/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 #include #if QT_CONFIG(opengl) # include # include #endif QT_BEGIN_NAMESPACE Q_LOGGING_CATEGORY(DBG_TOUCH, "qt.quick.touch") Q_LOGGING_CATEGORY(DBG_TOUCH_TARGET, "qt.quick.touch.target") Q_LOGGING_CATEGORY(DBG_MOUSE, "qt.quick.mouse") Q_LOGGING_CATEGORY(DBG_MOUSE_TARGET, "qt.quick.mouse.target") Q_LOGGING_CATEGORY(DBG_HOVER_TRACE, "qt.quick.hover.trace") 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; #if defined(QT_QUICK_DEFAULT_TEXT_RENDER_TYPE) QQuickWindow::TextRenderType QQuickWindowPrivate::textRenderType = QQuickWindow::QT_QUICK_DEFAULT_TEXT_RENDER_TYPE; #else QQuickWindow::TextRenderType QQuickWindowPrivate::textRenderType = QQuickWindow::QtTextRendering; #endif void QQuickWindowPrivate::updateFocusItemTransform() { #if QT_CONFIG(im) Q_Q(QQuickWindow); QQuickItem *focus = q->activeFocusItem(); if (focus && QGuiApplication::focusObject() == focus) { QQuickItemPrivate *focusPrivate = QQuickItemPrivate::get(focus); QGuiApplication::inputMethod()->setInputItemTransform(focusPrivate->itemToWindowTransform()); QGuiApplication::inputMethod()->setInputItemRectangle(QRectF(0, 0, focusPrivate->width, focusPrivate->height)); focus->updateInputMethod(Qt::ImInputItemClipRectangle); } #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 *) Q_DECL_OVERRIDE { 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: void incubatingObjectCountChanged(int count) Q_DECL_OVERRIDE { if (count && !m_renderLoop->interleaveIncubation()) incubateAgain(); } private: QSGRenderLoop *m_renderLoop; int m_incubation_time; int m_timer; }; #include "qquickwindow.moc" #include "moc_qquickwindow_p.cpp" #if QT_CONFIG(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. */ 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(); } #if QT_CONFIG(im) static bool transformDirtyOnItemOrAncestor(const QQuickItem *item) { while (item) { if (QQuickItemPrivate::get(item)->dirtyAttributes & ( QQuickItemPrivate::TransformOrigin | QQuickItemPrivate::Transform | QQuickItemPrivate::BasicTransform | QQuickItemPrivate::Position | QQuickItemPrivate::Size | QQuickItemPrivate::ParentChanged | QQuickItemPrivate::Clip)) { return true; } item = item->parentItem(); } return false; } #endif void QQuickWindowPrivate::polishItems() { // An item can trigger polish on another item, or itself for that matter, // during its updatePolish() call. Because of this, we cannot simply // iterate through the set, we must continue pulling items out until it // is empty. // In the case where polish is called from updatePolish() either directly // or indirectly, we use a recursionSafeguard to print a warning to // the user. int recursionSafeguard = INT_MAX; while (!itemsToPolish.isEmpty() && --recursionSafeguard > 0) { QQuickItem *item = itemsToPolish.takeLast(); QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); itemPrivate->polishScheduled = false; itemPrivate->updatePolish(); item->updatePolish(); } if (recursionSafeguard == 0) qWarning("QQuickWindow: possible QQuickItem::polish() loop"); #if QT_CONFIG(im) if (QQuickItem *focusItem = q_func()->activeFocusItem()) { // If the current focus item, or any of its anchestors, has changed location // inside the window, we need inform IM about it. This to ensure that overlays // such as selection handles will be updated. const bool isActiveFocusItem = (focusItem == QGuiApplication::focusObject()); const bool hasImEnabled = focusItem->inputMethodQuery(Qt::ImEnabled).toBool(); if (isActiveFocusItem && hasImEnabled && transformDirtyOnItemOrAncestor(focusItem)) updateFocusItemTransform(); } #endif } /*! * 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(); } static void updatePixelRatioHelper(QQuickItem *item, float pixelRatio) { if (item->flags() & QQuickItem::ItemHasContents) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); itemPrivate->itemChange(QQuickItem::ItemDevicePixelRatioHasChanged, pixelRatio); } QList items = item->childItems(); for (int i = 0; i < items.size(); ++i) updatePixelRatioHelper(items.at(i), pixelRatio); } void QQuickWindow::physicalDpiChanged() { Q_D(QQuickWindow); const qreal newPixelRatio = screen()->devicePixelRatio(); if (qFuzzyCompare(newPixelRatio, d->devicePixelRatio)) return; d->devicePixelRatio = newPixelRatio; if (d->contentItem) updatePixelRatioHelper(d->contentItem, newPixelRatio); } void QQuickWindow::handleScreenChanged(QScreen *screen) { Q_D(QQuickWindow); if (screen) { physicalDpiChanged(); // When physical DPI changes on the same screen, either the resolution or the device pixel // ratio changed. We must check what it is. Device pixel ratio does not have its own // ...Changed() signal. d->physicalDpiChangedConnection = connect(screen, SIGNAL(physicalDotsPerInchChanged(qreal)), this, SLOT(physicalDpiChanged())); } else { disconnect(d->physicalDpiChangedConnection); } d->forcePolish(); } void forcePolishHelper(QQuickItem *item) { if (item->flags() & QQuickItem::ItemHasContents) { item->polish(); } QList items = item->childItems(); for (int i=0; iscreen()) return; forcePolishHelper(contentItem); } 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); } void QQuickWindowPrivate::renderSceneGraph(const QSize &size) { QML_MEMORY_SCOPE_STRING("SceneGraph"); Q_Q(QQuickWindow); if (!renderer) return; animationController->advance(); emit q->beforeRendering(); runAndClearJobs(&beforeRenderingJobs); if (!customRenderStage || !customRenderStage->render()) { int fboId = 0; const qreal devicePixelRatio = q->effectiveDevicePixelRatio(); if (renderTargetId) { QRect rect(QPoint(0, 0), renderTargetSize); fboId = renderTargetId; renderer->setDeviceRect(rect); renderer->setViewportRect(rect); if (QQuickRenderControl::renderWindowFor(q)) { renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), size)); renderer->setDevicePixelRatio(devicePixelRatio); } else { renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), rect.size())); renderer->setDevicePixelRatio(1); } } else { QRect rect(QPoint(0, 0), devicePixelRatio * size); renderer->setDeviceRect(rect); renderer->setViewportRect(rect); renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), size)); renderer->setDevicePixelRatio(devicePixelRatio); } context->renderNextFrame(renderer, fboId); } emit q->afterRendering(); runAndClearJobs(&afterRenderingJobs); } QQuickWindowPrivate::QQuickWindowPrivate() : contentItem(0) , activeFocusItem(0) #if QT_CONFIG(cursor) , cursorItem(0) #endif #if QT_CONFIG(draganddrop) , dragGrabber(0) #endif , touchMouseId(-1) , touchMouseDevice(nullptr) , touchMousePressTimestamp(0) , dirtyItemList(0) , devicePixelRatio(0) , context(0) , renderer(0) , windowManager(0) , renderControl(0) , pointerEventRecursionGuard(0) , customRenderStage(0) , clearColor(Qt::white) , clearBeforeRendering(true) , persistentGLContext(true) , persistentSceneGraph(true) , lastWheelEventAccepted(false) , componentCompleted(true) , allowChildEventFiltering(true) , allowDoubleClick(true) , lastFocusReason(Qt::OtherFocusReason) , renderTarget(0) , renderTargetId(0) , vaoHelper(0) , incubationController(0) { #if QT_CONFIG(draganddrop) dragGrabber = new QQuickDragGrabber; #endif } QQuickWindowPrivate::~QQuickWindowPrivate() { delete customRenderStage; if (QQmlInspectorService *service = QQmlDebugConnector::service()) service->removeWindow(q_func()); } void QQuickWindowPrivate::init(QQuickWindow *c, QQuickRenderControl *control) { q_ptr = c; Q_Q(QQuickWindow); contentItem = new QQuickRootItem; QQml_setParent_noEvent(contentItem, c); 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); if (QScreen *screen = q->screen()) devicePixelRatio = screen->devicePixelRatio(); 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); 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(handleScreenChanged(QScreen*))); QObject::connect(q, SIGNAL(frameSwapped()), q, SLOT(runJobsAfterSwap()), Qt::DirectConnection); if (QQmlInspectorService *service = QQmlDebugConnector::service()) service->addWindow(q); } /*! \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(QGuiApplication::styleHints()-> mouseDoubleClickInterval()); doubleClicked = timeBetweenPresses < doubleClickInterval; if (doubleClicked) { touchMousePressTimestamp = 0; } else { touchMousePressTimestamp = newPressEventTimestamp; } } return doubleClicked; } bool QQuickWindowPrivate::deliverTouchAsMouse(QQuickItem *item, QQuickPointerEvent *pointerEvent) { Q_Q(QQuickWindow); auto device = pointerEvent->device(); // FIXME: make this work for mouse events too and get rid of the asTouchEvent in here. Q_ASSERT(pointerEvent->asPointerTouchEvent()); QScopedPointer event(pointerEvent->asPointerTouchEvent()->touchEventForItem(item)); if (event.isNull()) return false; // 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; qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << hex << p.id() << "->" << item; QScopedPointer mousePress(touchToMouseEvent(QEvent::MouseButtonPress, p, event.data(), item, false)); // Send a single press and see if that's accepted QCoreApplication::sendEvent(item, mousePress.data()); event->setAccepted(mousePress->isAccepted()); if (mousePress->isAccepted()) { touchMouseDevice = device; touchMouseId = p.id(); if (!q->mouseGrabberItem()) item->grabMouse(); auto pointerEventPoint = pointerEvent->pointById(p.id()); pointerEventPoint->setGrabberItem(item); if (checkIfDoubleClicked(event->timestamp())) { QScopedPointer mouseDoubleClick(touchToMouseEvent(QEvent::MouseButtonDblClick, p, event.data(), item, false)); QCoreApplication::sendEvent(item, mouseDoubleClick.data()); event->setAccepted(mouseDoubleClick->isAccepted()); if (!mouseDoubleClick->isAccepted()) { touchMouseId = -1; touchMouseDevice = nullptr; } } return true; } // try the next point // Touch point was there before and moved } else if (touchMouseDevice == device && p.id() == touchMouseId) { if (p.state() & Qt::TouchPointMoved) { if (QQuickItem *mouseGrabberItem = q->mouseGrabberItem()) { QScopedPointer me(touchToMouseEvent(QEvent::MouseMove, p, event.data(), mouseGrabberItem, false)); QCoreApplication::sendEvent(item, me.data()); event->setAccepted(me->isAccepted()); if (me->isAccepted()) { qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << hex << p.id() << "->" << mouseGrabberItem; } return event->isAccepted(); } 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.data(), 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(), me->timestamp(), accepted); if (!delivered) { //take care of any exits accepted = clearHover(me->timestamp()); } me->setAccepted(accepted); break; } } else if (p.state() & Qt::TouchPointReleased) { // currently handled point was released if (QQuickItem *mouseGrabberItem = q->mouseGrabberItem()) { QScopedPointer me(touchToMouseEvent(QEvent::MouseButtonRelease, p, event.data(), mouseGrabberItem, false)); QCoreApplication::sendEvent(item, me.data()); if (item->acceptHoverEvents() && p.screenPos() != QGuiApplicationPrivate::lastCursorPosition) { QPointF localMousePos(qInf(), qInf()); if (QWindow *w = item->window()) localMousePos = item->mapFromScene(w->mapFromGlobal(QGuiApplicationPrivate::lastCursorPosition.toPoint())); QMouseEvent mm(QEvent::MouseMove, localMousePos, QGuiApplicationPrivate::lastCursorPosition, Qt::NoButton, Qt::NoButton, event->modifiers()); QCoreApplication::sendEvent(item, &mm); } if (q->mouseGrabberItem()) // might have ungrabbed due to event q->mouseGrabberItem()->ungrabMouse(); touchMouseId = -1; touchMouseDevice = nullptr; return me->isAccepted(); } } break; } } return false; } void QQuickWindowPrivate::setMouseGrabber(QQuickItem *grabber) { Q_Q(QQuickWindow); if (q->mouseGrabberItem() == grabber) return; QQuickItem *oldGrabber = q->mouseGrabberItem(); qCDebug(DBG_MOUSE_TARGET) << "grabber" << oldGrabber << "->" << grabber; if (grabber && touchMouseId != -1 && touchMouseDevice) { // update the touch item for mouse touch id to the new grabber qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << hex << touchMouseId << "->" << q->mouseGrabberItem(); auto point = pointerEventInstance(touchMouseDevice)->pointById(touchMouseId); if (point) { auto originalEvent = pointerEventInstance(point->pointerEvent()->device()); for (int i = 0; i < originalEvent->pointCount(); ++i) { QQuickEventPoint *pt = originalEvent->point(i); if (pt->exclusiveGrabber()) pt->cancelExclusiveGrab(); } point->setGrabberItem(grabber); } } else { QQuickPointerEvent *event = pointerEventInstance(QQuickPointerDevice::genericMouseDevice()); Q_ASSERT(event->pointCount() == 1); auto point = event->point(0); point->setGrabberItem(grabber); } if (oldGrabber) { QEvent e(QEvent::UngrabMouse); hasFiltered.clear(); if (!sendFilteredMouseEvent(&e, oldGrabber, oldGrabber->parentItem())) oldGrabber->mouseUngrabEvent(); } } void QQuickWindowPrivate::grabTouchPoints(QObject *grabber, const QVector &ids) { for (int i = 0; i < ids.count(); ++i) { int id = ids.at(i); if (Q_UNLIKELY(id < 0)) { qWarning("ignoring grab of touchpoint %d", id); continue; } if (id == touchMouseId) { auto point = pointerEventInstance(touchMouseDevice)->pointById(id); auto touchMouseGrabber = point->grabberItem(); if (touchMouseGrabber) { point->setExclusiveGrabber(nullptr); touchMouseGrabber->mouseUngrabEvent(); touchMouseGrabber->touchUngrabEvent(); touchMouseDevice = nullptr; touchMouseId = -1; } qCDebug(DBG_MOUSE_TARGET) << "grabTouchPoints: mouse grabber changed due to grabTouchPoints:" << touchMouseGrabber << "-> null"; } const auto touchDevices = QQuickPointerDevice::touchDevices(); for (auto device : touchDevices) { auto point = pointerEventInstance(device)->pointById(id); if (!point) continue; QObject *oldGrabber = point->exclusiveGrabber(); if (oldGrabber == grabber) continue; point->setExclusiveGrabber(grabber); } } } /*! Ungrabs all touchpoint grabs and/or the mouse grab from the given item \a grabber. This should not be called when processing a release event - that's redundant. It is called in other cases, when the points may not be released, but the item nevertheless must lose its grab due to becoming disabled, invisible, etc. QQuickEventPoint::setGrabberItem() calls touchUngrabEvent() when all points are released, but if not all points are released, it cannot be sure whether to call touchUngrabEvent() or not; so we have to do it here. */ void QQuickWindowPrivate::removeGrabber(QQuickItem *grabber, bool mouse, bool touch) { Q_Q(QQuickWindow); if (Q_LIKELY(mouse) && q->mouseGrabberItem() == grabber) { qCDebug(DBG_MOUSE_TARGET) << "removeGrabber" << q->mouseGrabberItem() << "-> null"; setMouseGrabber(nullptr); } if (Q_LIKELY(touch)) { bool ungrab = false; const auto touchDevices = QQuickPointerDevice::touchDevices(); for (auto device : touchDevices) { if (auto pointerEvent = queryPointerEventInstance(device)) { for (int i = 0; i < pointerEvent->pointCount(); ++i) { if (pointerEvent->point(i)->exclusiveGrabber() == grabber) { pointerEvent->point(i)->setGrabberItem(nullptr); ungrab = true; } } } } if (ungrab) grabber->touchUngrabEvent(); } } /*! Translates the data in \a touchEvent to this window. This method leaves the item local positions in \a touchEvent untouched (these are filled in later). */ void QQuickWindowPrivate::translateTouchEvent(QTouchEvent *touchEvent) { QList touchPoints = touchEvent->touchPoints(); for (int i = 0; i < touchPoints.count(); ++i) { QTouchEvent::TouchPoint &touchPoint = touchPoints[i]; touchPoint.setSceneRect(touchPoint.rect()); touchPoint.setStartScenePos(touchPoint.startPos()); touchPoint.setLastScenePos(touchPoint.lastPos()); } 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 *oldActiveFocusItem = 0; QQuickItem *currentActiveFocusItem = activeFocusItem; QQuickItem *newActiveFocusItem = 0; bool sendFocusIn = false; lastFocusReason = reason; QVarLengthArray changed; // Does this change the active focus? if (item == contentItem || scopePrivate->activeFocus) { oldActiveFocusItem = activeFocusItem; if (item->isEnabled()) { newActiveFocusItem = item; while (newActiveFocusItem->isFocusScope() && newActiveFocusItem->scopedFocusItem() && newActiveFocusItem->scopedFocusItem()->isEnabled()) { newActiveFocusItem = newActiveFocusItem->scopedFocusItem(); } } else { newActiveFocusItem = scope; } if (oldActiveFocusItem) { #if QT_CONFIG(im) QGuiApplication::inputMethod()->commit(); #endif activeFocusItem = 0; 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(); sendFocusIn = true; } // Now that all the state is changed, emit signals & events // We must do this last, as this process may result in further changes to focus. if (oldActiveFocusItem) { QFocusEvent event(QEvent::FocusOut, reason); QCoreApplication::sendEvent(oldActiveFocusItem, &event); } // Make sure that the FocusOut didn't result in another focus change. if (sendFocusIn && activeFocusItem == newActiveFocusItem) { QFocusEvent event(QEvent::FocusIn, reason); QCoreApplication::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; #if QT_CONFIG(im) QGuiApplication::inputMethod()->commit(); #endif activeFocusItem = 0; if (oldActiveFocusItem) { 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(); } // Now that all the state is changed, emit signals & events // We must do this last, as this process may result in further changes to // focus. if (oldActiveFocusItem) { QFocusEvent event(QEvent::FocusOut, reason); QCoreApplication::sendEvent(oldActiveFocusItem, &event); } // Make sure that the FocusOut didn't result in another focus change. if (newActiveFocusItem && activeFocusItem == newActiveFocusItem) { QFocusEvent event(QEvent::FocusIn, reason); QCoreApplication::sendEvent(newActiveFocusItem, &event); } if (activeFocusItem != currentActiveFocusItem) emit q->focusObjectChanged(activeFocusItem); if (!changed.isEmpty()) notifyFocusChangesRecur(changed.data(), changed.count() - 1); } void QQuickWindowPrivate::clearFocusObject() { if (activeFocusItem == contentItem) return; clearFocusInScope(contentItem, QQuickItemPrivate::get(contentItem)->subFocusItem, 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 \l 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 \c onClosing handler and setting \c {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 to represent what needs to be rendered. 