), Qt::DirectConnection); } /*! \property QQuickWindow::data \internal */ QQmlListProperty QQuickWindowPrivate::data() { return QQmlListProperty(q_func(), 0, QQuickWindowPrivate::data_append, QQuickWindowPrivate::data_count, QQuickWindowPrivate::data_at, QQuickWindowPrivate::data_clear); } static QMouseEvent *touchToMouseEvent(QEvent::Type type, const QTouchEvent::TouchPoint &p, QTouchEvent *event, QQuickItem *item, bool transformNeeded = true) { // The touch point local position and velocity are not yet transformed. QMouseEvent *me = new QMouseEvent(type, transformNeeded ? item->mapFromScene(p.scenePos()) : p.pos(), p.scenePos(), p.screenPos(), Qt::LeftButton, (type == QEvent::MouseButtonRelease ? Qt::NoButton : Qt::LeftButton), event->modifiers()); me->setAccepted(true); me->setTimestamp(event->timestamp()); QVector2D transformedVelocity = p.velocity(); if (transformNeeded) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); QMatrix4x4 transformMatrix(itemPrivate->windowToItemTransform()); transformedVelocity = transformMatrix.mapVector(p.velocity()).toVector2D(); } QGuiApplicationPrivate::setMouseEventCapsAndVelocity(me, event->device()->capabilities(), transformedVelocity); QGuiApplicationPrivate::setMouseEventSource(me, Qt::MouseEventSynthesizedByQt); return me; } bool QQuickWindowPrivate::checkIfDoubleClicked(ulong newPressEventTimestamp) { bool doubleClicked; if (touchMousePressTimestamp == 0) { // just initialize the variable touchMousePressTimestamp = newPressEventTimestamp; doubleClicked = false; } else { ulong timeBetweenPresses = newPressEventTimestamp - touchMousePressTimestamp; ulong doubleClickInterval = static_cast(qApp->styleHints()-> mouseDoubleClickInterval()); doubleClicked = timeBetweenPresses < doubleClickInterval; if (doubleClicked) { touchMousePressTimestamp = 0; } else { touchMousePressTimestamp = newPressEventTimestamp; } } return doubleClicked; } bool QQuickWindowPrivate::translateTouchToMouse(QQuickItem *item, QTouchEvent *event) { // For each point, check if it is accepted, if not, try the next point. // Any of the fingers can become the mouse one. // This can happen because a mouse area might not accept an event at some point but another. for (int i = 0; i < event->touchPoints().count(); ++i) { const QTouchEvent::TouchPoint &p = event->touchPoints().at(i); // A new touch point if (touchMouseId == -1 && p.state() & Qt::TouchPointPressed) { QPointF pos = item->mapFromScene(p.scenePos()); // probably redundant, we check bounds in the calling function (matchingNewPoints) if (!item->contains(pos)) break; // Store the id already here and restore it to -1 if the event does not get // accepted. Cannot defer setting the new value because otherwise if the event // handler spins the event loop all subsequent moves and releases get lost. touchMouseId = p.id(); itemForTouchPointId[touchMouseId] = item; QScopedPointer mousePress(touchToMouseEvent(QEvent::MouseButtonPress, p, event, item, false)); // Send a single press and see if that's accepted if (!mouseGrabberItem) item->grabMouse(); item->grabTouchPoints(QVector() << touchMouseId); QCoreApplication::sendEvent(item, mousePress.data()); event->setAccepted(mousePress->isAccepted()); if (!mousePress->isAccepted()) { touchMouseId = -1; if (itemForTouchPointId.value(p.id()) == item) itemForTouchPointId.remove(p.id()); if (mouseGrabberItem == item) item->ungrabMouse(); } if (mousePress->isAccepted() && checkIfDoubleClicked(event->timestamp())) { QScopedPointer mouseDoubleClick(touchToMouseEvent(QEvent::MouseButtonDblClick, p, event, item, false)); QCoreApplication::sendEvent(item, mouseDoubleClick.data()); event->setAccepted(mouseDoubleClick->isAccepted()); if (mouseDoubleClick->isAccepted()) { touchMouseIdCandidates.clear(); return true; } else { touchMouseId = -1; } } // The event was accepted, we are done. if (mousePress->isAccepted()) { touchMouseIdCandidates.clear(); return true; } // The event was not accepted but touchMouseId was set. if (touchMouseId != -1) return false; // try the next point // Touch point was there before and moved } else if (p.id() == touchMouseId) { if (p.state() & Qt::TouchPointMoved) { if (mouseGrabberItem) { QScopedPointer me(touchToMouseEvent(QEvent::MouseMove, p, event, mouseGrabberItem, false)); QCoreApplication::sendEvent(item, me.data()); event->setAccepted(me->isAccepted()); if (me->isAccepted()) { itemForTouchPointId[p.id()] = mouseGrabberItem; // N.B. the mouseGrabberItem may be different after returning from sendEvent() return true; } } else { // no grabber, check if we care about mouse hover // FIXME: this should only happen once, not recursively... I'll ignore it just ignore hover now. // hover for touch??? QScopedPointer me(touchToMouseEvent(QEvent::MouseMove, p, event, item, false)); if (lastMousePosition.isNull()) lastMousePosition = me->windowPos(); QPointF last = lastMousePosition; lastMousePosition = me->windowPos(); bool accepted = me->isAccepted(); bool delivered = deliverHoverEvent(contentItem, me->windowPos(), last, me->modifiers(), accepted); if (!delivered) { //take care of any exits accepted = clearHover(); } me->setAccepted(accepted); break; } } else if (p.state() & Qt::TouchPointReleased) { // currently handled point was released touchMouseId = -1; if (mouseGrabberItem) { QScopedPointer me(touchToMouseEvent(QEvent::MouseButtonRelease, p, event, mouseGrabberItem, false)); QCoreApplication::sendEvent(item, me.data()); if (mouseGrabberItem) // might have ungrabbed due to event mouseGrabberItem->ungrabMouse(); return me->isAccepted(); } } break; } } return false; } void QQuickWindowPrivate::setMouseGrabber(QQuickItem *grabber) { Q_Q(QQuickWindow); if (mouseGrabberItem == grabber) return; QQuickItem *oldGrabber = mouseGrabberItem; mouseGrabberItem = grabber; if (touchMouseId != -1) { // update the touch item for mouse touch id to the new grabber itemForTouchPointId.remove(touchMouseId); if (grabber) itemForTouchPointId[touchMouseId] = grabber; } if (oldGrabber) { QEvent ev(QEvent::UngrabMouse); q->sendEvent(oldGrabber, &ev); } } void QQuickWindowPrivate::transformTouchPoints(QList &touchPoints, const QTransform &transform) { QMatrix4x4 transformMatrix(transform); for (int i=0; i touchPoints = touchEvent->touchPoints(); for (int i = 0; i < touchPoints.count(); ++i) { QTouchEvent::TouchPoint &touchPoint = touchPoints[i]; touchPoint.setScreenRect(touchPoint.sceneRect()); touchPoint.setStartScreenPos(touchPoint.startScenePos()); touchPoint.setLastScreenPos(touchPoint.lastScenePos()); touchPoint.setSceneRect(touchPoint.rect()); touchPoint.setStartScenePos(touchPoint.startPos()); touchPoint.setLastScenePos(touchPoint.lastPos()); if (i == 0) lastMousePosition = touchPoint.pos().toPoint(); } touchEvent->setTouchPoints(touchPoints); } static inline bool windowHasFocus(QQuickWindow *win) { const QWindow *focusWindow = QGuiApplication::focusWindow(); return win == focusWindow || QQuickRenderControl::renderWindowFor(win) == focusWindow; } /*! Set the focus inside \a scope to be \a item. If the scope contains the active focus item, it will be changed to \a item. Calls notifyFocusChangesRecur for all changed items. */ void QQuickWindowPrivate::setFocusInScope(QQuickItem *scope, QQuickItem *item, Qt::FocusReason reason, FocusOptions options) { Q_Q(QQuickWindow); Q_ASSERT(item); Q_ASSERT(scope || item == contentItem); qCDebug(DBG_FOCUS) << "QQuickWindowPrivate::setFocusInScope():"; qCDebug(DBG_FOCUS) << " scope:" << (QObject *)scope; if (scope) qCDebug(DBG_FOCUS) << " scopeSubFocusItem:" << (QObject *)QQuickItemPrivate::get(scope)->subFocusItem; qCDebug(DBG_FOCUS) << " item:" << (QObject *)item; qCDebug(DBG_FOCUS) << " activeFocusItem:" << (QObject *)activeFocusItem; QQuickItemPrivate *scopePrivate = scope ? QQuickItemPrivate::get(scope) : 0; QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); QQuickItem *currentActiveFocusItem = activeFocusItem; QQuickItem *newActiveFocusItem = 0; lastFocusReason = reason; QVarLengthArray changed; // Does this change the active focus? if (item == contentItem || scopePrivate->activeFocus) { QQuickItem *oldActiveFocusItem = 0; oldActiveFocusItem = activeFocusItem; if (item->isEnabled()) { newActiveFocusItem = item; while (newActiveFocusItem->isFocusScope() && newActiveFocusItem->scopedFocusItem() && newActiveFocusItem->scopedFocusItem()->isEnabled()) { newActiveFocusItem = newActiveFocusItem->scopedFocusItem(); } } else { newActiveFocusItem = scope; } if (oldActiveFocusItem) { #ifndef QT_NO_IM qApp->inputMethod()->commit(); #endif activeFocusItem = 0; QFocusEvent event(QEvent::FocusOut, reason); q->sendEvent(oldActiveFocusItem, &event); QQuickItem *afi = oldActiveFocusItem; while (afi && afi != scope) { if (QQuickItemPrivate::get(afi)->activeFocus) { QQuickItemPrivate::get(afi)->activeFocus = false; changed << afi; } afi = afi->parentItem(); } } } if (item != contentItem && !(options & DontChangeSubFocusItem)) { QQuickItem *oldSubFocusItem = scopePrivate->subFocusItem; if (oldSubFocusItem) { QQuickItemPrivate::get(oldSubFocusItem)->focus = false; changed << oldSubFocusItem; } QQuickItemPrivate::get(item)->updateSubFocusItem(scope, true); } if (!(options & DontChangeFocusProperty)) { if (item != contentItem || windowHasFocus(q)) { itemPrivate->focus = true; changed << item; } } if (newActiveFocusItem && contentItem->hasFocus()) { activeFocusItem = newActiveFocusItem; QQuickItemPrivate::get(newActiveFocusItem)->activeFocus = true; changed << newActiveFocusItem; QQuickItem *afi = newActiveFocusItem->parentItem(); while (afi && afi != scope) { if (afi->isFocusScope()) { QQuickItemPrivate::get(afi)->activeFocus = true; changed << afi; } afi = afi->parentItem(); } updateFocusItemTransform(); QFocusEvent event(QEvent::FocusIn, reason); q->sendEvent(newActiveFocusItem, &event); } if (activeFocusItem != currentActiveFocusItem) emit q->focusObjectChanged(activeFocusItem); if (!changed.isEmpty()) notifyFocusChangesRecur(changed.data(), changed.count() - 1); } void QQuickWindowPrivate::clearFocusInScope(QQuickItem *scope, QQuickItem *item, Qt::FocusReason reason, FocusOptions options) { Q_Q(QQuickWindow); Q_ASSERT(item); Q_ASSERT(scope || item == contentItem); qCDebug(DBG_FOCUS) << "QQuickWindowPrivate::clearFocusInScope():"; qCDebug(DBG_FOCUS) << " scope:" << (QObject *)scope; qCDebug(DBG_FOCUS) << " item:" << (QObject *)item; qCDebug(DBG_FOCUS) << " activeFocusItem:" << (QObject *)activeFocusItem; QQuickItemPrivate *scopePrivate = 0; if (scope) { scopePrivate = QQuickItemPrivate::get(scope); if ( !scopePrivate->subFocusItem ) return;//No focus, nothing to do. } QQuickItem *currentActiveFocusItem = activeFocusItem; QQuickItem *oldActiveFocusItem = 0; QQuickItem *newActiveFocusItem = 0; lastFocusReason = reason; QVarLengthArray changed; Q_ASSERT(item == contentItem || item == scopePrivate->subFocusItem); // Does this change the active focus? if (item == contentItem || scopePrivate->activeFocus) { oldActiveFocusItem = activeFocusItem; newActiveFocusItem = scope; #ifndef QT_NO_IM qApp->inputMethod()->commit(); #endif activeFocusItem = 0; if (oldActiveFocusItem) { QFocusEvent event(QEvent::FocusOut, reason); q->sendEvent(oldActiveFocusItem, &event); QQuickItem *afi = oldActiveFocusItem; while (afi && afi != scope) { if (QQuickItemPrivate::get(afi)->activeFocus) { QQuickItemPrivate::get(afi)->activeFocus = false; changed << afi; } afi = afi->parentItem(); } } } if (item != contentItem && !(options & DontChangeSubFocusItem)) { QQuickItem *oldSubFocusItem = scopePrivate->subFocusItem; if (oldSubFocusItem && !(options & DontChangeFocusProperty)) { QQuickItemPrivate::get(oldSubFocusItem)->focus = false; changed << oldSubFocusItem; } QQuickItemPrivate::get(item)->updateSubFocusItem(scope, false); } else if (!