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 When using the default OpenGL adaptation, 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 graphics context might be released. The sceneGraphInvalidated() signal will be emitted when this happens. \warning It is crucial that graphics 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 in the case of the OpenGL adaptation the associated context will be 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) : QQuickWindow(*new QQuickWindowPrivate, parent) { } /*! \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); 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; #if QT_CONFIG(draganddrop) delete d->dragGrabber; d->dragGrabber = 0; #endif delete d->contentItem; d->contentItem = 0; qDeleteAll(d->pointerEventInstances); d->pointerEventInstances.clear(); 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. \note This only has an effect when using the default OpenGL scene graph adaptation. \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. It also only has an effect when using the default OpenGL scene graph adaptation */ 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; } /*! \qmlattachedproperty Item Window::contentItem \since 5.4 This attached property holds the invisible root item of the scene or \c null if the item is not in a window. The Window attached property can be attached to any Item. */ /*! \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); if (d->touchMouseId != -1 && d->touchMouseDevice) { if (QQuickPointerEvent *event = d->queryPointerEventInstance(d->touchMouseDevice)) { auto point = event->pointById(d->touchMouseId); return point ? point->grabberItem() : nullptr; } } else if (QQuickPointerEvent *event = d->queryPointerEventInstance(QQuickPointerDevice::genericMouseDevice())) { Q_ASSERT(event->pointCount()); return event->point(0)->grabberItem(); } return nullptr; } bool QQuickWindowPrivate::clearHover(ulong timestamp) { Q_Q(QQuickWindow); if (hoverItems.isEmpty()) return false; QPointF pos = q->mapFromGlobal(QGuiApplicationPrivate::lastCursorPosition.toPoint()); bool accepted = false; for (QQuickItem* item : qAsConst(hoverItems)) accepted = sendHoverEvent(QEvent::HoverLeave, item, pos, pos, QGuiApplication::keyboardModifiers(), timestamp, 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->handleTouchEvent(touch); if (Q_LIKELY(QCoreApplication::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::Enter: { QEnterEvent *enter = static_cast(e); bool accepted = enter->isAccepted(); bool delivered = d->deliverHoverEvent(d->contentItem, enter->windowPos(), d->lastMousePosition, QGuiApplication::keyboardModifiers(), 0L, accepted); enter->setAccepted(accepted); return delivered; } break; case QEvent::Leave: d->clearHover(); d->lastMousePosition = QPointF(); break; #if QT_CONFIG(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: #if QT_CONFIG(im) if (d->activeFocusItem) qGuiApp->inputMethod()->commit(); #endif if (mouseGrabberItem()) mouseGrabberItem()->ungrabMouse(); break; case QEvent::UpdateRequest: { if (d->windowManager) d->windowManager->handleUpdateRequest(this); break; } #if QT_CONFIG(gestures) case QEvent::NativeGesture: d->deliverNativeGestureEvent(d->contentItem, static_cast(e)); break; #endif case QEvent::ShortcutOverride: if (d->activeFocusItem) QCoreApplication::sendEvent(d->activeFocusItem, e); return true; default: break; } if (e->type() == QEvent::Type(QQuickWindowPrivate::FullUpdateRequest)) update(); return QWindow::event(e); } /*! \reimp */ void QQuickWindow::keyPressEvent(QKeyEvent *e) { Q_D(QQuickWindow); Q_QUICK_INPUT_PROFILE(QQuickProfiler::Key, QQuickProfiler::InputKeyPress, e->key(), e->modifiers()); d->deliverKeyEvent(e); } /*! \reimp */ void QQuickWindow::keyReleaseEvent(QKeyEvent *e) { Q_D(QQuickWindow); Q_QUICK_INPUT_PROFILE(QQuickProfiler::Key, QQuickProfiler::InputKeyRelease, e->key(), e->modifiers()); d->deliverKeyEvent(e); } void QQuickWindowPrivate::deliverKeyEvent(QKeyEvent *e) { if (activeFocusItem) { QQuickItem *item = activeFocusItem; e->accept(); QCoreApplication::sendEvent(item, e); while (!e->isAccepted() && (item = item->parentItem())) { e->accept(); QCoreApplication::sendEvent(item, e); } } } 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; } void QQuickWindowPrivate::deliverToPassiveGrabbers(const QVector > &passiveGrabbers, QQuickPointerEvent *pointerEvent) { const QVector &eventDeliveryTargets = pointerEvent->device()->eventDeliveryTargets(); QVarLengthArray, 4> sendFilteredPointerEventResult; for (auto handler : passiveGrabbers) { // a null pointer in passiveGrabbers is unlikely, unless the grabbing handler was deleted dynamically if (Q_LIKELY(handler) && !eventDeliveryTargets.contains(handler)) { bool alreadyFiltered = false; QQuickItem *par = handler->parentItem(); // see if we already have sent a filter event to the parent auto it = std::find_if(sendFilteredPointerEventResult.begin(), sendFilteredPointerEventResult.end(), [par](const QPair &pair) { return pair.first == par; }); if (it != sendFilteredPointerEventResult.end()) { // Yes, the event was already filtered to that parent, do not call it again but use // the result of the previous call to determine if we should call the handler. alreadyFiltered = it->second; } else { alreadyFiltered = sendFilteredPointerEvent(pointerEvent, par); sendFilteredPointerEventResult << qMakePair(par, alreadyFiltered); } if (!alreadyFiltered) { pointerEvent->localize(handler->parentItem()); handler->handlePointerEvent(pointerEvent); } } } } void QQuickWindowPrivate::deliverMouseEvent(QQuickPointerMouseEvent *pointerEvent) { auto point = pointerEvent->point(0); lastMousePosition = point->scenePosition(); const bool mouseIsReleased = (point->state() == QQuickEventPoint::Released && pointerEvent->buttons() == Qt::NoButton); if (point->exclusiveGrabber()) { if (auto grabber = point->grabberItem()) { bool handled = false; if (sendFilteredPointerEvent(pointerEvent, grabber)) handled = true; // if the grabber is an Item: // if the update consists of changing button state, don't accept it unless // the button is one in which the grabber is interested Qt::MouseButtons acceptedButtons = grabber->acceptedMouseButtons(); if (!handled && pointerEvent->button() != Qt::NoButton && acceptedButtons && !(acceptedButtons & pointerEvent->button())) { pointerEvent->setAccepted(false); handled = true; } // send update if (!handled) { QPointF localPos = grabber->mapFromScene(lastMousePosition); auto me = pointerEvent->asMouseEvent(localPos); me->accept(); QCoreApplication::sendEvent(grabber, me); point->setAccepted(me->isAccepted()); } // release event: ungrab if no buttons are pressed anymore if (mouseIsReleased) setMouseGrabber(nullptr); } else { // if the grabber is not an Item, it must be a PointerHandler auto handler = point->grabberPointerHandler(); pointerEvent->localize(handler->parentItem()); if (!sendFilteredPointerEvent(pointerEvent, handler->parentItem())) handler->handlePointerEvent(pointerEvent); if (mouseIsReleased) point->setGrabberPointerHandler(nullptr, true); } deliverToPassiveGrabbers(point->passiveGrabbers(), pointerEvent); } else { bool delivered = false; if (pointerEvent->isPressEvent()) { // send initial press delivered = deliverPressOrReleaseEvent(pointerEvent); } else if (pointerEvent->device()->type() == QQuickPointerDevice::Mouse) { // if this is an update or release from an actual mouse, // and the point wasn't grabbed, deliver only to PointerHandlers: // passive grabbers first, then the rest deliverToPassiveGrabbers(point->passiveGrabbers(), pointerEvent); // If some points weren't grabbed, deliver to non-grabber PointerHandlers in reverse paint order if (!pointerEvent->allPointsGrabbed() && pointerEvent->buttons()) { QVector targetItems = pointerTargets(contentItem, point->scenePosition(), false, false); for (QQuickItem *item : targetItems) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); pointerEvent->localize(item); if (!sendFilteredPointerEvent(pointerEvent, item)) { if (itemPrivate->handlePointerEvent(pointerEvent, true)) // avoid re-delivering to grabbers delivered = true; } if (point->exclusiveGrabber()) break; } } } if (!delivered) // make sure not to accept unhandled events pointerEvent->setAccepted(false); } } bool QQuickWindowPrivate::sendHoverEvent(QEvent::Type type, QQuickItem *item, const QPointF &scenePos, const QPointF &lastScenePos, Qt::KeyboardModifiers modifiers, ulong timestamp, bool accepted) { const QTransform transform = QQuickItemPrivate::get(item)->windowToItemTransform(); //create copy of event QHoverEvent hoverEvent(type, transform.map(scenePos), transform.map(lastScenePos), modifiers); hoverEvent.setTimestamp(timestamp); hoverEvent.setAccepted(accepted); hasFiltered.clear(); if (sendFilteredMouseEvent(&hoverEvent, item, item->parentItem())) return true; QCoreApplication::sendEvent(item, &hoverEvent); return hoverEvent.isAccepted(); } bool QQuickWindowPrivate::deliverHoverEvent(QQuickItem *item, const QPointF &scenePos, const QPointF &lastScenePos, Qt::KeyboardModifiers modifiers, ulong timestamp, 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; } qCDebug(DBG_HOVER_TRACE) << q << item << scenePos << lastScenePos << "subtreeHoverEnabled" << itemPrivate->subtreeHoverEnabled; if (itemPrivate->subtreeHoverEnabled) { 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, timestamp, accepted)) return true; } } if (itemPrivate->hoverEnabled) { QPointF p = item->mapFromScene(scenePos); if (item->contains(p)) { if (!hoverItems.isEmpty() && hoverItems.at(0) == item) { //move accepted = sendHoverEvent(QEvent::HoverMove, item, scenePos, lastScenePos, modifiers, timestamp, 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.at(0))) { QQuickItem *hoverLeaveItem = hoverItems.takeFirst(); sendHoverEvent(QEvent::HoverLeave, hoverLeaveItem, scenePos, lastScenePos, modifiers, timestamp, accepted); } if (!hoverItems.isEmpty() && hoverItems.at(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, timestamp, accepted); } else { // Enter items that are not entered yet. int startIdx = -1; if (!hoverItems.isEmpty()) startIdx = itemsToHover.indexOf(hoverItems.at(0)) - 1; if (startIdx == -1) startIdx = itemsToHover.count() - 1; for (int i = startIdx; i >= 0; i--) { QQuickItem *itemToHover = itemsToHover.at(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, timestamp, accepted); } } } } return true; } } return false; } #if QT_CONFIG(wheelevent) bool QQuickWindowPrivate::deliverWheelEvent(QQuickItem *item, QWheelEvent *event) { 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, event->globalPosF(), event->pixelDelta(), event->angleDelta(), event->delta(), event->orientation(), event->buttons(), event->modifiers(), event->phase(), event->source(), event->inverted()); wheel.setTimestamp(event->timestamp()); wheel.accept(); QCoreApplication::sendEvent(item, &wheel); if (wheel.isAccepted()) { event->accept(); return true; } } return false; } /*! \reimp */ void QQuickWindow::wheelEvent(QWheelEvent *event) { Q_D(QQuickWindow); Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseWheel, event->angleDelta().x(), event->angleDelta().y()); qCDebug(DBG_MOUSE) << "QQuickWindow::wheelEvent()" << event->pixelDelta() << event->angleDelta() << event->phase(); //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 // wheelevent #if QT_CONFIG(gestures) bool QQuickWindowPrivate::deliverNativeGestureEvent(QQuickItem *item, QNativeGestureEvent *event) { QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); if ((itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) && !item->contains(event->localPos())) 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 (deliverNativeGestureEvent(child, event)) return true; } // Try the Item's pointer handlers first QQuickPointerEvent *pointerEvent = pointerEventInstance(event); pointerEvent->localize(item); if (itemPrivate->handlePointerEvent(pointerEvent, false)) { if (pointerEvent->allPointsAccepted()) { event->accept(); return true; } } // If still not accepted, try direct delivery to the item QPointF p = item->mapFromScene(event->localPos()); if (item->contains(p)) { QNativeGestureEvent copy(event->gestureType(), event->device(), p, event->windowPos(), event->screenPos(), event->value(), 0L, 0L); // TODO can't copy things I can't access event->accept(); item->event(©); if (copy.isAccepted()) { event->accept(); return true; } } return false; } #endif // gestures bool QQuickWindowPrivate::deliverTouchCancelEvent(QTouchEvent *event) { qCDebug(DBG_TOUCH) << event; Q_Q(QQuickWindow); if (q->mouseGrabberItem()) q->mouseGrabberItem()->ungrabMouse(); touchMouseId = -1; touchMouseDevice = nullptr; // A TouchCancel event will typically not contain any points. // Deliver it to all items and handlers that have active touches. QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::touchDevice(event->device())); for (int i = 0; i < pointerEvent->pointCount(); ++i) pointerEvent->point(i)->cancelExclusiveGrabImpl(event); // The next touch event can only be a TouchBegin, so clean up. pointerEvent->clearGrabbers(); return true; } void QQuickWindowPrivate::deliverDelayedTouchEvent() { // Deliver and delete delayedTouch. // Set delayedTouch to 0 before delivery to avoid redelivery in case of // event loop recursions (e.g if it the touch starts a dnd session). QScopedPointer e(delayedTouch.take()); deliverPointerEvent(pointerEventInstance(e.data())); } bool QQuickWindowPrivate::compressTouchEvent(QTouchEvent *event) { Q_Q(QQuickWindow); 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 return false; } if (!delayedTouch) { delayedTouch.reset(new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints())); delayedTouch->setTimestamp(event->timestamp()); if (renderControl) QQuickRenderControlPrivate::get(renderControl)->maybeUpdate(); else if (windowManager) windowManager->maybeUpdate(q); return true; } // 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 &tpDelayed = delayedTouch->touchPoints().at(i); if (tp.id() != tpDelayed.id()) { mismatch = true; break; } if (tpDelayed.state() == Qt::TouchPointMoved && tp.state() == Qt::TouchPointStationary) tpts[i].setState(Qt::TouchPointMoved); tpts[i].setLastPos(tpDelayed.lastPos()); tpts[i].setLastScenePos(tpDelayed.lastScenePos()); tpts[i].setLastScreenPos(tpDelayed.lastScreenPos()); tpts[i].setLastNormalizedPos(tpDelayed.lastNormalizedPos()); states |= tpts.at(i).state(); } // matching touch event? then merge the new event into the old one if (!mismatch) { delayedTouch->setTouchPoints(tpts); delayedTouch->setTimestamp(event->timestamp()); return true; } } // merging wasn't possible, so deliver the delayed event first, and then delay this one deliverDelayedTouchEvent(); delayedTouch.reset(new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints())); delayedTouch->setTimestamp(event->timestamp()); return true; } // entry point for touch event delivery: // - translate the event to window coordinates // - compress the event instead of delivering it if applicable // - call deliverTouchPoints to actually dispatch the points void QQuickWindowPrivate::handleTouchEvent(QTouchEvent *event) { translateTouchEvent(event); if (event->touchPoints().size()) { auto point = event->touchPoints().at(0); if (point.state() == Qt::TouchPointReleased) { lastMousePosition = QPointF(); } else { lastMousePosition = point.pos(); } } qCDebug(DBG_TOUCH) << event; static bool qquickwindow_no_touch_compression = qEnvironmentVariableIsSet("QML_NO_TOUCH_COMPRESSION"); if (qquickwindow_no_touch_compression || pointerEventRecursionGuard) { deliverPointerEvent(pointerEventInstance(event)); return; } if (!compressTouchEvent(event)) { if (delayedTouch) deliverDelayedTouchEvent(); deliverPointerEvent(pointerEventInstance(event)); } } /*! \reimp */ void QQuickWindow::mousePressEvent(QMouseEvent *event) { Q_D(QQuickWindow); d->handleMouseEvent(event); } /*! \reimp */ void QQuickWindow::mouseMoveEvent(QMouseEvent *event) { Q_D(QQuickWindow); d->handleMouseEvent(event); } /*! \reimp */ void QQuickWindow::mouseDoubleClickEvent(QMouseEvent *event) { Q_D(QQuickWindow); d->handleMouseEvent(event); } /*! \reimp */ void QQuickWindow::mouseReleaseEvent(QMouseEvent *event) { Q_D(QQuickWindow); d->handleMouseEvent(event); } void QQuickWindowPrivate::handleMouseEvent(QMouseEvent *event) { if (event->source() == Qt::MouseEventSynthesizedBySystem) { event->accept(); return; } qCDebug(DBG_MOUSE) << "QQuickWindow::handleMouseEvent()" << event->type() << event->localPos() << event->button() << event->buttons(); switch (event->type()) { case QEvent::MouseButtonPress: Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMousePress, event->button(), event->buttons()); deliverPointerEvent(pointerEventInstance(event)); break; case QEvent::MouseButtonRelease: Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseRelease, event->button(), event->buttons()); deliverPointerEvent(pointerEventInstance(event)); break; case QEvent::MouseButtonDblClick: Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseDoubleClick, event->button(), event->buttons()); if (allowDoubleClick) deliverPointerEvent(pointerEventInstance(event)); break; case QEvent::MouseMove: Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseMove, event->localPos().x(), event->localPos().y()); qCDebug(DBG_HOVER_TRACE) << this; #if QT_CONFIG(cursor) updateCursor(event->windowPos()); #endif if (!pointerEventInstance(QQuickPointerDevice::genericMouseDevice())->point(0)->exclusiveGrabber()) { QPointF last = lastMousePosition.isNull() ? event->windowPos() : lastMousePosition; lastMousePosition = event->windowPos(); bool accepted = event->isAccepted(); bool delivered = deliverHoverEvent(contentItem, event->windowPos(), last, event->modifiers(), event->timestamp(), accepted); if (!delivered) { //take care of any exits accepted = clearHover(event->timestamp()); } event->setAccepted(accepted); } deliverPointerEvent(pointerEventInstance(event)); break; default: Q_ASSERT(false); break; } } void QQuickWindowPrivate::flushFrameSynchronousEvents() { Q_Q(QQuickWindow); if (delayedTouch) { deliverDelayedTouchEvent(); // 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(); } // Once per frame, if any items are dirty, send a synthetic hover, // in case items have changed position, visibility, etc. // For instance, during animation (including the case of a ListView // whose delegates contain MouseAreas), a MouseArea needs to know // whether it has moved into a position where it is now under the cursor. if (!q->mouseGrabberItem() && !lastMousePosition.isNull() && dirtyItemList) { bool accepted = false; bool delivered = deliverHoverEvent(contentItem, lastMousePosition, lastMousePosition, QGuiApplication::keyboardModifiers(), 0, accepted); if (!delivered) clearHover(); // take care of any exits } } QQuickPointerEvent *QQuickWindowPrivate::queryPointerEventInstance(QQuickPointerDevice *device, QEvent::Type eventType) const { // Search for a matching reusable event object. for (QQuickPointerEvent *e : pointerEventInstances) { // If device can generate native gestures (e.g. a trackpad), there might be two QQuickPointerEvents: // QQuickPointerNativeGestureEvent and QQuickPointerTouchEvent. Use eventType to disambiguate. if (eventType == QEvent::NativeGesture && !qobject_cast(e)) continue; // Otherwise we assume there's only one event type per device. // More disambiguation tests might need to be added above if that changes later. if (e->device() == device) return e; } return nullptr; } QQuickPointerEvent *QQuickWindowPrivate::pointerEventInstance(QQuickPointerDevice *device, QEvent::Type eventType) const { QQuickPointerEvent *ev = queryPointerEventInstance(device, eventType); if (ev) return ev; QQuickWindow *q = const_cast(q_func()); switch (device->type()) { case QQuickPointerDevice::Mouse: // QWindowSystemInterface::handleMouseEvent() does not take a device parameter: // we assume all mouse events come from one mouse (the "core pointer"). // So when the event is a mouse event, device == QQuickPointerDevice::genericMouseDevice() ev = new QQuickPointerMouseEvent(q, device); break; case QQuickPointerDevice::TouchPad: case QQuickPointerDevice::TouchScreen: if (eventType == QEvent::NativeGesture) ev = new QQuickPointerNativeGestureEvent(q, device); else // assume QEvent::Type is one of TouchBegin/Update/End ev = new QQuickPointerTouchEvent(q, device); break; default: // TODO tablet event types break; } pointerEventInstances << ev; return ev; } /*! \internal Returns a QQuickPointerEvent instance suitable for wrapping and delivering \a event. There is a unique instance per QQuickPointerDevice, which is determined from \a event's device. */ QQuickPointerEvent *QQuickWindowPrivate::pointerEventInstance(QEvent *event) const { QQuickPointerDevice *dev = nullptr; switch (event->type()) { case QEvent::MouseButtonPress: case QEvent::MouseButtonRelease: case QEvent::MouseButtonDblClick: case QEvent::MouseMove: dev = QQuickPointerDevice::genericMouseDevice(); break; case QEvent::TouchBegin: case QEvent::TouchUpdate: case QEvent::TouchEnd: case QEvent::TouchCancel: dev = QQuickPointerDevice::touchDevice(static_cast(event)->device()); break; // TODO tablet event types case QEvent::NativeGesture: dev = QQuickPointerDevice::touchDevice(static_cast(event)->device()); break; default: break; } Q_ASSERT(dev); return pointerEventInstance(dev, event->type())->reset(event); } void QQuickWindowPrivate::deliverPointerEvent(QQuickPointerEvent *event) { // If users spin the eventloop as a result of event delivery, we disable // event 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. ++pointerEventRecursionGuard; skipDelivery.clear(); if (event->asPointerMouseEvent()) { deliverMouseEvent(event->asPointerMouseEvent()); // failsafe: never allow any kind of grab to persist after release if (event->isReleaseEvent() && event->buttons() == Qt::NoButton) event->clearGrabbers(); } else if (event->asPointerTouchEvent()) { deliverTouchEvent(event->asPointerTouchEvent()); } else { Q_ASSERT(false); } event->reset(nullptr); --pointerEventRecursionGuard; } // check if item or any of its child items contain the point // FIXME: should this be iterative instead of recursive? // If checkMouseButtons is true, it means we are finding targets for a mouse event, so no item for which acceptedMouseButtons() is NoButton will be added. // If checkAcceptsTouch is true, it means we are finding targets for a touch event, so either acceptTouchEvents() must return true OR // it must accept a synth. mouse event, thus if acceptTouchEvents() returns false but acceptedMouseButtons() is true, gets added; if not, it doesn't. QVector QQuickWindowPrivate::pointerTargets(QQuickItem *item, const QPointF &scenePos, bool checkMouseButtons, bool checkAcceptsTouch) const { QVector targets; auto itemPrivate = QQuickItemPrivate::get(item); QPointF itemPos = item->mapFromScene(scenePos); // if the item clips, we can potentially return early if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) { if (!item->contains(itemPos)) return targets; } // recurse for children QList children = itemPrivate->paintOrderChildItems(); for (int ii = children.count() - 1; ii >= 0; --ii) { QQuickItem *child = children.at(ii); auto childPrivate = QQuickItemPrivate::get(child); if (!child->isVisible() || !child->isEnabled() || childPrivate->culled) continue; targets << pointerTargets(child, scenePos, checkMouseButtons, checkAcceptsTouch); } bool relevant = item->contains(itemPos); if (!(itemPrivate->hasPointerHandlers())) { if (relevant && checkMouseButtons && item->acceptedMouseButtons() == Qt::NoButton) relevant = false; if (relevant && checkAcceptsTouch && !(item->acceptTouchEvents() || item->acceptedMouseButtons())) relevant = false; } if (relevant) targets << item; // add this item last: children take precedence return targets; } // return the joined lists // list1 has priority, common items come last QVector QQuickWindowPrivate::mergePointerTargets(const QVector &list1, const QVector &list2) const { QVector targets = list1; // start at the end of list2 // if item not in list, append it // if item found, move to next one, inserting before the last found one int insertPosition = targets.length(); for (int i = list2.length() - 1; i >= 0; --i) { int newInsertPosition = targets.lastIndexOf(list2.at(i), insertPosition); if (newInsertPosition >= 0) { Q_ASSERT(newInsertPosition <= insertPosition); insertPosition = newInsertPosition; } // check for duplicates, only insert if the item isn't there already if (insertPosition == targets.size() || list2.at(i) != targets.at(insertPosition)) targets.insert(insertPosition, list2.at(i)); } return targets; } void QQuickWindowPrivate::deliverTouchEvent(QQuickPointerTouchEvent *event) { qCDebug(DBG_TOUCH) << " - delivering" << event->asTouchEvent(); if (event->isPressEvent()) deliverPressOrReleaseEvent(event); if (!event->allUpdatedPointsAccepted()) deliverUpdatedTouchPoints(event); if (event->isReleaseEvent()) deliverPressOrReleaseEvent(event, true); // Remove released points from itemForTouchPointId bool allReleased = true; int pointCount = event->pointCount(); for (int i = 0; i < pointCount; ++i) { QQuickEventPoint *point = event->point(i); if (point->state() == QQuickEventPoint::Released) { int id = point->pointId(); qCDebug(DBG_TOUCH_TARGET) << "TP" << hex << id << "released"; point->setGrabberItem(nullptr); if (id == touchMouseId) { touchMouseId = -1; touchMouseDevice = nullptr; } } else { allReleased = false; } } if (allReleased) { if (Q_UNLIKELY(!event->exclusiveGrabbers().isEmpty())) qWarning() << "No release received for some grabbers" << event->exclusiveGrabbers(); event->clearGrabbers(); } } // Deliver touch points to existing grabbers void QQuickWindowPrivate::deliverUpdatedTouchPoints(QQuickPointerTouchEvent *event) { bool done = false; const auto grabbers = event->exclusiveGrabbers(); for (auto grabber : grabbers) { // The grabber is guaranteed to be either an item or a handler. QQuickItem *receiver = qmlobject_cast(grabber); if (!receiver) { // The grabber is not an item? It's a handler then. Let it have the event first. QQuickPointerHandler *handler = static_cast(grabber); receiver = static_cast(grabber)->parentItem(); if (sendFilteredPointerEvent(event, receiver)) done = true; event->localize(receiver); handler->handlePointerEvent(event); if (event->allPointsAccepted()) done = true; } if (done) break; // If the grabber is an item or the grabbing handler didn't handle it, // then deliver the event to the item (which may have multiple handlers). deliverMatchingPointsToItem(receiver, event); } // Deliver to each eventpoint's passive grabbers (but don't visit any handler more than once) int pointCount = event->pointCount(); for (int i = 0; i < pointCount; ++i) { QQuickEventPoint *point = event->point(i); deliverToPassiveGrabbers(point->passiveGrabbers(), event); } if (done) return; // If some points weren't grabbed, deliver only to non-grabber PointerHandlers in reverse paint order if (!event->allPointsGrabbed()) { QVector targetItems; for (int i = 0; i < pointCount; ++i) { QQuickEventPoint *point = event->point(i); if (point->state() == QQuickEventPoint::Pressed) continue; // presses were delivered earlier; not the responsibility of deliverUpdatedTouchPoints QVector targetItemsForPoint = pointerTargets(contentItem, point->scenePosition(), false, false); if (targetItems.count()) { targetItems = mergePointerTargets(targetItems, targetItemsForPoint); } else { targetItems = targetItemsForPoint; } } for (QQuickItem *item : targetItems) { if (grabbers.contains(item)) continue; QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); event->localize(item); itemPrivate->handlePointerEvent(event, true); // avoid re-delivering to grabbers if (event->allPointsGrabbed()) break; } } } // Deliver an event containing newly pressed or released touch points bool QQuickWindowPrivate::deliverPressOrReleaseEvent(QQuickPointerEvent *event, bool handlersOnly) { int pointCount = event->pointCount(); QVector targetItems; bool isTouchEvent = (event->asPointerTouchEvent() != nullptr); for (int i = 0; i < pointCount; ++i) { auto point = event->point(i); point->setAccepted(false); // because otherwise touchEventForItem will ignore it if (point->grabberPointerHandler() && point->state() == QQuickEventPoint::Released) point->setGrabberPointerHandler(nullptr, true); QVector targetItemsForPoint = pointerTargets(contentItem, point->scenePosition(), !isTouchEvent, isTouchEvent); if (targetItems.count()) { targetItems = mergePointerTargets(targetItems, targetItemsForPoint); } else { targetItems = targetItemsForPoint; } } for (QQuickItem *item : targetItems) { if (!handlersOnly && sendFilteredPointerEvent(event, item)) { if (event->isAccepted()) { for (int i = 0; i < event->pointCount(); ++i) event->point(i)->setAccepted(); return true; } skipDelivery.append(item); } // Do not deliverMatchingPointsTo any item for which the filtering parent already intercepted the event, // nor to any item which already had a chance to filter. if (skipDelivery.contains(item)) continue; deliverMatchingPointsToItem(item, event, handlersOnly); if (event->allPointsAccepted()) handlersOnly = true; } return event->allPointsAccepted(); } void QQuickWindowPrivate::deliverMatchingPointsToItem(QQuickItem *item, QQuickPointerEvent *pointerEvent, bool handlersOnly) { Q_Q(QQuickWindow); QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item); pointerEvent->localize(item); // Let the Item's handlers (if any) have the event first. // However, double click should never be delivered to handlers. if (!pointerEvent->isDoubleClickEvent()) { bool wasAccepted = pointerEvent->allPointsAccepted(); itemPrivate->handlePointerEvent(pointerEvent); allowDoubleClick = wasAccepted || !(pointerEvent->asPointerMouseEvent() && pointerEvent->isPressEvent() && pointerEvent->allPointsAccepted()); } if (handlersOnly) return; if (pointerEvent->allPointsAccepted() && !pointerEvent->isReleaseEvent()) return; // If all points are released and the item is not the grabber, it doesn't get the event. // But if at least one point is still pressed, we might be in a potential gesture-takeover scenario. if (pointerEvent->isReleaseEvent() && !pointerEvent->isUpdateEvent() && !pointerEvent->exclusiveGrabbers().contains(item)) return; // TODO: unite this mouse point delivery with the synthetic mouse event below auto event = pointerEvent->asPointerMouseEvent(); if (event && item->acceptedMouseButtons() & event->button()) { auto point = event->point(0); if (point->isAccepted()) return; // The only reason to already have a mouse grabber here is // synthetic events - flickable sends one when setPressDelay is used. auto oldMouseGrabber = q->mouseGrabberItem(); QPointF localPos = item->mapFromScene(point->scenePosition()); Q_ASSERT(item->contains(localPos)); // transform is checked already QMouseEvent *me = event->asMouseEvent(localPos); me->accept(); QCoreApplication::sendEvent(item, me); if (me->isAccepted()) { auto mouseGrabber = q->mouseGrabberItem(); if (mouseGrabber && mouseGrabber != item && mouseGrabber != oldMouseGrabber) { item->mouseUngrabEvent(); } else { item->grabMouse(); } point->setAccepted(true); } return; } QQuickPointerTouchEvent *ptEvent = pointerEvent->asPointerTouchEvent(); if (!ptEvent) return; QScopedPointer touchEvent(ptEvent->touchEventForItem(item)); if (!touchEvent) return; qCDebug(DBG_TOUCH) << "considering delivering " << touchEvent.data() << " to " << item; bool eventAccepted = false; // If any parent filters the event, we're done. if (sendFilteredPointerEvent(pointerEvent, item)) return; // Deliver the touch event to the given item qCDebug(DBG_TOUCH) << " - actually delivering " << touchEvent.data() << " to " << item; QCoreApplication::sendEvent(item, touchEvent.data()); eventAccepted = touchEvent->isAccepted(); // If the touch event wasn't accepted, synthesize a mouse event and see if the item wants it. if (!eventAccepted && (itemPrivate->acceptedMouseButtons() & Qt::LeftButton)) { // send mouse event if (deliverTouchAsMouse(item, ptEvent)) eventAccepted = true; } if (eventAccepted) { // If the touch was accepted (regardless by whom or in what form), // update accepted new points. bool isPressOrRelease = pointerEvent->isPressEvent() || pointerEvent->isReleaseEvent(); for (auto point: qAsConst(touchEvent->touchPoints())) { auto pointerEventPoint = ptEvent->pointById(point.id()); pointerEventPoint->setAccepted(); if (isPressOrRelease) pointerEventPoint->setGrabberItem(item); } } 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. for (auto point: qAsConst(touchEvent->touchPoints())) { if (point.state() == Qt::TouchPointPressed) { if (ptEvent->pointById(point.id())->exclusiveGrabber() == item) { qCDebug(DBG_TOUCH_TARGET) << "TP" << hex << point.id() << "disassociated"; ptEvent->pointById(point.id())->setGrabberItem(nullptr); } } } } } #if QT_CONFIG(draganddrop) void QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QEvent *event) { 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); QCoreApplication::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)) QCoreApplication::sendEvent(**grabItem, &leaveEvent); return; } else for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem)) { QDragMoveEvent *moveEvent = static_cast(event); if (deliverDragEvent(grabber, **grabItem, moveEvent)) { 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); QCoreApplication::sendEvent(**grabItem, &translatedEvent); ++grabItem; } else { QDragLeaveEvent leaveEvent; QCoreApplication::sendEvent(**grabItem, &leaveEvent); grabItem = grabber->release(grabItem); } } return; } else { QDragLeaveEvent leaveEvent; QCoreApplication::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) { 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); translatedEvent.setAccepted(event->isAccepted()); QCoreApplication::sendEvent(item, &translatedEvent); event->setAccepted(translatedEvent.isAccepted()); event->setDropAction(translatedEvent.dropAction()); if (event->type() == QEvent::DragEnter) { if (translatedEvent.isAccepted()) { grabber->grab(item); accepted = true; } } else { accepted = true; } } } return accepted; } #endif // draganddrop #if QT_CONFIG(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; } if (itemPrivate->subtreeCursorEnabled) { 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::sendFilteredPointerEvent(QQuickPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent) { hasFiltered.clear(); return sendFilteredPointerEventImpl(event, receiver, filteringParent ? filteringParent : receiver->parentItem()); } bool QQuickWindowPrivate::sendFilteredPointerEventImpl(QQuickPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent) { if (!allowChildEventFiltering) return false; if (!filteringParent) return false; bool filtered = false; if (filteringParent->filtersChildMouseEvents() && !hasFiltered.contains(filteringParent)) { hasFiltered.append(filteringParent); if (QQuickPointerMouseEvent *pme = event->asPointerMouseEvent()) { if (receiver->acceptedMouseButtons()) { QPointF localPos = receiver->mapFromScene(pme->point(0)->scenePosition()); QMouseEvent *me = pme->asMouseEvent(localPos); const bool wasAccepted = me->isAccepted(); me->setAccepted(true); auto oldMouseGrabber = pme->point(0)->grabberItem(); if (filteringParent->childMouseEventFilter(receiver, me)) { qCDebug(DBG_MOUSE) << "mouse event intercepted by childMouseEventFilter of " << filteringParent; skipDelivery.append(filteringParent); filtered = true; if (me->isAccepted() && pme->isPressEvent()) { auto mouseGrabber = pme->point(0)->grabberItem(); if (mouseGrabber && mouseGrabber != receiver && mouseGrabber != oldMouseGrabber) { receiver->mouseUngrabEvent(); } else { pme->point(0)->setGrabberItem(receiver); } } } else { // Restore accepted state if the event was not filtered. me->setAccepted(wasAccepted); } } } else if (QQuickPointerTouchEvent *pte = event->asPointerTouchEvent()) { #if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0) bool acceptsTouchEvents = receiver->acceptTouchEvents(); #else // In versions prior to Qt 6, we can't trust item->acceptTouchEvents() here, because it defaults to true. bool acceptsTouchEvents = false; #endif if (acceptsTouchEvents || receiver->acceptedMouseButtons()) { // get a touch event customized for delivery to filteringParent QScopedPointer filteringParentTouchEvent(pte->touchEventForItem(receiver, true)); if (filteringParentTouchEvent) { if (filteringParent->childMouseEventFilter(receiver, filteringParentTouchEvent.data())) { qCDebug(DBG_TOUCH) << "touch event intercepted by childMouseEventFilter of " << filteringParent; skipDelivery.append(filteringParent); for (auto point: qAsConst(filteringParentTouchEvent->touchPoints())) { QQuickEventPoint *pt = event->pointById(point.id()); pt->setAccepted(); pt->setGrabberItem(filteringParent); } return true; } else { // filteringParent didn't filter the touch event. Give it a chance to filter a synthetic mouse event. for (int i = 0; i < filteringParentTouchEvent->touchPoints().size(); ++i) { const QTouchEvent::TouchPoint &tp = filteringParentTouchEvent->touchPoints().at(i); QEvent::Type t; switch (tp.state()) { case Qt::TouchPointPressed: t = QEvent::MouseButtonPress; break; case Qt::TouchPointReleased: t = QEvent::MouseButtonRelease; break; case Qt::TouchPointStationary: continue; default: t = QEvent::MouseMove; break; } bool touchMouseUnset = (touchMouseId == -1); // Only deliver mouse event if it is the touchMouseId or it could become the touchMouseId if (touchMouseUnset || touchMouseId == tp.id()) { // convert filteringParentTouchEvent (which is already transformed wrt local position, velocity, etc.) // into a synthetic mouse event, and let childMouseEventFilter() have another chance with that QScopedPointer mouseEvent(touchToMouseEvent(t, tp, filteringParentTouchEvent.data(), receiver, false)); // If a filtering item calls QQuickWindow::mouseGrabberItem(), it should // report the touchpoint's grabber. Whenever we send a synthetic mouse event, // touchMouseId and touchMouseDevice must be set, even if it's only temporarily and isn't grabbed. touchMouseId = tp.id(); touchMouseDevice = event->device(); if (filteringParent->childMouseEventFilter(receiver, mouseEvent.data())) { qCDebug(DBG_TOUCH) << "touch event intercepted as synth mouse event by childMouseEventFilter of " << filteringParent; skipDelivery.append(filteringParent); if (t != QEvent::MouseButtonRelease) { qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << hex << tp.id() << "->" << filteringParent; pointerEventInstance(touchMouseDevice)->pointById(tp.id())->setGrabberItem(filteringParent); touchMouseUnset = false; // We want to leave touchMouseId and touchMouseDevice set if (mouseEvent->isAccepted()) filteringParent->grabMouse(); } filtered = true; } if (touchMouseUnset) { // Now that we're done sending a synth mouse event, and it wasn't grabbed, // the touchpoint is no longer acting as a synthetic mouse. Restore previous state. touchMouseId = -1; touchMouseDevice = nullptr; } // Only one touchpoint can be treated as a synthetic mouse, so after childMouseEventFilter // has been called once, we're done with this loop over the touchpoints. break; } } } } } } } return sendFilteredPointerEventImpl(event, receiver, filteringParent->parentItem()) || filtered; } bool QQuickWindowPrivate::sendFilteredMouseEvent(QEvent *event, QQuickItem *receiver, QQuickItem *filteringParent) { if (!filteringParent) return false; QQuickItemPrivate *filteringParentPrivate = QQuickItemPrivate::get(filteringParent); if (filteringParentPrivate->replayingPressEvent) return false; bool filtered = false; if (filteringParentPrivate->filtersChildMouseEvents && !hasFiltered.contains(filteringParent)) { hasFiltered.append(filteringParent); if (filteringParent->childMouseEventFilter(receiver, event)) { filtered = true; skipDelivery.append(filteringParent); } qCDebug(DBG_MOUSE_TARGET) << "for" << receiver << filteringParent << "childMouseEventFilter ->" << filtered; } return sendFilteredMouseEvent(event, receiver, filteringParent->parentItem()) || filtered; } bool QQuickWindowPrivate::dragOverThreshold(qreal d, Qt::Axis axis, QMouseEvent *event, int startDragThreshold) { QStyleHints *styleHints = QGuiApplication::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 } #if QT_DEPRECATED_SINCE(5, 8) /*! Propagates an event \a e to a QQuickItem \a item on the window. Use \l QCoreApplication::sendEvent() directly instead. The return value is currently not used. \deprecated */ // ### Qt6: remove 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? d->hasFiltered.clear(); if (!d->sendFilteredMouseEvent(e, item, item->parentItem())) { // accept because qml items by default accept and have to explicitly opt out of accepting e->accept(); QCoreApplication::sendEvent(item, e); } } break; default: QCoreApplication::sendEvent(item, e); break; } return false; } #endif 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->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); for (QSet::const_iterator it = parentlessItems.begin(), cend = parentlessItems.end(); it != cend; ++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); } } static inline QSGNode *qquickitem_before_paintNode(QQuickItemPrivate *d) { const QList childItems = d->paintOrderChildItems(); QQuickItem *before = 0; for (int i=0; iz() < 0 && (dd->explicitVisible || (dd->extra.isAllocated() && dd->extra->effectRefCount))) before = childItems.at(i); else break; } return Q_UNLIKELY(before) ? QQuickItemPrivate::get(before)->itemNode() : 0; } static QSGNode *fetchNextNode(QQuickItemPrivate *itemPriv, int &ii, bool &returnedPaintNode) { QList orderedChildren = itemPriv->paintOrderChildItems(); 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; ii++; return childPrivate->itemNode(); } if (itemPriv->paintNode && !returnedPaintNode) { returnedPaintNode = true; return itemPriv->paintNode; } for (; ii < orderedChildren.count(); ++ii) { QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(orderedChildren.at(ii)); if (!childPrivate->explicitVisible && (!childPrivate->extra.isAllocated() || !childPrivate->extra->effectRefCount)) continue; ii++; return childPrivate->itemNode(); } return 0; } 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(); if (item->clip()) { Q_ASSERT(itemPriv->clipNode() == 0); QQuickDefaultClipNode *clip = new QQuickDefaultClipNode(item->clipRect()); itemPriv->extra.value().clipNode = clip; clip->update(); if (!child) { parent->reparentChildNodesTo(clip); parent->appendChildNode(clip); } else { parent->removeChildNode(child); clip->appendChildNode(child); parent->appendChildNode(clip); } } else { QQuickDefaultClipNode *clip = itemPriv->clipNode(); Q_ASSERT(clip); parent->removeChildNode(clip); if (child) { clip->removeChildNode(child); parent->appendChildNode(child); } else { clip->reparentChildNodesTo(parent); } delete itemPriv->clipNode(); itemPriv->extra->clipNode = 0; } } if (effectRefEffectivelyChanged) { if (dirty & QQuickItemPrivate::ChildrenUpdateMask) itemPriv->childContainerNode()->removeAllChildNodes(); QSGNode *parent = itemPriv->clipNode(); if (!parent) parent = itemPriv->opacityNode(); if (!parent) parent = itemPriv->itemNode(); if (itemPriv->extra.isAllocated() && itemPriv->extra->effectRefCount) { Q_ASSERT(itemPriv->rootNode() == 0); QSGRootNode *root = new QSGRootNode(); itemPriv->extra->rootNode = root; parent->reparentChildNodesTo(root); parent->appendChildNode(root); } else { Q_ASSERT(itemPriv->rootNode() != 0); QSGRootNode *root = itemPriv->rootNode(); parent->removeChildNode(root); root->reparentChildNodesTo(parent); delete itemPriv->rootNode(); itemPriv->extra->rootNode = 0; } } if (dirty & QQuickItemPrivate::ChildrenUpdateMask) { int ii = 0; bool fetchedPaintNode = false; QList orderedChildren = itemPriv->paintOrderChildItems(); int desiredNodesSize = orderedChildren.size() + (itemPriv->paintNode ? 