(options & DontChangeFocusProperty)) { QQuickItemPrivate::get(item)->focus = false; changed << item; } if (newActiveFocusItem) { Q_ASSERT(newActiveFocusItem == scope); activeFocusItem = scope; updateFocusItemTransform(); QFocusEvent event(QEvent::FocusIn, reason); q->sendEvent(newActiveFocusItem, &event); } if (activeFocusItem != currentActiveFocusItem) emit q->focusObjectChanged(activeFocusItem); if (!changed.isEmpty()) notifyFocusChangesRecur(changed.data(), changed.count() - 1); } void QQuickWindowPrivate::clearFocusObject() { if (activeFocusItem) activeFocusItem->setFocus(false, Qt::OtherFocusReason); } void QQuickWindowPrivate::notifyFocusChangesRecur(QQuickItem **items, int remaining) { QPointer item(*items); if (remaining) notifyFocusChangesRecur(items + 1, remaining - 1); if (item) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->notifiedFocus != itemPrivate->focus) { itemPrivate->notifiedFocus = itemPrivate->focus; emit item->focusChanged(itemPrivate->focus); } if (item && itemPrivate->notifiedActiveFocus != itemPrivate->activeFocus) { itemPrivate->notifiedActiveFocus = itemPrivate->activeFocus; itemPrivate->itemChange(QQuickItem::ItemActiveFocusHasChanged, itemPrivate->activeFocus); emit item->activeFocusChanged(itemPrivate->activeFocus); } } } void QQuickWindowPrivate::dirtyItem(QQuickItem *) { Q_Q(QQuickWindow); q->maybeUpdate(); } void QQuickWindowPrivate::cleanup(QSGNode *n) { Q_Q(QQuickWindow); Q_ASSERT(!cleanupNodeList.contains(n)); cleanupNodeList.append(n); q->maybeUpdate(); } /*! \qmltype Window \instantiates QQuickWindow \inqmlmodule QtQuick.Window \ingroup qtquick-visual \brief Creates a new top-level window The Window object creates a new top-level window for a Qt Quick scene. It automatically sets up the window for use with \c {QtQuick 2.x} graphical types. To use this type, you will need to import the module with the following line: \code import QtQuick.Window 2.2 \endcode Omitting this import will allow you to have a QML environment without access to window system features. A Window can be declared inside an Item or inside another Window; in that case the inner Window will automatically become "transient for" the outer Window: that is, most platforms will show it centered upon the outer window by default, and there may be other platform-dependent behaviors, depending also on the \l flags. If the nested window is intended to be a dialog in your application, you should also set \l flags to Qt.Dialog, because some window managers will not provide the centering behavior without that flag. You can also declare multiple windows inside a top-level \l QtObject, in which case the windows will have no transient relationship. Alternatively you can set or bind \l x and \l y to position the Window explicitly on the screen. When the user attempts to close a window, the \a closing signal will be emitted. You can force the window to stay open (for example to prompt the user to save changes) by writing an onClosing handler and setting close.accepted = false. */ /*! \class QQuickWindow \since 5.0 \inmodule QtQuick \brief The QQuickWindow class provides the window for displaying a graphical QML scene QQuickWindow provides the graphical scene management needed to interact with and display a scene of QQuickItems. A QQuickWindow always has a single invisible root item. To add items to this window, reparent the items to the root item or to an existing item in the scene. For easily displaying a scene from a QML file, see \l{QQuickView}. \section1 Rendering QQuickWindow uses a scene graph on top of OpenGL to render. This scene graph is disconnected from the QML scene and potentially lives in another thread, depending on the platform implementation. Since the rendering scene graph lives independently from the QML scene, it can also be completely released without affecting the state of the QML scene. The sceneGraphInitialized() signal is emitted on the rendering thread before the QML scene is rendered to the screen for the first time. If the rendering scene graph has been released, the signal will be emitted again before the next frame is rendered. \section2 Integration with OpenGL It is possible to integrate OpenGL calls directly into the QQuickWindow using the same OpenGL context as the Qt Quick Scene Graph. This is done by connecting to the QQuickWindow::beforeRendering() or QQuickWindow::afterRendering() signal. \note When using QQuickWindow::beforeRendering(), make sure to disable clearing before rendering with QQuickWindow::setClearBeforeRendering(). \section2 Exposure and Visibility When a QQuickWindow instance is deliberately hidden with hide() or setVisible(false), it will stop rendering and its scene graph and OpenGL context might be released. The sceneGraphInvalidated() signal will be emitted when this happens. \warning It is crucial that OpenGL operations and interaction with the scene graph happens exclusively on the rendering thread, primarily during the updatePaintNode() phase. \warning As signals related to rendering might be emitted from the rendering thread, connections should be made using Qt::DirectConnection. \section2 Resource Management QML will try to cache images and scene graph nodes to improve performance, but in some low-memory scenarios it might be required to aggressively release these resources. The releaseResources() can be used to force the clean up of certain resources. Calling releaseResources() may result in the entire scene graph and its OpenGL context being deleted. The sceneGraphInvalidated() signal will be emitted when this happens. \note All classes with QSG prefix should be used solely on the scene graph's rendering thread. See \l {Scene Graph and Rendering} for more information. \section2 Context and surface formats While it is possible to specify a QSurfaceFormat for every QQuickWindow by calling the member function setFormat(), windows may also be created from QML by using the Window and ApplicationWindow elements. In this case there is no C++ code involved in the creation of the window instance, yet applications may still wish to set certain surface format values, for example to request a given OpenGL version or profile. Such applications can call the static function QSurfaceFormat::setDefaultFormat() at startup. The specified format will be used for all Quick windows created afterwards. \sa {Scene Graph - OpenGL Under QML} */ /*! Constructs a window for displaying a QML scene with parent window \a parent. */ QQuickWindow::QQuickWindow(QWindow *parent) : QWindow(*(new QQuickWindowPrivate), parent) { Q_D(QQuickWindow); d->init(this); } /*! \internal */ QQuickWindow::QQuickWindow(QQuickWindowPrivate &dd, QWindow *parent) : QWindow(dd, parent) { Q_D(QQuickWindow); d->init(this); } /*! \internal */ QQuickWindow::QQuickWindow(QQuickRenderControl *control) : QWindow(*(new QQuickWindowPrivate), 0) { Q_D(QQuickWindow); d->init(this, control); } /*! Destroys the window. */ QQuickWindow::~QQuickWindow() { Q_D(QQuickWindow); d->animationController->deleteLater(); if (d->renderControl) { QQuickRenderControlPrivate::get(d->renderControl)->windowDestroyed(); } else if (d->windowManager) { d->windowManager->removeWindow(this); d->windowManager->windowDestroyed(this); } delete d->incubationController; d->incubationController = 0; #ifndef QT_NO_DRAGANDDROP delete d->dragGrabber; d->dragGrabber = 0; #endif delete d->contentItem; d->contentItem = 0; d->renderJobMutex.lock(); qDeleteAll(d->beforeSynchronizingJobs); d->beforeSynchronizingJobs.clear(); qDeleteAll(d->afterSynchronizingJobs); d->afterSynchronizingJobs.clear(); qDeleteAll(d->beforeRenderingJobs); d->beforeRenderingJobs.clear(); qDeleteAll(d->afterRenderingJobs); d->afterRenderingJobs.clear(); qDeleteAll(d->afterSwapJobs); d->afterSwapJobs.clear(); d->renderJobMutex.unlock(); // It is important that the pixmap cache is cleaned up during shutdown. // Besides playing nice, this also solves a practical problem that // QQuickTextureFactory implementations in other libraries need // have their destructors loaded while they the library is still // loaded into memory. QQuickPixmap::purgeCache(); } /*! This function tries to release redundant resources currently held by the QML scene. Calling this function might result in the scene graph and the OpenGL context used for rendering being released to release graphics memory. If this happens, the sceneGraphInvalidated() signal will be called, allowing users to clean up their own graphics resources. The setPersistentOpenGLContext() and setPersistentSceneGraph() functions can be used to prevent this from happening, if handling the cleanup is not feasible in the application, at the cost of higher memory usage. \sa sceneGraphInvalidated(), setPersistentOpenGLContext(), setPersistentSceneGraph() */ void QQuickWindow::releaseResources() { Q_D(QQuickWindow); if (d->windowManager) d->windowManager->releaseResources(this); QQuickPixmap::purgeCache(); } /*! Sets whether the OpenGL context should be preserved, and cannot be released until the last window is deleted, to \a persistent. The default value is true. The OpenGL context can be released to free up graphics resources when the window is obscured, hidden or not rendering. When this happens is implementation specific. The QOpenGLContext::aboutToBeDestroyed() signal is emitted from the QQuickWindow::openglContext() when the OpenGL context is about to be released. The QQuickWindow::sceneGraphInitialized() signal is emitted when a new OpenGL context is created for this window. Make a Qt::DirectConnection to these signals to be notified. The OpenGL context is still released when the last QQuickWindow is deleted. \sa setPersistentSceneGraph(), QOpenGLContext::aboutToBeDestroyed(), sceneGraphInitialized() */ void QQuickWindow::setPersistentOpenGLContext(bool persistent) { Q_D(QQuickWindow); d->persistentGLContext = persistent; } /*! Returns whether the OpenGL context can be released during the lifetime of the QQuickWindow. \note This is a hint. When and how this happens is implementation specific. */ bool QQuickWindow::isPersistentOpenGLContext() const { Q_D(const QQuickWindow); return d->persistentGLContext; } /*! Sets whether the scene graph nodes and resources can be released to \a persistent. The default value is true. The scene graph nodes and resources can be released to free up graphics resources when the window is obscured, hidden or not rendering. When this happens is implementation specific. The QQuickWindow::sceneGraphInvalidated() signal is emitted when cleanup occurs. The QQuickWindow::sceneGraphInitialized() signal is emitted when a new scene graph is recreated for this window. Make a Qt::DirectConnection to these signals to be notified. The scene graph nodes and resources are still released when the last QQuickWindow is deleted. \sa setPersistentOpenGLContext(), sceneGraphInvalidated(), sceneGraphInitialized() */ void QQuickWindow::setPersistentSceneGraph(bool persistent) { Q_D(QQuickWindow); d->persistentSceneGraph = persistent; } /*! Returns whether the scene graph nodes and resources can be released during the lifetime of this QQuickWindow. \note This is a hint. When and how this happens is implementation specific. */ bool QQuickWindow::isPersistentSceneGraph() const { Q_D(const QQuickWindow); return d->persistentSceneGraph; } /*! \property QQuickWindow::contentItem \brief The invisible root item of the scene. A QQuickWindow always has a single invisible root item containing all of its content. To add items to this window, reparent the items to the contentItem or to an existing item in the scene. */ QQuickItem *QQuickWindow::contentItem() const { Q_D(const QQuickWindow); return d->contentItem; } /*! \property QQuickWindow::activeFocusItem \brief The item which currently has active focus or \c null if there is no item with active focus. */ QQuickItem *QQuickWindow::activeFocusItem() const { Q_D(const QQuickWindow); return d->activeFocusItem; } /*! \internal \reimp */ QObject *QQuickWindow::focusObject() const { Q_D(const QQuickWindow); if (d->activeFocusItem) return d->activeFocusItem; return const_cast(this); } /*! Returns the item which currently has the mouse grab. */ QQuickItem *QQuickWindow::mouseGrabberItem() const { Q_D(const QQuickWindow); return d->mouseGrabberItem; } bool QQuickWindowPrivate::clearHover() { Q_Q(QQuickWindow); if (hoverItems.isEmpty()) return false; QPointF pos = q->mapFromGlobal(QGuiApplicationPrivate::lastCursorPosition.toPoint()); bool accepted = false; foreach (QQuickItem* item, hoverItems) accepted = sendHoverEvent(QEvent::HoverLeave, item, pos, pos, QGuiApplication::keyboardModifiers(), true) || accepted; hoverItems.clear(); return accepted; } /*! \reimp */ bool QQuickWindow::event(QEvent *e) { Q_D(QQuickWindow); switch (e->type()) { case QEvent::TouchBegin: case QEvent::TouchUpdate: case QEvent::TouchEnd: { QTouchEvent *touch = static_cast(e); d->translateTouchEvent(touch); d->deliverTouchEvent(touch); if (Q_LIKELY(qApp->testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents))) { // we consume all touch events ourselves to avoid duplicate // mouse delivery by QtGui mouse synthesis e->accept(); } return true; } break; case QEvent::TouchCancel: // return in order to avoid the QWindow::event below return d->deliverTouchCancelEvent(static_cast(e)); break; case QEvent::Leave: d->clearHover(); d->lastMousePosition = QPoint(); break; #ifndef QT_NO_DRAGANDDROP case QEvent::DragEnter: case QEvent::DragLeave: case QEvent::DragMove: case QEvent::Drop: d->deliverDragEvent(d->dragGrabber, e); break; #endif case QEvent::WindowDeactivate: contentItem()->windowDeactivateEvent(); break; case QEvent::Close: { // TOOD Qt 6 (binary incompatible) // closeEvent(static_cast(e)); QQuickCloseEvent qev; qev.setAccepted(e->isAccepted()); emit closing(&qev); e->setAccepted(qev.isAccepted()); } break; case QEvent::FocusAboutToChange: #ifndef QT_NO_IM if (d->activeFocusItem) qGuiApp->inputMethod()->commit(); #endif if (d->mouseGrabberItem) d->mouseGrabberItem->ungrabMouse(); break; default: break; } return QWindow::event(e); } /*! \reimp */ void QQuickWindow::keyPressEvent(QKeyEvent *e) { Q_D(QQuickWindow); d->deliverKeyEvent(e); } /*! \reimp */ void QQuickWindow::keyReleaseEvent(QKeyEvent *e) { Q_D(QQuickWindow); d->deliverKeyEvent(e); } void QQuickWindowPrivate::deliverKeyEvent(QKeyEvent *e) { Q_Q(QQuickWindow); #ifndef QT_NO_SHORTCUT // Try looking for a Shortcut before sending key events if (e->type() == QEvent::KeyPress && QGuiApplicationPrivate::instance()->shortcutMap.tryShortcutEvent(q->focusObject(), e)) return; #endif if (activeFocusItem) q->sendEvent(activeFocusItem, e); #ifdef Q_OS_MAC else { // This is the case for popup windows on Mac, where popup windows get focus // in Qt (after exposure) but they are not "key windows" in the Cocoa sense. // Therefore, the will never receive key events from Cocoa. Instead, the // toplevel non-popup window (the application current "key window") will // receive them. (QWidgetWindow does something similar for widgets, by keeping // a list of popup windows, and forwarding the key event to the top-most popup.) QWindow *focusWindow = qApp->focusWindow(); if (focusWindow && focusWindow != q && (focusWindow->flags() & Qt::Popup) == Qt::Popup) QGuiApplication::sendEvent(focusWindow, e); } #endif } QMouseEvent *QQuickWindowPrivate::cloneMouseEvent(QMouseEvent *event, QPointF *transformedLocalPos) { int caps = QGuiApplicationPrivate::mouseEventCaps(event); QVector2D velocity = QGuiApplicationPrivate::mouseEventVelocity(event); QMouseEvent *me = new QMouseEvent(event->type(), transformedLocalPos ? *transformedLocalPos : event->localPos(), event->windowPos(), event->screenPos(), event->button(), event->buttons(), event->modifiers()); QGuiApplicationPrivate::setMouseEventCapsAndVelocity(me, caps, velocity); QGuiApplicationPrivate::setMouseEventSource(me, QGuiApplicationPrivate::mouseEventSource(event)); me->setTimestamp(event->timestamp()); return me; } bool QQuickWindowPrivate::deliverInitialMousePressEvent(QQuickItem *item, QMouseEvent *event) { Q_Q(QQuickWindow); QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { QPointF p = item->mapFromScene(event->windowPos()); if (!item->contains(p)) return false; } QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled) continue; if (deliverInitialMousePressEvent(child, event)) return true; } if (itemPrivate->acceptedMouseButtons() & event->button()) { QPointF localPos = item->mapFromScene(event->windowPos()); if (item->contains(localPos)) { QScopedPointer me(cloneMouseEvent(event, &localPos)); me->accept(); item->grabMouse(); q->sendEvent(item, me.data()); event->setAccepted(me->isAccepted()); if (me->isAccepted()) return true; if (mouseGrabberItem) mouseGrabberItem->ungrabMouse(); } } return false; } bool QQuickWindowPrivate::deliverMouseEvent(QMouseEvent *event) { Q_Q(QQuickWindow); lastMousePosition = event->windowPos(); if (!mouseGrabberItem && event->type() == QEvent::MouseButtonPress && (event->buttons() & event->button()) == event->buttons()) { if (deliverInitialMousePressEvent(contentItem, event)) event->accept(); else event->ignore(); return event->isAccepted(); } if (mouseGrabberItem) { QPointF localPos = mouseGrabberItem->mapFromScene(event->windowPos()); QScopedPointer me(cloneMouseEvent(event, &localPos)); me->accept(); q->sendEvent(mouseGrabberItem, me.data()); event->setAccepted(me->isAccepted()); if (me->isAccepted()) return true; } return false; } /*! \reimp */ void QQuickWindow::mousePressEvent(QMouseEvent *event) { Q_D(QQuickWindow); if (event->source() == Qt::MouseEventSynthesizedBySystem) { event->accept(); return; } qCDebug(DBG_MOUSE) << "QQuickWindow::mousePressEvent()" << event->localPos() << event->button() << event->buttons(); d->deliverMouseEvent(event); } /*! \reimp */ void QQuickWindow::mouseReleaseEvent(QMouseEvent *event) { Q_D(QQuickWindow); if (event->source() == Qt::MouseEventSynthesizedBySystem) { event->accept(); return; } qCDebug(DBG_MOUSE) << "QQuickWindow::mouseReleaseEvent()" << event->localPos() << event->button() << event->buttons(); if (!d->mouseGrabberItem) { QWindow::mouseReleaseEvent(event); return; } d->deliverMouseEvent(event); if (d->mouseGrabberItem && !event->buttons()) d->mouseGrabberItem->ungrabMouse(); } /*! \reimp */ void QQuickWindow::mouseDoubleClickEvent(QMouseEvent *event) { Q_D(QQuickWindow); if (event->source() == Qt::MouseEventSynthesizedBySystem) { event->accept(); return; } qCDebug(DBG_MOUSE) << "QQuickWindow::mouseDoubleClickEvent()" << event->localPos() << event->button() << event->buttons(); if (!d->mouseGrabberItem && (event->buttons() & event->button()) == event->buttons()) { if (d->deliverInitialMousePressEvent(d->contentItem, event)) event->accept(); else event->ignore(); return; } d->deliverMouseEvent(event); } bool QQuickWindowPrivate::sendHoverEvent(QEvent::Type type, QQuickItem *item, const QPointF &scenePos, const QPointF &lastScenePos, Qt::KeyboardModifiers modifiers, bool accepted) { Q_Q(QQuickWindow); const QTransform transform = QQuickItemPrivate::get(item)->windowToItemTransform(); //create copy of event QHoverEvent hoverEvent(type, transform.map(scenePos), transform.map(lastScenePos), modifiers); hoverEvent.setAccepted(accepted); q->sendEvent(item, &hoverEvent); return hoverEvent.isAccepted(); } /*! \reimp */ void QQuickWindow::mouseMoveEvent(QMouseEvent *event) { Q_D(QQuickWindow); if (event->source() == Qt::MouseEventSynthesizedBySystem) { event->accept(); return; } qCDebug(DBG_MOUSE) << "QQuickWindow::mouseMoveEvent()" << event->localPos() << event->button() << event->buttons(); #ifndef QT_NO_CURSOR d->updateCursor(event->windowPos()); #endif if (!d->mouseGrabberItem) { if (d->lastMousePosition.isNull()) d->lastMousePosition = event->windowPos(); QPointF last = d->lastMousePosition; d->lastMousePosition = event->windowPos(); bool accepted = event->isAccepted(); bool delivered = d->deliverHoverEvent(d->contentItem, event->windowPos(), last, event->modifiers(), accepted); if (!delivered) { //take care of any exits accepted = d->clearHover(); } event->setAccepted(accepted); return; } d->deliverMouseEvent(event); } bool QQuickWindowPrivate::deliverHoverEvent(QQuickItem *item, const QPointF &scenePos, const QPointF &lastScenePos, Qt::KeyboardModifiers modifiers, bool &accepted) { Q_Q(QQuickWindow); QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { QPointF p = item->mapFromScene(scenePos); if (!item->contains(p)) return false; } QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled) continue; if (deliverHoverEvent(child, scenePos, lastScenePos, modifiers, accepted)) return true; } if (itemPrivate->hoverEnabled) { QPointF p = item->mapFromScene(scenePos); if (item->contains(p)) { if (!hoverItems.isEmpty() && hoverItems[0] == item) { //move accepted = sendHoverEvent(QEvent::HoverMove, item, scenePos, lastScenePos, modifiers, accepted); } else { QList itemsToHover; QQuickItem* parent = item; itemsToHover << item; while ((parent = parent->parentItem())) itemsToHover << parent; // Leaving from previous hovered items until we reach the item or one of its ancestors. while (!hoverItems.isEmpty() && !itemsToHover.contains(hoverItems[0])) { QQuickItem *hoverLeaveItem = hoverItems.takeFirst(); sendHoverEvent(QEvent::HoverLeave, hoverLeaveItem, scenePos, lastScenePos, modifiers, accepted); } if (!hoverItems.isEmpty() && hoverItems[0] == item){//Not entering a new Item // ### Shouldn't we send moves for the parent items as well? accepted = sendHoverEvent(QEvent::HoverMove, item, scenePos, lastScenePos, modifiers, accepted); } else { // Enter items that are not entered yet. int startIdx = -1; if (!hoverItems.isEmpty()) startIdx = itemsToHover.indexOf(hoverItems[0]) - 1; if (startIdx == -1) startIdx = itemsToHover.count() - 1; for (int i = startIdx; i >= 0; i--) { QQuickItem *itemToHover = itemsToHover[i]; QQuickItemPrivate *itemToHoverPrivate = QQuickItemPrivate::get(itemToHover); // The item may be about to be deleted or reparented to another window // due to another hover event delivered in this function. If that is the // case, sending a hover event here will cause a crash or other bad // behavior when the leave event is generated. Checking // itemToHoverPrivate->window here prevents that case. if (itemToHoverPrivate->window == q && itemToHoverPrivate->hoverEnabled) { hoverItems.prepend(itemToHover); sendHoverEvent(QEvent::HoverEnter, itemToHover, scenePos, lastScenePos, modifiers, accepted); } } } } return true; } } return false; } #ifndef QT_NO_WHEELEVENT bool QQuickWindowPrivate::deliverWheelEvent(QQuickItem *item, QWheelEvent *event) { Q_Q(QQuickWindow); QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { QPointF p = item->mapFromScene(event->posF()); if (!item->contains(p)) return false; } QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled) continue; if (deliverWheelEvent(child, event)) return true; } QPointF p = item->mapFromScene(event->posF()); if (item->contains(p)) { QWheelEvent wheel(p, p, event->pixelDelta(), event->angleDelta(), event->delta(), event->orientation(), event->buttons(), event->modifiers(), event->phase()); wheel.accept(); q->sendEvent(item, &wheel); if (wheel.isAccepted()) { event->accept(); return true; } } return false; } /*! \reimp */ void QQuickWindow::wheelEvent(QWheelEvent *event) { Q_D(QQuickWindow); qCDebug(DBG_MOUSE) << "QQuickWindow::wheelEvent()" << event->pixelDelta() << event->angleDelta(); //if the actual wheel event was accepted, accept the compatibility wheel event and return early if (d->lastWheelEventAccepted && event->angleDelta().isNull() && event->phase() == Qt::ScrollUpdate) return; event->ignore(); d->deliverWheelEvent(d->contentItem, event); d->lastWheelEventAccepted = event->isAccepted(); } #endif // QT_NO_WHEELEVENT bool QQuickWindowPrivate::deliverTouchCancelEvent(QTouchEvent *event) { qCDebug(DBG_TOUCH) << event; Q_Q(QQuickWindow); // A TouchCancel event will typically not contain any points. // Deliver it to all items that have active touches. QSet cancelDelivered; foreach (QQuickItem *item, itemForTouchPointId) { if (cancelDelivered.contains(item)) continue; cancelDelivered.insert(item); q->sendEvent(item, event); } touchMouseId = -1; if (mouseGrabberItem) mouseGrabberItem->ungrabMouse(); // The next touch event can only be a TouchBegin so clean up. itemForTouchPointId.clear(); return true; } static bool qquickwindow_no_touch_compression = qEnvironmentVariableIsSet("QML_NO_TOUCH_COMPRESSION"); // check what kind of touch we have (begin/update) and // call deliverTouchPoints to actually dispatch the points void QQuickWindowPrivate::deliverTouchEvent(QTouchEvent *event) { qCDebug(DBG_TOUCH) << event; Q_Q(QQuickWindow); if (qquickwindow_no_touch_compression || touchRecursionGuard) { reallyDeliverTouchEvent(event); return; } Qt::TouchPointStates states = event->touchPointStates(); if (((states & (Qt::TouchPointMoved | Qt::TouchPointStationary)) != 0) && ((states & (Qt::TouchPointPressed | Qt::TouchPointReleased)) == 0)) { // we can only compress something that isn't a press or release if (!delayedTouch) { delayedTouch = new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints()); delayedTouch->setTimestamp(event->timestamp()); if (windowManager) windowManager->maybeUpdate(q); return; } else { // check if this looks like the last touch event if (delayedTouch->type() == event->type() && delayedTouch->device() == event->device() && delayedTouch->modifiers() == event->modifiers() && delayedTouch->touchPoints().count() == event->touchPoints().count()) { // possible match.. is it really the same? bool mismatch = false; QList tpts = event->touchPoints(); Qt::TouchPointStates states; for (int i = 0; i < event->touchPoints().count(); ++i) { const QTouchEvent::TouchPoint &tp = tpts.at(i); const QTouchEvent::TouchPoint &tp2 = delayedTouch->touchPoints().at(i); if (tp.id() != tp2.id()) { mismatch = true; break; } if (tp2.state() == Qt::TouchPointMoved && tp.state() == Qt::TouchPointStationary) tpts[i].setState(Qt::TouchPointMoved); states |= tpts.at(i).state(); } // same touch event? then merge if so if (!mismatch) { delayedTouch->setTouchPoints(tpts); delayedTouch->setTimestamp(event->timestamp()); return; } } // otherwise; we need to deliver the delayed event first, and // then delay this one.. reallyDeliverTouchEvent(delayedTouch); delete delayedTouch; delayedTouch = new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints()); delayedTouch->setTimestamp(event->timestamp()); return; } } else { if (delayedTouch) { // deliver the delayed touch first reallyDeliverTouchEvent(delayedTouch); delete delayedTouch; delayedTouch = 0; } reallyDeliverTouchEvent(event); } } void QQuickWindowPrivate::flushDelayedTouchEvent() { if (delayedTouch) { reallyDeliverTouchEvent(delayedTouch); delete delayedTouch; delayedTouch = 0; // Touch events which constantly start animations (such as a behavior tracking // the mouse point) need animations to start. QQmlAnimationTimer *ut = QQmlAnimationTimer::instance(); if (ut && ut->hasStartAnimationPending()) ut->startAnimations(); } } void QQuickWindowPrivate::reallyDeliverTouchEvent(QTouchEvent *event) { qCDebug(DBG_TOUCH) << " - delivering" << event; // If users spin the eventloop as a result of touch delivery, we disable // touch compression and send events directly. This is because we consider // the usecase a bit evil, but we at least don't want to lose events. ++touchRecursionGuard; // List of all items that received an event before // When we have TouchBegin this is and will stay empty QHash > updatedPoints; // Figure out who accepted a touch point last and put it in updatedPoints // Add additional item to newPoints const QList &touchPoints = event->touchPoints(); QList newPoints; for (int i=0; i 0 || updatedPoints.count() > 0) { QSet acceptedNewPoints; QSet hasFiltered; event->setAccepted(deliverTouchPoints(contentItem, event, newPoints, &acceptedNewPoints, &updatedPoints, &hasFiltered)); } else event->ignore(); // Remove released points from itemForTouchPointId if (event->touchPointStates() & Qt::TouchPointReleased) { for (int i=0; itype() == QEvent::TouchEnd) { Q_ASSERT(itemForTouchPointId.isEmpty()); } --touchRecursionGuard; } // This function recurses and sends the events to the individual items bool QQuickWindowPrivate::deliverTouchPoints(QQuickItem *item, QTouchEvent *event, const QList &newPoints, QSet *acceptedNewPoints, QHash > *updatedPoints, QSet *hasFiltered) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { for (int i=0; imapFromScene(newPoints[i].scenePos()); if (!item->contains(p)) return false; } } // Check if our children want the event (or parts of it) // This is the only point where touch event delivery recurses! QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); if (!child->isEnabled() || !child->isVisible() || QQuickItemPrivate::get(child)->culled) continue; if (deliverTouchPoints(child, event, newPoints, acceptedNewPoints, updatedPoints, hasFiltered)) return true; } // None of the children accepted the event, so check the given item itself. // First, construct matchingPoints as a list of TouchPoints which the // given item might be interested in. Any newly-pressed point which is // inside the item's bounds will be interesting, and also any updated point // which was already accepted by that item when it was first pressed. // (A point which was already accepted is effectively "grabbed" by the item.) // set of IDs of "interesting" new points QSet matchingNewPoints; // set of points which this item has previously accepted, for starters QList matchingPoints = (*updatedPoints)[item]; // now add the new points which are inside this item's bounds if (newPoints.count() > 0 && acceptedNewPoints->count() < newPoints.count()) { for (int i = 0; i < newPoints.count(); i++) { if (acceptedNewPoints->contains(newPoints[i].id())) continue; QPointF p = item->mapFromScene(newPoints[i].scenePos()); if (item->contains(p)) { matchingNewPoints.insert(newPoints[i].id()); matchingPoints << newPoints[i]; } } } // If there are no matching new points, and the existing points are all stationary, // there's no need to send an event to this item. This is required by a test in // tst_qquickwindow::touchEvent_basic: // a single stationary press on an item shouldn't cause an event if (matchingNewPoints.isEmpty()) { bool stationaryOnly = true; foreach (const QTouchEvent::TouchPoint &tp, matchingPoints) { if (tp.state() != Qt::TouchPointStationary) { stationaryOnly = false; break; } } if (stationaryOnly) matchingPoints.clear(); } if (!matchingPoints.isEmpty()) { // Now we know this item might be interested in the event. Copy and send it, but // with only the subset of TouchPoints which are relevant to that item: that's matchingPoints. QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); transformTouchPoints(matchingPoints, itemPrivate->windowToItemTransform()); deliverMatchingPointsToItem(item, event, acceptedNewPoints, matchingNewPoints, matchingPoints, hasFiltered); } // record the fact that this item has been visited already updatedPoints->remove(item); // recursion is done only if ALL touch points have been delivered return (acceptedNewPoints->count() == newPoints.count() && updatedPoints->isEmpty()); } // touchEventForItemBounds has no means to generate a touch event that contains // only the points that are relevant for this item. Thus the need for // matchingPoints to already be that set of interesting points. // They are all pre-transformed, too. bool QQuickWindowPrivate::deliverMatchingPointsToItem(QQuickItem *item, QTouchEvent *event, QSet *acceptedNewPoints, const QSet &matchingNewPoints, const QList &matchingPoints, QSet *hasFiltered) { QScopedPointer touchEvent(touchEventWithPoints(*event, matchingPoints)); touchEvent.data()->setTarget(item); bool touchEventAccepted = false; // First check whether the parent wants to be a filter, // and if the parent accepts the event we are done. if (sendFilteredTouchEvent(item->parentItem(), item, event, hasFiltered)) { // If the touch was accepted (regardless by whom or in what form), // update acceptedNewPoints foreach (int id, matchingNewPoints) acceptedNewPoints->insert(id); return true; } // Since it can change in sendEvent, update itemForTouchPointId now foreach (int id, matchingNewPoints) itemForTouchPointId[id] = item; // Deliver the touch event to the given item QCoreApplication::sendEvent(item, touchEvent.data()); touchEventAccepted = touchEvent->isAccepted(); // If the touch event wasn't accepted, synthesize a mouse event and see if the item wants it. QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (!touchEventAccepted && (itemPrivate->acceptedMouseButtons() & Qt::LeftButton)) { // send mouse event event->setAccepted(translateTouchToMouse(item, touchEvent.data())); if (event->isAccepted()) { touchEventAccepted = true; } } if (touchEventAccepted) { // If the touch was accepted (regardless by whom or in what form), // update acceptedNewPoints. foreach (int id, matchingNewPoints) acceptedNewPoints->insert(id); } else { // But if the event was not accepted then we know this item // will not be interested in further updates for those touchpoint IDs either. foreach (int id, matchingNewPoints) if (itemForTouchPointId[id] == item) itemForTouchPointId.remove(id); } return touchEventAccepted; } QTouchEvent *QQuickWindowPrivate::touchEventForItemBounds(QQuickItem *target, const QTouchEvent &originalEvent) { const QList &touchPoints = originalEvent.touchPoints(); QList pointsInBounds; // if all points are stationary, the list of points should be empty to signal a no-op if (originalEvent.touchPointStates() != Qt::TouchPointStationary) { for (int i = 0; i < touchPoints.count(); ++i) { const QTouchEvent::TouchPoint &tp = touchPoints.at(i); if (tp.state() == Qt::TouchPointPressed) { QPointF p = target->mapFromScene(tp.scenePos()); if (target->contains(p)) pointsInBounds.append(tp); } else { pointsInBounds.append(tp); } } transformTouchPoints(pointsInBounds, QQuickItemPrivate::get(target)->windowToItemTransform()); } QTouchEvent* touchEvent = touchEventWithPoints(originalEvent, pointsInBounds); touchEvent->setTarget(target); return touchEvent; } QTouchEvent *QQuickWindowPrivate::touchEventWithPoints(const QTouchEvent &event, const QList &newPoints) { Qt::TouchPointStates eventStates; for (int i=0; isetWindow(event.window()); touchEvent->setTarget(event.target()); touchEvent->setDevice(event.device()); touchEvent->setModifiers(event.modifiers()); touchEvent->setTouchPoints(newPoints); touchEvent->setTouchPointStates(eventStates); touchEvent->setTimestamp(event.timestamp()); touchEvent->accept(); return touchEvent; } #ifndef QT_NO_DRAGANDDROP void QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QEvent *event) { Q_Q(QQuickWindow); grabber->resetTarget(); QQuickDragGrabber::iterator grabItem = grabber->begin(); if (grabItem != grabber->end()) { Q_ASSERT(event->type() != QEvent::DragEnter); if (event->type() == QEvent::Drop) { QDropEvent *e = static_cast(event); for (e->setAccepted(false); !e->isAccepted() && grabItem != grabber->end(); grabItem = grabber->release(grabItem)) { QPointF p = (**grabItem)->mapFromScene(e->pos()); QDropEvent translatedEvent( p.toPoint(), e->possibleActions(), e->mimeData(), e->mouseButtons(), e->keyboardModifiers()); QQuickDropEventEx::copyActions(&translatedEvent, *e); q->sendEvent(**grabItem, &translatedEvent); e->setAccepted(translatedEvent.isAccepted()); e->setDropAction(translatedEvent.dropAction()); grabber->setTarget(**grabItem); } } if (event->type() != QEvent::DragMove) { // Either an accepted drop or a leave. QDragLeaveEvent leaveEvent; for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem)) q->sendEvent(**grabItem, &leaveEvent); return; } else for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem)) { QDragMoveEvent *moveEvent = static_cast(event); if (deliverDragEvent(grabber, **grabItem, moveEvent)) { moveEvent->setAccepted(true); for (++grabItem; grabItem != grabber->end();) { QPointF p = (**grabItem)->mapFromScene(moveEvent->pos()); if ((**grabItem)->contains(p)) { QDragMoveEvent translatedEvent( p.toPoint(), moveEvent->possibleActions(), moveEvent->mimeData(), moveEvent->mouseButtons(), moveEvent->keyboardModifiers()); QQuickDropEventEx::copyActions(&translatedEvent, *moveEvent); q->sendEvent(**grabItem, &translatedEvent); ++grabItem; } else { QDragLeaveEvent leaveEvent; q->sendEvent(**grabItem, &leaveEvent); grabItem = grabber->release(grabItem); } } return; } else { QDragLeaveEvent leaveEvent; q->sendEvent(**grabItem, &leaveEvent); } } } if (event->type() == QEvent::DragEnter || event->type() == QEvent::DragMove) { QDragMoveEvent *e = static_cast(event); QDragEnterEvent enterEvent( e->pos(), e->possibleActions(), e->mimeData(), e->mouseButtons(), e->keyboardModifiers()); QQuickDropEventEx::copyActions(&enterEvent, *e); event->setAccepted(deliverDragEvent(grabber, contentItem, &enterEvent)); } } bool QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QQuickItem *item, QDragMoveEvent *event) { Q_Q(QQuickWindow); bool accepted = false; QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (!item->isVisible() || !item->isEnabled() || QQuickItemPrivate::get(item)->culled) return false; QPointF p = item->mapFromScene(event->pos()); bool itemContained = item->contains(p); if (!itemContained && itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { return false; } QDragEnterEvent enterEvent( event->pos(), event->possibleActions(), event->mimeData(), event->mouseButtons(), event->keyboardModifiers()); QQuickDropEventEx::copyActions(&enterEvent, *event); QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { if (deliverDragEvent(grabber, children.at(ii), &enterEvent)) return true; } if (itemContained) { if (event->type() == QEvent::DragMove || itemPrivate->flags & QQuickItem::ItemAcceptsDrops) { QDragMoveEvent translatedEvent( p.toPoint(), event->possibleActions(), event->mimeData(), event->mouseButtons(), event->keyboardModifiers(), event->type()); QQuickDropEventEx::copyActions(&translatedEvent, *event); q->sendEvent(item, &translatedEvent); if (event->type() == QEvent::DragEnter) { if (translatedEvent.isAccepted()) { grabber->grab(item); accepted = true; } } else { accepted = true; } } } return accepted; } #endif // QT_NO_DRAGANDDROP #ifndef QT_NO_CURSOR void QQuickWindowPrivate::updateCursor(const QPointF &scenePos) { Q_Q(QQuickWindow); QQuickItem *oldCursorItem = cursorItem; cursorItem = findCursorItem(contentItem, scenePos); if (cursorItem != oldCursorItem) { QWindow *renderWindow = QQuickRenderControl::renderWindowFor(q); QWindow *window = renderWindow ? renderWindow : q; if (cursorItem) window->setCursor(cursorItem->cursor()); else window->unsetCursor(); } } QQuickItem *QQuickWindowPrivate::findCursorItem(QQuickItem *item, const QPointF &scenePos) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { QPointF p = item->mapFromScene(scenePos); if (!item->contains(p)) return 0; } const int numCursorsInHierarchy = itemPrivate->extra.isAllocated() ? itemPrivate->extra.value().numItemsWithCursor : 0; const int numChildrenWithCursor = itemPrivate->hasCursor ? numCursorsInHierarchy-1 : numCursorsInHierarchy; if (numChildrenWithCursor > 0) { QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled) continue; if (QQuickItem *cursorItem = findCursorItem(child, scenePos)) return cursorItem; } } if (itemPrivate->hasCursor) { QPointF p = item->mapFromScene(scenePos); if (item->contains(p)) return item; } return 0; } #endif bool QQuickWindowPrivate::sendFilteredTouchEvent(QQuickItem *target, QQuickItem *item, QTouchEvent *event, QSet *hasFiltered) { if (!target) return false; bool filtered = false; QQuickItemPrivate *targetPrivate = QQuickItemPrivate::get(target); if (targetPrivate->filtersChildMouseEvents && !hasFiltered->contains(target)) { hasFiltered->insert(target); QScopedPointer targetEvent(touchEventForItemBounds(target, *event)); if (!targetEvent->touchPoints().isEmpty()) { if (target->childMouseEventFilter(item, targetEvent.data())) { QVector touchIds; for (int i = 0; i < targetEvent->touchPoints().size(); ++i) touchIds.append(targetEvent->touchPoints().at(i).id()); target->grabTouchPoints(touchIds); if (mouseGrabberItem) { mouseGrabberItem->ungrabMouse(); touchMouseId = -1; } filtered = true; } for (int i = 0; i < targetEvent->touchPoints().size(); ++i) { const QTouchEvent::TouchPoint &tp = targetEvent->touchPoints().at(i); QEvent::Type t; switch (tp.state()) { case Qt::TouchPointPressed: t = QEvent::MouseButtonPress; if (touchMouseId == -1) { // We don't want to later filter touches as a mouse event if they were pressed // while a touchMouseId was already active. // Remember this touch as a potential to become the touchMouseId. touchMouseIdCandidates.insert(tp.id()); } break; case Qt::TouchPointReleased: t = QEvent::MouseButtonRelease; break; case Qt::TouchPointStationary: continue; default: t = QEvent::MouseMove; break; } // Only deliver mouse event if it is the touchMouseId or it could become the touchMouseId if ((touchMouseIdCandidates.contains(tp.id()) && touchMouseId == -1) || touchMouseId == tp.id()) { // targetEvent is already transformed wrt local position, velocity, etc. QScopedPointer mouseEvent(touchToMouseEvent(t, tp, event, item, false)); if (target->childMouseEventFilter(item, mouseEvent.data())) { if (t != QEvent::MouseButtonRelease) { itemForTouchPointId[tp.id()] = target; touchMouseId = tp.id(); target->grabMouse(); } touchMouseIdCandidates.clear(); filtered = true; } // Only one event can be filtered as a mouse event. break; } } } } return sendFilteredTouchEvent(target->parentItem(), item, event, hasFiltered) || filtered; } bool QQuickWindowPrivate::sendFilteredMouseEvent(QQuickItem *target, QQuickItem *item, QEvent *event, QSet *hasFiltered) { if (!target) return false; bool filtered = false; QQuickItemPrivate *targetPrivate = QQuickItemPrivate::get(target); if (targetPrivate->filtersChildMouseEvents && !hasFiltered->contains(target)) { hasFiltered->insert(target); if (target->childMouseEventFilter(item, event)) filtered = true; } return sendFilteredMouseEvent(target->parentItem(), item, event, hasFiltered) || filtered; } bool QQuickWindowPrivate::dragOverThreshold(qreal d, Qt::Axis axis, QMouseEvent *event, int startDragThreshold) { QStyleHints *styleHints = qApp->styleHints(); int caps = QGuiApplicationPrivate::mouseEventCaps(event); bool dragVelocityLimitAvailable = (caps & QTouchDevice::Velocity) && styleHints->startDragVelocity(); bool overThreshold = qAbs(d) > (startDragThreshold >= 0 ? startDragThreshold : styleHints->startDragDistance()); if (dragVelocityLimitAvailable) { QVector2D velocityVec = QGuiApplicationPrivate::mouseEventVelocity(event); qreal velocity = axis == Qt::XAxis ? velocityVec.x() : velocityVec.y(); overThreshold |= qAbs(velocity) > styleHints->startDragVelocity(); } return overThreshold; } /*! \qmlproperty list Window::data \default The data property allows you to freely mix visual children, resources and other Windows in a Window. If you assign another Window to the data list, the nested window will become "transient for" the outer Window. If you assign an \l Item to the data list, it becomes a child of the Window's \l contentItem, so that it appears inside the window. The item's parent will be the window's contentItem, which is the root of the Item ownership tree within that Window. If you assign any other object type, it is added as a resource. It should not generally be necessary to refer to the \c data property, as it is the default property for Window and thus all child items are automatically assigned to this property. \sa QWindow::transientParent() */ void QQuickWindowPrivate::data_append(QQmlListProperty *property, QObject *o) { if (!o) return; QQuickWindow *that = static_cast(property->object); if (QQuickWindow *window = qmlobject_cast(o)) window->setTransientParent(that); QQmlListProperty itemProperty = QQuickItemPrivate::get(that->contentItem())->data(); itemProperty.append(&itemProperty, o); } int QQuickWindowPrivate::data_count(QQmlListProperty *property) { QQuickWindow *win = static_cast(property->object); if (!win || !win->contentItem() || !QQuickItemPrivate::get(win->contentItem())->data().count) return 0; QQmlListProperty itemProperty = QQuickItemPrivate::get(win->contentItem())->data(); return itemProperty.count(&itemProperty); } QObject *QQuickWindowPrivate::data_at(QQmlListProperty *property, int i) { QQuickWindow *win = static_cast(property->object); QQmlListProperty itemProperty = QQuickItemPrivate::get(win->contentItem())->data(); return itemProperty.at(&itemProperty, i); } void QQuickWindowPrivate::data_clear(QQmlListProperty *property) { QQuickWindow *win = static_cast(property->object); QQmlListProperty itemProperty = QQuickItemPrivate::get(win->contentItem())->data(); itemProperty.clear(&itemProperty); } bool QQuickWindowPrivate::isRenderable() const { Q_Q(const QQuickWindow); return ((q->isExposed() && q->isVisible())) && q->geometry().isValid(); } void QQuickWindowPrivate::contextCreationFailureMessage(const QSurfaceFormat &format, QString *translatedMessage, QString *untranslatedMessage, bool isEs) { const QString contextType = QLatin1String(isEs ? "EGL" : "OpenGL"); QString formatStr; QDebug(&formatStr) << format; #if defined(Q_OS_WIN32) const bool isDebug = QLibraryInfo::isDebugBuild(); const QString eglLibName = QLatin1String(isDebug ? "libEGLd.dll" : "libEGL.dll"); const QString glesLibName = QLatin1String(isDebug ? "libGLESv2d.dll" : "libGLESv2.dll"); //: %1 Context type (Open GL, EGL), %2 format, ANGLE %3, %4 library names const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow", "Failed to create %1 context for format %2.\n" "This is most likely caused by not having the necessary graphics drivers installed.\n\n" "Install a driver providing OpenGL 2.0 or higher, or, if this is not possible, " "make sure the ANGLE Open GL ES 2.0 emulation libraries (%3, %4 and d3dcompiler_*.dll) " "are available in the application executable's directory or in a location listed in PATH."); *translatedMessage = QQuickWindow::tr(msg).arg(contextType, formatStr, eglLibName, glesLibName); *untranslatedMessage = QString::fromLatin1(msg).arg(contextType, formatStr, eglLibName, glesLibName); #else // Q_OS_WIN32 //: %1 Context type (Open GL, EGL), %2 format specification const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow", "Failed to create %1 context for format %2"); *translatedMessage = QQuickWindow::tr(msg).arg(contextType, formatStr); *untranslatedMessage = QString::fromLatin1(msg).arg(contextType, formatStr); #endif // !Q_OS_WIN32 } /*! Propagates an event \a e to a QQuickItem \a item on the window. The return value is currently not used. */ bool QQuickWindow::sendEvent(QQuickItem *item, QEvent *e) { Q_D(QQuickWindow); if (!item) { qWarning("QQuickWindow::sendEvent: Cannot send event to a null item"); return false; } Q_ASSERT(e); switch (e->type()) { case QEvent::KeyPress: case QEvent::KeyRelease: e->accept(); QCoreApplication::sendEvent(item, e); while (!e->isAccepted() && (item = item->parentItem())) { e->accept(); QCoreApplication::sendEvent(item, e); } break; case QEvent::MouseButtonPress: case QEvent::MouseButtonRelease: case QEvent::MouseButtonDblClick: case QEvent::MouseMove: { // XXX todo - should sendEvent be doing this? how does it relate to forwarded events? QSet hasFiltered; if (!d->sendFilteredMouseEvent(item->parentItem(), item, e, &hasFiltered)) { // accept because qml items by default accept and have to explicitly opt out of accepting e->accept(); QCoreApplication::sendEvent(item, e); } } break; case QEvent::UngrabMouse: { QSet hasFiltered; if (!d->sendFilteredMouseEvent(item->parentItem(), item, e, &hasFiltered)) { e->accept(); item->mouseUngrabEvent(); } } break; #ifndef QT_NO_WHEELEVENT case QEvent::Wheel: #endif #ifndef QT_NO_DRAGANDDROP case QEvent::DragEnter: case QEvent::DragMove: case QEvent::DragLeave: case QEvent::Drop: #endif case QEvent::FocusIn: case QEvent::FocusOut: case QEvent::HoverEnter: case QEvent::HoverLeave: case QEvent::HoverMove: case QEvent::TouchCancel: QCoreApplication::sendEvent(item, e); break; case QEvent::TouchBegin: case QEvent::TouchUpdate: case QEvent::TouchEnd: { QSet hasFiltered; d->sendFilteredTouchEvent(item->parentItem(), item, static_cast(e), &hasFiltered); } break; default: break; } return false; } void QQuickWindowPrivate::cleanupNodes() { for (int ii = 0; ii < cleanupNodeList.count(); ++ii) delete cleanupNodeList.at(ii); cleanupNodeList.clear(); } void QQuickWindowPrivate::cleanupNodesOnShutdown(QQuickItem *item) { QQuickItemPrivate *p = QQuickItemPrivate::get(item); if (p->itemNodeInstance) { delete p->itemNodeInstance; p->itemNodeInstance = 0; if (p->extra.isAllocated()) { p->extra->opacityNode = 0; p->extra->clipNode = 0; p->extra->rootNode = 0; } p->groupNode = 0; p->paintNode = 0; p->dirty(QQuickItemPrivate::Window); } // Qt 6: Make invalidateSceneGraph a virtual member of QQuickItem if (p->flags & QQuickItem::ItemHasContents) { const QMetaObject *mo = item->metaObject(); int index = mo->indexOfSlot("invalidateSceneGraph()"); if (index >= 0) { const QMetaMethod &method = mo->method(index); // Skip functions named invalidateSceneGraph() in QML items. if (strstr(method.enclosingMetaObject()->className(), "_QML_") == 0) method.invoke(item, Qt::DirectConnection); } } for (int ii = 0; ii < p->childItems.count(); ++ii) cleanupNodesOnShutdown(p->childItems.at(ii)); } // This must be called from the render thread, with the main thread frozen void QQuickWindowPrivate::cleanupNodesOnShutdown() { Q_Q(QQuickWindow); cleanupNodes(); cleanupNodesOnShutdown(contentItem); QSet::const_iterator it = parentlessItems.begin(); for (; it != parentlessItems.end(); ++it) cleanupNodesOnShutdown(*it); animationController->windowNodesDestroyed(); q->cleanupSceneGraph(); } void QQuickWindowPrivate::updateDirtyNodes() { qCDebug(DBG_DIRTY) << "QQuickWindowPrivate::updateDirtyNodes():"; cleanupNodes(); QQuickItem *updateList = dirtyItemList; dirtyItemList = 0; if (updateList) QQuickItemPrivate::get(updateList)->prevDirtyItem = &updateList; while (updateList) { QQuickItem *item = updateList; QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item); itemPriv->removeFromDirtyList(); qCDebug(DBG_DIRTY) << " QSGNode:" << item << qPrintable(itemPriv->dirtyToString()); updateDirtyNode(item); } } void QQuickWindowPrivate::updateDirtyNode(QQuickItem *item) { QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item); quint32 dirty = itemPriv->dirtyAttributes; itemPriv->dirtyAttributes = 0; if ((dirty & QQuickItemPrivate::TransformUpdateMask) || (dirty & QQuickItemPrivate::Size && itemPriv->origin() != QQuickItem::TopLeft && (itemPriv->scale() != 1. || itemPriv->rotation() != 0.))) { QMatrix4x4 matrix; if (itemPriv->x != 0. || itemPriv->y != 0.) matrix.translate(itemPriv->x, itemPriv->y); for (int ii = itemPriv->transforms.count() - 1; ii >= 0; --ii) itemPriv->transforms.at(ii)->applyTo(&matrix); if (itemPriv->scale() != 1. || itemPriv->rotation() != 0.) { QPointF origin = item->transformOriginPoint(); matrix.translate(origin.x(), origin.y()); if (itemPriv->scale() != 1.) matrix.scale(itemPriv->scale(), itemPriv->scale()); if (itemPriv->rotation() != 0.) matrix.rotate(itemPriv->rotation(), 0, 0, 1); matrix.translate(-origin.x(), -origin.y()); } itemPriv->itemNode()->setMatrix(matrix); } bool clipEffectivelyChanged = (dirty & (QQuickItemPrivate::Clip | QQuickItemPrivate::Window)) && ((item->clip() == false) != (itemPriv->clipNode() == 0)); int effectRefCount = itemPriv->extra.isAllocated()?itemPriv->extra->effectRefCount:0; bool effectRefEffectivelyChanged = (dirty & (QQuickItemPrivate::EffectReference | QQuickItemPrivate::Window)) && ((effectRefCount == 0) != (itemPriv->rootNode() == 0)); if (clipEffectivelyChanged) { QSGNode *parent = itemPriv->opacityNode() ? (QSGNode *) itemPriv->opacityNode() : (QSGNode *)itemPriv->itemNode(); QSGNode *child = itemPriv->rootNode() ? (QSGNode *)itemPriv->rootNode() : (QSGNode *)itemPriv->groupNode; if (item->clip()) { Q_ASSERT(itemPriv->clipNode() == 0); itemPriv->extra.value().clipNode = new QQuickDefaultClipNode(item->clipRect()); itemPriv->clipNode()->update(); if (child) parent->removeChildNode(child); parent->appendChildNode(itemPriv->clipNode()); if (child) itemPriv->clipNode()->appendChildNode(child); } else { Q_ASSERT(itemPriv->clipNode() != 0); parent->removeChildNode(itemPriv->clipNode()); if (child) itemPriv->clipNode()->removeChildNode(child); delete itemPriv->clipNode(); itemPriv->extra->clipNode = 0; if (child) parent->appendChildNode(child); } } if (dirty & QQuickItemPrivate::ChildrenUpdateMask) itemPriv->childContainerNode()->removeAllChildNodes(); if (effectRefEffectivelyChanged) { QSGNode *parent = itemPriv->clipNode(); if (!parent) parent = itemPriv->opacityNode(); if (!parent) parent = itemPriv->itemNode(); QSGNode *child = itemPriv->groupNode; if (itemPriv->extra.isAllocated() && itemPriv->extra->effectRefCount) { Q_ASSERT(itemPriv->rootNode() == 0); itemPriv->extra->rootNode = new QSGRootNode; if (child) parent->removeChildNode(child); parent->appendChildNode(itemPriv->rootNode()); if (child) itemPriv->rootNode()->appendChildNode(child); } else { Q_ASSERT(itemPriv->rootNode() != 0); parent->removeChildNode(itemPriv->rootNode()); if (child) itemPriv->rootNode()->removeChildNode(child); delete itemPriv->rootNode(); itemPriv->extra->rootNode = 0; if (child) parent->appendChildNode(child); } } if (dirty & QQuickItemPrivate::ChildrenUpdateMask) { QSGNode *groupNode = itemPriv->groupNode; if (groupNode) groupNode->removeAllChildNodes(); QList orderedChildren = itemPriv->paintOrderChildItems(); int ii = 0; for (; ii < orderedChildren.count() && orderedChildren.at(ii)->z() < 0; ++ii) { QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(orderedChildren.at(ii)); if (!childPrivate->explicitVisible && (!childPrivate->extra.isAllocated() || !childPrivate->extra->effectRefCount)) continue; if (childPrivate->itemNode()->parent()) childPrivate->itemNode()->parent()->removeChildNode(childPrivate->itemNode()); itemPriv->childContainerNode()->appendChildNode(childPrivate->itemNode()); } QSGNode *beforePaintNode = itemPriv->groupNode ? itemPriv->groupNode->lastChild() : 0; if (beforePaintNode || itemPriv->extra.isAllocated()) itemPriv->extra.value().beforePaintNode = beforePaintNode; if (itemPriv->paintNode) itemPriv->childContainerNode()->appendChildNode(itemPriv->paintNode); for (; ii < orderedChildren.count(); ++ii) { QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(orderedChildren.at(ii)); if (!childPrivate->explicitVisible && (!childPrivate->extra.isAllocated() || !childPrivate->extra->effectRefCount)) continue; if (childPrivate->itemNode()->parent()) childPrivate->itemNode()->parent()->removeChildNode(childPrivate->itemNode()); itemPriv->childContainerNode()->appendChildNode(childPrivate->itemNode()); } } if ((dirty & QQuickItemPrivate::Size) && itemPriv->clipNode()) { itemPriv->clipNode()->setRect(item->clipRect()); itemPriv->clipNode()->update(); } if (dirty & (QQuickItemPrivate::OpacityValue | QQuickItemPrivate::Visible | QQuickItemPrivate::HideReference | QQuickItemPrivate::Window)) { qreal opacity = itemPriv->explicitVisible && (!itemPriv->extra.isAllocated() || itemPriv->extra->hideRefCount == 0) ? itemPriv->opacity() : qreal(0); if (opacity != 1 && !itemPriv->opacityNode()) { itemPriv->extra.value().opacityNode = new QSGOpacityNode; QSGNode *parent = itemPriv->itemNode(); QSGNode *child = itemPriv->clipNode(); if (!child) child = itemPriv->rootNode(); if (!child) child = itemPriv->groupNode; if (child) parent->removeChildNode(child); parent->appendChildNode(itemPriv->opacityNode()); if (child) itemPriv->opacityNode()->appendChildNode(child); } if (itemPriv->opacityNode()) itemPriv->opacityNode()->setOpacity(opacity); } if (dirty & QQuickItemPrivate::ContentUpdateMask) { if (itemPriv->flags & QQuickItem::ItemHasContents) { updatePaintNodeData.transformNode = itemPriv->itemNode(); itemPriv->paintNode = item->updatePaintNode(itemPriv->paintNode, &updatePaintNodeData); Q_ASSERT(itemPriv->paintNode == 0 || itemPriv->paintNode->parent() == 0 || itemPriv->paintNode->parent() == itemPriv->childContainerNode()); if (itemPriv->paintNode && itemPriv->paintNode->parent() == 0) { if (itemPriv->extra.isAllocated() && itemPriv->extra->beforePaintNode) itemPriv->childContainerNode()->insertChildNodeAfter(itemPriv->paintNode, itemPriv->extra->beforePaintNode); else itemPriv->childContainerNode()->prependChildNode(itemPriv->paintNode); } } else if (itemPriv->paintNode) { delete itemPriv->paintNode; itemPriv->paintNode = 0; } } #ifndef QT_NO_DEBUG // Check consistency. const QSGNode *nodeChain[] = { itemPriv->itemNodeInstance, itemPriv->opacityNode(), itemPriv->clipNode(), itemPriv->rootNode(), itemPriv->groupNode, itemPriv->paintNode, }; int ip = 0; for (;;) { while (ip < 5 && nodeChain[ip] == 0) ++ip; if (ip == 5) break; int ic = ip + 1; while (ic < 5 && nodeChain[ic] == 0) ++ic; const QSGNode *parent = nodeChain[ip]; const QSGNode *child = nodeChain[ic]; if (child == 0) { Q_ASSERT(parent == itemPriv->groupNode || parent->childCount() == 0); } else { Q_ASSERT(parent == itemPriv->groupNode || parent->childCount() == 1); Q_ASSERT(child->parent() == parent); bool containsChild = false; for (QSGNode *n = parent->firstChild(); n; n = n->nextSibling()) containsChild |= (n == child); Q_ASSERT(containsChild); } ip = ic; } #endif } bool QQuickWindowPrivate::emitError(QQuickWindow::SceneGraphError error, const QString &msg) { Q_Q(QQuickWindow); static const QMetaMethod errorSignal = QMetaMethod::fromSignal(&QQuickWindow::sceneGraphError); if (q->isSignalConnected(errorSignal)) { emit q->sceneGraphError(error, msg); return true; } return false; } void QQuickWindow::maybeUpdate() { Q_D(QQuickWindow); if (d->renderControl) QQuickRenderControlPrivate::get(d->renderControl)->maybeUpdate(); else if (d->windowManager) d->windowManager->maybeUpdate(this); } void QQuickWindow::cleanupSceneGraph() { Q_D(QQuickWindow); delete d->vaoHelper; d->vaoHelper = 0; if (!d->renderer) return; delete d->renderer->rootNode(); delete d->renderer; d->renderer = 0; d->runAndClearJobs(&d->beforeSynchronizingJobs); d->runAndClearJobs(&d->afterSynchronizingJobs); d->runAndClearJobs(&d->beforeRenderingJobs); d->runAndClearJobs(&d->afterRenderingJobs); d->runAndClearJobs(&d->afterSwapJobs); } void QQuickWindow::setTransientParent_helper(QQuickWindow *window) { setTransientParent(window); disconnect(sender(), SIGNAL(windowChanged(QQuickWindow*)), this, SLOT(setTransientParent_helper(QQuickWindow*))); } /*! Returns the opengl context used for rendering. If the scene graph is not ready, this function will return 0. \sa sceneGraphInitialized(), sceneGraphInvalidated() */ QOpenGLContext *QQuickWindow::openglContext() const { Q_D(const QQuickWindow); return d->context ? d->context->openglContext() : 0; } /*! \fn void QQuickWindow::frameSwapped() This signal is emitted when the frame buffers have been swapped. This signal will be emitted from the scene graph rendering thread. */ /*! \fn void QQuickWindow::sceneGraphInitialized() This signal is emitted when the scene graph has been initialized. This signal will be emitted from the scene graph rendering thread. */ /*! \fn void QQuickWindow::sceneGraphInvalidated() This signal is emitted when the scene graph has been invalidated. This signal implies that the opengl rendering context used has been invalidated and all user resources tied to that context should be released. The OpenGL context of this window will be bound when this function is called. The only exception is if the native OpenGL has been destroyed outside Qt's control, for instance through EGL_CONTEXT_LOST. This signal will be emitted from the scene graph rendering thread. */ /*! \fn void QQuickWindow::sceneGraphError(SceneGraphError error, const QString &message) This signal is emitted when an \a error occurred during scene graph initialization. Applications should connect to this signal if they wish to handle errors, like OpenGL context creation failures, in a custom way. When no slot is connected to the signal, the behavior will be different: Quick will print the \a message, or show a message box, and terminate the application. This signal will be emitted from the gui thread. \since 5.3 */ /*! \class QQuickCloseEvent \internal \since 5.1 \inmodule QtQuick \brief Notification that a \l QQuickWindow is about to be closed */ /*! \qmltype CloseEvent \instantiates QQuickCloseEvent \inqmlmodule QtQuick.Window \ingroup qtquick-visual \brief Notification that a \l Window is about to be closed \since 5.1 Notification that a window is about to be closed by the windowing system (e.g. the user clicked the titlebar close button). The CloseEvent contains an accepted property which can be set to false to abort closing the window. \sa Window.closing() */ /*! \qmlproperty bool CloseEvent::accepted This property indicates whether the application will allow the user to close the window. It is true by default. */ /*! \fn void QQuickWindow::closing() \since 5.1 This signal is emitted when the window receives a QCloseEvent from the windowing system. */ /*! \qmlsignal QtQuick.Window::Window::closing(CloseEvent close) \since 5.1 This signal is emitted when the user tries to close the window. This signal includes a closeEvent parameter. The \a close \l accepted property is true by default so that the window is allowed to close; but you can implement an onClosing() handler and set close.accepted = false if you need to do something else before the window can be closed. The corresponding handler is \c onClosing. */ /*! Sets the render target for this window to be \a fbo. The specified fbo must be created in the context of the window or one that shares with it. \warning This function can only be called from the thread doing the rendering. */ void QQuickWindow::setRenderTarget(QOpenGLFramebufferObject *fbo) { Q_D(QQuickWindow); if (d->context && QThread::currentThread() != d->context->thread()) { qWarning("QQuickWindow::setRenderThread: Cannot set render target from outside the rendering thread"); return; } d->renderTarget = fbo; if (fbo) { d->renderTargetId = fbo->handle(); d->renderTargetSize = fbo->size(); } else { d->renderTargetId = 0; d->renderTargetSize = QSize(); } } /*! \overload Sets the render target for this window to be an FBO with \a fboId and \a size. The specified FBO must be created in the context of the window or one that shares with it. \warning This function can only be called from the thread doing the rendering. */ void QQuickWindow::setRenderTarget(uint fboId, const QSize &size) { Q_D(QQuickWindow); if (d->context && QThread::currentThread() != d->context->thread()) { qWarning("QQuickWindow::setRenderThread: Cannot set render target from outside the rendering thread"); return; } d->renderTargetId = fboId; d->renderTargetSize = size; // Unset any previously set instance... d->renderTarget = 0; } /*! Returns the FBO id of the render target when set; otherwise returns 0. */ uint QQuickWindow::renderTargetId() const { Q_D(const QQuickWindow); return d->renderTargetId; } /*! Returns the size of the currently set render target; otherwise returns an empty size. */ QSize QQuickWindow::renderTargetSize() const { Q_D(const QQuickWindow); return d->renderTargetSize; } /*! Returns the render target for this window. The default is to render to the surface of the window, in which case the render target is 0. */ QOpenGLFramebufferObject *QQuickWindow::renderTarget() const { Q_D(const QQuickWindow); return d->renderTarget; } /*! Grabs the contents of the window and returns it as an image. It is possible to call the grabWindow() function when the window is not visible. This requires that the window is \l{QWindow::create()} {created} and has a valid size and that no other QQuickWindow instances are rendering in the same process. \warning Calling this function will cause performance problems. \warning This function can only be called from the GUI thread. */ QImage QQuickWindow::grabWindow() { Q_D(QQuickWindow); if (!isVisible()) { if (d->context->openglContext()) { qWarning("QQuickWindow::grabWindow: scene graph already in use"); return QImage(); } if (!handle() || !size().isValid()) { qWarning("QQuickWindow::grabWindow: window must be created and have a valid size"); return QImage(); } QOpenGLContext context; context.setFormat(requestedFormat()); context.setShareContext(qt_gl_global_share_context()); context.create(); context.makeCurrent(this); d->context->initialize(&context); d->polishItems(); d->syncSceneGraph(); d->renderSceneGraph(size()); QImage image = qt_gl_read_framebuffer(size() * devicePixelRatio(), false, false); d->cleanupNodesOnShutdown(); d->context->invalidate(); context.doneCurrent(); return image; } if (d->renderControl) return d->renderControl->grab(); else if (d->windowManager) return d->windowManager->grab(this); return QImage(); } /*! Returns an incubation controller that splices incubation between frames for this window. QQuickView automatically installs this controller for you, otherwise you will need to install it yourself using \l{QQmlEngine::setIncubationController()}. The controller is owned by the window and will be destroyed when the window is deleted. */ QQmlIncubationController *QQuickWindow::incubationController() const { Q_D(const QQuickWindow); if (!d->windowManager) return 0; // TODO: make sure that this is safe if (!d->incubationController) d->incubationController = new QQuickWindowIncubationController(d->windowManager); return d->incubationController; } /*! \enum QQuickWindow::CreateTextureOption The CreateTextureOption enums are used to customize a texture is wrapped. \value TextureHasAlphaChannel The texture has an alpha channel and should be drawn using blending. \value TextureHasMipmaps The texture has mipmaps and can be drawn with mipmapping enabled. \value TextureOwnsGLTexture The texture object owns the texture id and will delete the GL texture when the texture object is deleted. \value TextureCanUseAtlas The image can be uploaded into a texture atlas. */ /*! \enum QQuickWindow::SceneGraphError This enum describes the error in a sceneGraphError() signal. \value ContextNotAvailable OpenGL context creation failed. This typically means that no suitable OpenGL implementation was found, for example because no graphics drivers are installed and so no OpenGL 2 support is present. On mobile and embedded boards that use OpenGL ES such an error is likely to indicate issues in the windowing system integration and possibly an incorrect configuration of Qt. \since 5.3 */ /*! \fn void QQuickWindow::beforeSynchronizing() This signal is emitted before the scene graph is synchronized with the QML state. This signal can be used to do any preparation required before calls to QQuickItem::updatePaintNode(). The GL context used for rendering the scene graph will be bound at this point. \warning This signal is emitted from the scene graph rendering thread. If your slot function needs to finish before execution continues, you must make sure that the connection is direct (see Qt::ConnectionType). \warning Make very sure that a signal handler for beforeSynchronizing leaves the GL context in the same state as it was when the signal handler was entered. Failing to do so can result in the scene not rendering properly. \sa resetOpenGLState() */ /*! \fn void QQuickWindow::afterSynchronizing() This signal is emitted after the scene graph is synchronized with the QML state. This signal can be used to do preparation required after calls to QQuickItem::updatePaintNode(), while the GUI thread is still locked. The GL context used for rendering the scene graph will be bound at this point. \warning This signal is emitted from the scene graph rendering thread. If your slot function needs to finish before execution continues, you must make sure that the connection is direct (see Qt::ConnectionType). \warning Make very sure that a signal handler for afterSynchronizing leaves the GL context in the same state as it was when the signal handler was entered. Failing to do so can result in the scene not rendering properly. \since 5.3 \sa resetOpenGLState() */ /*! \fn void QQuickWindow::beforeRendering() This signal is emitted before the scene starts rendering. Combined with the modes for clearing the background, this option can be used to paint using raw GL under QML content. The GL context used for rendering the scene graph will be bound at this point. \warning This signal is emitted from the scene graph rendering thread. If your slot function needs to finish before execution continues, you must make sure that the connection is direct (see Qt::ConnectionType). \warning Make very sure that a signal handler for beforeRendering leaves the GL context in the same state as it was when the signal handler was entered. Failing to do so can result in the scene not rendering properly. \sa resetOpenGLState() */ /*! \fn void QQuickWindow::afterRendering() This signal is emitted after the scene has completed rendering, before swapbuffers is called. This signal can be used to paint using raw GL on top of QML content, or to do screen scraping of the current frame buffer. The GL context used for rendering the scene graph will be bound at this point. \warning This signal is emitted from the scene graph rendering thread. If your slot function needs to finish before execution continues, you must make sure that the connection is direct (see Qt::ConnectionType). \warning Make very sure that a signal handler for afterRendering() leaves the GL context in the same state as it was when the signal handler was entered. Failing to do so can result in the scene not rendering properly. \sa resetOpenGLState() */ /*! \fn void QQuickWindow::afterAnimating() This signal is emitted on the gui thread before requesting the render thread to perform the synchronization of the scene graph. Unlike the other similar signals, this one is emitted on the gui thread instead of the render thread. It can be used to synchronize external animation systems with the QML content. \since 5.3 */ /*! \fn void QQuickWindow::openglContextCreated(QOpenGLContext *context) This signal is emitted on the gui thread when the OpenGL \a context for this window is created, before it is made current. Some implementations will share the same OpenGL context between multiple QQuickWindow instances. The openglContextCreated() signal will in this case only be emitted for the first window, when the OpenGL context is actually created. QQuickWindow::openglContext() will still return 0 for this window until after the QQuickWindow::sceneGraphInitialize() has been emitted. \since 5.3 */ /*! \fn void QQuickWindow::sceneGraphAboutToStop() This signal is emitted on the render thread when the scene graph is about to stop rendering. This happens usually because the window has been hidden. Applications may use this signal to release resources, but should be prepared to reinstantiated them again fast. The scene graph and the OpenGL context are not released at this time. \warning This signal is emitted from the scene graph rendering thread. If your slot function needs to finish before execution continues, you must make sure that the connection is direct (see Qt::ConnectionType). \warning Make very sure that a signal handler for afterRendering() leaves the GL context in the same state as it was when the signal handler was entered. Failing to do so can result in the scene not rendering properly. \sa sceneGraphInvalidated(), resetOpenGLState() \since 5.3 */ /*! Sets whether the scene graph rendering of QML should clear the color buffer before it starts rendering to \a enabled. By disabling clearing of the color buffer, it is possible to do GL painting under the scene graph. The color buffer is cleared by default. \sa beforeRendering() */ void QQuickWindow::setClearBeforeRendering(bool enabled) { Q_D(QQuickWindow); d->clearBeforeRendering = enabled; } /*! Returns whether clearing of the color buffer is done before rendering or not. */ bool QQuickWindow::clearBeforeRendering() const { Q_D(const QQuickWindow); return d->clearBeforeRendering; } /*! \overload */ QSGTexture *QQuickWindow::createTextureFromImage(const QImage &image) const { return createTextureFromImage(image, 0); } /*! Creates a new QSGTexture from the supplied \a image. If the image has an alpha channel, the corresponding texture will have an alpha channel. The caller of the function is responsible for deleting the returned texture. The actual GL texture will be deleted when the texture object is deleted. When \a options contains TextureCanUseAtlas the engine may put the image into a texture atlas. Textures in an atlas need to rely on QSGTexture::normalizedTextureSubRect() for their geometry and will not support QSGTexture::Repeat. Other values from CreateTextureOption are ignored. The returned texture will be using \c GL_TEXTURE_2D as texture target and \c GL_RGBA as internal format. Reimplement QSGTexture to create textures with different parameters. \warning This function will return 0 if the scene graph has not yet been initialized. \warning The returned texture is not memory managed by the scene graph and must be explicitly deleted by the caller on the rendering thread. This is achieved by deleting the texture from a QSGNode destructor or by using deleteLater() in the case where the texture already has affinity to the rendering thread. This function can be called from any thread. \sa sceneGraphInitialized(), QSGTexture */ QSGTexture *QQuickWindow::createTextureFromImage(const QImage &image, CreateTextureOptions options) const { Q_D(const QQuickWindow); if (d->context) { if (options & TextureCanUseAtlas) return d->context->createTexture(image); else return d->context->createTextureNoAtlas(image); } else return 0; } /*! Creates a new QSGTexture object from an existing GL texture \a id and \a size. The caller of the function is responsible for deleting the returned texture. The returned texture will be using \c GL_TEXTURE_2D as texture target and assumes that internal format is \c {GL_RGBA}. Reimplement QSGTexture to create textures with different parameters. Use \a options to customize the texture attributes. The TextureUsesAtlas option is ignored. \warning This function will return 0 if the scenegraph has not yet been initialized. \sa sceneGraphInitialized(), QSGTexture */ QSGTexture *QQuickWindow::createTextureFromId(uint id, const QSize &size, CreateTextureOptions options) const { Q_D(const QQuickWindow); if (d->context && d->context->openglContext()) { QSGPlainTexture *texture = new QSGPlainTexture(); texture->setTextureId(id); texture->setHasAlphaChannel(options & TextureHasAlphaChannel); texture->setOwnsTexture(options & TextureOwnsGLTexture); texture->setTextureSize(size); return texture; } return 0; } /*! \qmlproperty color Window::color The background color for the window. Setting this property is more efficient than using a separate Rectangle. */ /*! \property QQuickWindow::color \brief The color used to clear the OpenGL context. Setting the clear color has no effect when clearing is disabled. By default, the clear color is white. \sa setClearBeforeRendering(), setDefaultAlphaBuffer() */ void QQuickWindow::setColor(const QColor &color) { Q_D(QQuickWindow); if (color == d->clearColor) return; if (color.alpha() != d->clearColor.alpha()) { QSurfaceFormat fmt = requestedFormat(); if (color.alpha() < 255) fmt.setAlphaBufferSize(8); else fmt.setAlphaBufferSize(-1); setFormat(fmt); } d->clearColor = color; emit colorChanged(color); update(); } QColor QQuickWindow::color() const { return d_func()->clearColor; } /*! \brief Returns whether to use alpha transparency on newly created windows. \since 5.1 \sa setDefaultAlphaBuffer() */ bool QQuickWindow::hasDefaultAlphaBuffer() { return QQuickWindowPrivate::defaultAlphaBuffer; } /*! \brief \a useAlpha specifies whether to use alpha transparency on newly created windows. \since 5.1 In any application which expects to create translucent windows, it's necessary to set this to true before creating the first QQuickWindow. The default value is false. \sa hasDefaultAlphaBuffer() */ void QQuickWindow::setDefaultAlphaBuffer(bool useAlpha) { QQuickWindowPrivate::defaultAlphaBuffer = useAlpha; } /*! \since 5.2 Call this function to reset the OpenGL context its default state. The scene graph uses the OpenGL context and will both rely on and clobber its state. When mixing raw OpenGL commands with scene graph rendering, this function provides a convenient way of resetting the OpenGL context state back to its default values. This function does not touch state in the fixed-function pipeline. This function does not clear the color, depth and stencil buffers. Use QQuickWindow::setClearBeforeRendering to control clearing of the color buffer. The depth and stencil buffer might be clobbered by the scene graph renderer. Clear these manually on demand. \sa QQuickWindow::beforeRendering() */ void QQuickWindow::resetOpenGLState() { if (!openglContext()) return; Q_D(QQuickWindow); QOpenGLContext *ctx = openglContext(); QOpenGLFunctions *gl = ctx->functions(); gl->glBindBuffer(GL_ARRAY_BUFFER, 0); gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); if (!d->vaoHelper) d->vaoHelper = new QOpenGLVertexArrayObjectHelper(ctx); if (d->vaoHelper->isValid()) d->vaoHelper->glBindVertexArray(0); if (ctx->isOpenGLES() || (gl->openGLFeatures() & QOpenGLFunctions::FixedFunctionPipeline)) { int maxAttribs; gl->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs); for (int i=0; iglVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0); gl->glDisableVertexAttribArray(i); } } gl->glActiveTexture(GL_TEXTURE0); gl->glBindTexture(GL_TEXTURE_2D, 0); gl->glDisable(GL_DEPTH_TEST); gl->glDisable(GL_STENCIL_TEST); gl->glDisable(GL_SCISSOR_TEST); gl->glColorMask(true, true, true, true); gl->glClearColor(0, 0, 0, 0); gl->glDepthMask(true); gl->glDepthFunc(GL_LESS); gl->glClearDepthf(1); gl->glStencilMask(0xff); gl->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); gl->glStencilFunc(GL_ALWAYS, 0, 0xff); gl->glDisable(GL_BLEND); gl->glBlendFunc(GL_ONE, GL_ZERO); gl->glUseProgram(0); QOpenGLFramebufferObject::bindDefault(); } /*! \qmlproperty string Window::title The window's title in the windowing system. The window title might appear in the title area of the window decorations, depending on the windowing system and the window flags. It might also be used by the windowing system to identify the window in other contexts, such as in the task switcher. */ /*! \qmlproperty Qt::WindowModality Window::modality The modality of the window. A modal window prevents other windows from receiving input events. Possible values are Qt.NonModal (the default), Qt.WindowModal, and Qt.ApplicationModal. */ /*! \qmlproperty Qt::WindowFlags Window::flags The window flags of the window. The window flags control the window's appearance in the windowing system, whether it's a dialog, popup, or a regular window, and whether it should have a title bar, etc. The flags which you read from this property might differ from the ones that you set if the requested flags could not be fulfilled. */ /*! \qmlproperty int Window::x \qmlproperty int Window::y \qmlproperty int Window::width \qmlproperty int Window::height Defines the window's position and size. The (x,y) position is relative to the \l Screen if there is only one, or to the virtual desktop (arrangement of multiple screens). \qml Window { x: 100; y: 100; width: 100; height: 100 } \endqml \image screen-and-window-dimensions.jpg */ /*! \qmlproperty int Window::minimumWidth \qmlproperty int Window::minimumHeight \since 5.1 Defines the window's minimum size. This is a hint to the window manager to prevent resizing below the specified width and height. */ /*! \qmlproperty int Window::maximumWidth \qmlproperty int Window::maximumHeight \since 5.1 Defines the window's maximum size. This is a hint to the window manager to prevent resizing above the specified width and height. */ /*! \qmlproperty bool Window::visible Whether the window is visible on the screen. Setting visible to false is the same as setting \l visibility to Hidden. \sa visibility */ /*! \qmlproperty QWindow::Visibility Window::visibility The screen-occupation state of the window. Visibility is whether the window should appear in the windowing system as normal, minimized, maximized, fullscreen or hidden. To set the visibility to AutomaticVisibility means to give the window a default visible state, which might be fullscreen or windowed depending on the platform. However when reading the visibility property you will always get the actual state, never AutomaticVisibility. When a window is not visible its visibility is Hidden, and setting visibility to Hidden is the same as setting \l visible to false. \sa visible \since 5.1 */ /*! \qmlattachedproperty QWindow::Visibility Window::visibility \since 5.4 This attached property holds whether the window is currently shown in the windowing system as normal, minimized, maximized, fullscreen or hidden. The Window attached property can be attached to any Item. If the item is not shown in any window, the value will be \l {QWindow::}{Hidden}. \sa visible, visibility */ /*! \qmlproperty Qt::ScreenOrientation Window::contentOrientation This is a hint to the window manager in case it needs to display additional content like popups, dialogs, status bars, or similar in relation to the window. The recommended orientation is \l {Screen::orientation}{Screen.orientation}, but an application doesn't have to support all possible orientations, and thus can opt to ignore the current screen orientation. The difference between the window and the content orientation determines how much to rotate the content by. The default value is Qt::PrimaryOrientation. \sa Screen \since 5.1 */ /*! \qmlproperty real Window::opacity The opacity of the window. If the windowing system supports window opacity, this can be used to fade the window in and out, or to make it semitransparent. A value of 1.0 or above is treated as fully opaque, whereas a value of 0.0 or below is treated as fully transparent. Values inbetween represent varying levels of translucency between the two extremes. The default value is 1.0. \since 5.1 */ /*! \qmlproperty Item Window::activeFocusItem \since 5.1 The item which currently has active focus or \c null if there is no item with active focus. */ /*! \qmlattachedproperty Item Window::activeFocusItem \since 5.4 This attached property holds the item which currently has active focus or \c null if there is no item with active focus. The Window attached property can be attached to any Item. */ /*! \qmlproperty Window::active \since 5.1 The active status of the window. \sa requestActivate() */ /*! \qmlattachedproperty bool Window::active \since 5.4 This attached property tells whether the window is active. The Window attached property can be attached to any Item. Here is an example which changes a label to show the active state of the window in which it is shown: \qml import QtQuick 2.4 import QtQuick.Window 2.2 Text { text: Window.active ? "active" : "inactive" } \endqml */ /*! \qmlmethod QtQuick::Window::requestActivate() \since 5.1 Requests the window to be activated, i.e. receive keyboard focus. */ /*! \qmlmethod QtQuick::Window::alert(int msec) \since 5.1 Causes an alert to be shown for \a msec miliseconds. If \a msec is \c 0 (the default), then the alert is shown indefinitely until the window becomes active again. In alert state, the window indicates that it demands attention, for example by flashing or bouncing the taskbar entry. */ /*! \enum QQuickWindow::RenderJobSchedule \since 5.4 \value ScheduleBeforeSynchronizing Before synchronization. \value ScheduleAfterSynchronizing After synchronization. \value ScheduleBeforeRendering Before rendering. \value ScheduleAfterRendering After rendering. \value ScheduleAfterSwap After the frame is swapped. \sa {Scene Graph and Rendering} */ /*! \since 5.4 Schedule \a job to run when the rendering of this window reaches the given \a stage. This is a convenience to the equivalent signals in QQuickWindow for "one shot" tasks. The window takes ownership over \a job and will delete it when the job is completed. If rendering is shut down before \a job has a chance to run, the job will be run and then deleted as part of the scene graph cleanup. If the window is never shown and no rendering happens before the QQuickWindow is destroyed, all pending jobs will be destroyed without their run() method being called. If the rendering is happening on a different thread, then the job will happen on the rendering thread. \note This function does not trigger rendering; the job will be stored run until rendering is triggered elsewhere. To force the job to run earlier, call QQuickWindow::update(); \sa beforeRendering(), afterRendering(), beforeSynchronizing(), afterSynchronizing(), frameSwapped(), sceneGraphInvalidated() */ void QQuickWindow::scheduleRenderJob(QRunnable *job, RenderStage stage) { Q_D(QQuickWindow); d->renderJobMutex.lock(); if (stage == BeforeSynchronizingStage) d->beforeSynchronizingJobs << job; else if (stage == AfterSynchronizingStage) d->afterSynchronizingJobs << job; else if (stage == BeforeRenderingStage) d->beforeRenderingJobs << job; else if (stage == AfterRenderingStage) d->afterRenderingJobs << job; else if (stage == AfterSwapStage) d->afterSwapJobs << job; d->renderJobMutex.unlock(); } void QQuickWindowPrivate::runAndClearJobs(QList *jobs) { renderJobMutex.lock(); QList jobList = *jobs; jobs->clear(); renderJobMutex.unlock(); foreach (QRunnable *r, jobList) { r->run(); delete r; } } void QQuickWindow::runJobsAfterSwap() { Q_D(QQuickWindow); d->runAndClearJobs(&d->afterSwapJobs); } #include "moc_qquickwindow.cpp" QT_END_NAMESPACE