1 : 0); // now start making current state match the promised land of // desiredNodes. in the case of our current state matching desiredNodes // (though why would we get ChildrenUpdateMask with no changes?) then we // should make no changes at all. // how many nodes did we process, when examining changes int desiredNodesProcessed = 0; // currentNode is how far, in our present tree, we have processed. we // make use of this later on to trim the current child list if the // desired list is shorter. QSGNode *groupNode = itemPriv->childContainerNode(); QSGNode *currentNode = groupNode->firstChild(); int added = 0; int removed = 0; int replaced = 0; QSGNode *desiredNode = 0; while (currentNode && (desiredNode = fetchNextNode(itemPriv, ii, fetchedPaintNode))) { // uh oh... reality and our utopic paradise are diverging! // we need to reconcile this... if (currentNode != desiredNode) { // for now, we're just removing the node from the children - // and replacing it with the new node. if (desiredNode->parent()) desiredNode->parent()->removeChildNode(desiredNode); groupNode->insertChildNodeAfter(desiredNode, currentNode); groupNode->removeChildNode(currentNode); replaced++; // since we just replaced currentNode, we also need to reset // the pointer. currentNode = desiredNode; } currentNode = currentNode->nextSibling(); desiredNodesProcessed++; } // if we didn't process as many nodes as in the new list, then we have // more nodes at the end of desiredNodes to append to our list. // this will be the case when adding new nodes, for instance. if (desiredNodesProcessed < desiredNodesSize) { while ((desiredNode = fetchNextNode(itemPriv, ii, fetchedPaintNode))) { if (desiredNode->parent()) desiredNode->parent()->removeChildNode(desiredNode); groupNode->appendChildNode(desiredNode); added++; } } else if (currentNode) { // on the other hand, if we processed less than our current node // tree, then nodes have been _removed_ from the scene, and we need // to take care of that here. while (currentNode) { QSGNode *node = currentNode->nextSibling(); groupNode->removeChildNode(currentNode); currentNode = node; removed++; } } } 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()) { QSGOpacityNode *node = new QSGOpacityNode; itemPriv->extra.value().opacityNode = node; QSGNode *parent = itemPriv->itemNode(); QSGNode *child = itemPriv->clipNode(); if (!child) child = itemPriv->rootNode(); if (child) { parent->removeChildNode(child); node->appendChildNode(child); parent->appendChildNode(node); } else { parent->reparentChildNodesTo(node); parent->appendChildNode(node); } } 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) { QSGNode *before = qquickitem_before_paintNode(itemPriv); if (before && before->parent()) { Q_ASSERT(before->parent() == itemPriv->childContainerNode()); itemPriv->childContainerNode()->insertChildNodeAfter(itemPriv->paintNode, before); } else { itemPriv->childContainerNode()->prependChildNode(itemPriv->paintNode); } } } else if (itemPriv->paintNode) { delete itemPriv->paintNode; itemPriv->paintNode = 0; } } #ifndef QT_NO_DEBUG // Check consistency. QList nodes; nodes << itemPriv->itemNodeInstance << itemPriv->opacityNode() << itemPriv->clipNode() << itemPriv->rootNode() << itemPriv->paintNode; nodes.removeAll(0); Q_ASSERT(nodes.constFirst() == itemPriv->itemNodeInstance); for (int i=1; iparent() == nodes.at(i-1)); // Only the paintNode and the one who is childContainer may have more than one child. Q_ASSERT(n == itemPriv->paintNode || n == itemPriv->childContainerNode() || n->childCount() == 1); } #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); #if QT_CONFIG(opengl) delete d->vaoHelper; d->vaoHelper = 0; #endif 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, or the scene graph is not using OpenGL, this function will return null. \note If using a scene graph adaptation other than OpenGL this function will return nullptr. \sa sceneGraphInitialized(), sceneGraphInvalidated() */ QOpenGLContext *QQuickWindow::openglContext() const { #if QT_CONFIG(opengl) Q_D(const QQuickWindow); if (d->context && d->context->isValid()) { QSGRendererInterface *rif = d->context->sceneGraphContext()->rendererInterface(d->context); if (rif && rif->graphicsApi() == QSGRendererInterface::OpenGL) { auto openglRenderContext = static_cast(d->context); return openglRenderContext->openglContext(); } } #endif return nullptr; } /*! Returns true if the scene graph has been initialized; otherwise returns false. */ bool QQuickWindow::isSceneGraphInitialized() const { Q_D(const QQuickWindow); return d->context != 0 && d->context->isValid(); } /*! \fn void QQuickWindow::frameSwapped() This signal is emitted when a frame has been queued for presenting. With vertical synchronization enabled the signal is emitted at most once per vsync interval in a continuously animating scene. 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 graphics rendering context used has been invalidated and all user resources tied to that context should be released. In the case of the default OpenGL adaptation the 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 graphics 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 title bar close button). The CloseEvent contains an accepted property which can be set to false to abort closing the window. \sa QQuickWindow::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(QQuickCloseEvent *close) \since 5.1 This signal is emitted when the window receives the event \a close 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 \a close parameter. The \c {close.accepted} property is true by default so that the window is allowed to close; but you can implement an \c onClosing handler and set \c {close.accepted = false} if you need to do something else before the window can be closed. The corresponding handler is \c onClosing. */ #if QT_CONFIG(opengl) /*! 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. \note This function only has an effect when using the default OpenGL scene graph adaptation. \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::setRenderTarget: 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(); } } #endif /*! \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. \note \a fboId can also be set to 0. In this case rendering will target the default framebuffer of whichever surface is current when the scenegraph renders. \a size must still be valid, specifying the dimensions of the surface. \note This function only has an effect when using the default OpenGL scene graph adaptation. \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; } #if QT_CONFIG(opengl) /*! 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. \note This function will return nullptr when not using the OpenGL scene graph adaptation. */ QOpenGLFramebufferObject *QQuickWindow::renderTarget() const { Q_D(const QQuickWindow); return d->renderTarget; } #endif /*! 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() && !d->renderControl) { if (d->windowManager && (d->windowManager->flags() & QSGRenderLoop::SupportsGrabWithoutExpose)) return d->windowManager->grab(this); } #if QT_CONFIG(opengl) if (!isVisible() && !d->renderControl) { auto openglRenderContext = static_cast(d->context); if (!openglRenderContext->openglContext()) { 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()); bool alpha = format().alphaBufferSize() > 0 && color().alpha() < 255; QImage image = qt_gl_read_framebuffer(size() * effectiveDevicePixelRatio(), alpha, alpha); image.setDevicePixelRatio(effectiveDevicePixelRatio()); d->cleanupNodesOnShutdown(); d->context->invalidate(); context.doneCurrent(); return image; } } #endif 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 OpenGL texture when the texture object is deleted. \value TextureCanUseAtlas The image can be uploaded into a texture atlas. \value TextureIsOpaque The texture will return false for QSGTexture::hasAlphaChannel() and will not be blended. This flag was added in Qt 5.6. */ /*! \enum QQuickWindow::SceneGraphError This enum describes the error in a sceneGraphError() signal. \value ContextNotAvailable graphics 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 */ /*! \enum QQuickWindow::TextRenderType \since 5.10 This enum describes the default render type of text-like elements in Qt Quick (\l Text, \l TextInput, etc.). Select NativeTextRendering if you prefer text to look native on the target platform and do not require advanced features such as transformation of the text. Using such features in combination with the NativeTextRendering render type will lend poor and sometimes pixelated results. \value QtTextRendering Use Qt's own rasterization algorithm. \value NativeTextRendering Use the operating system's native rasterizer for text. */ /*! \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 OpenGL 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 graphics 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 When using the OpenGL adaptation, make sure that a signal handler for afterSynchronizing leaves the OpenGL 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 OpenGL under QML content. The OpenGL 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 OpenGL 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 OpenGL on top of QML content, or to do screen scraping of the current frame buffer. The OpenGL 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 OpenGL 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. \note This signal will only be emmited when using the default OpenGL scene graph adaptation. \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 graphics 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 sceneGraphAboutToStop() leaves the graphics 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 render OpengGL content 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. For example whe using the OpenGL adaptation the actual OpenGL 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. When \a options contains TextureIsOpaque, the engine will create an RGB texture which returns false for QSGTexture::hasAlphaChannel(). Opaque textures will in most cases be faster to render. When this flag is not set, the texture will have an alpha channel based on the image's format. When \a options contains TextureHasMipmaps, the engine will create a texture which can use mipmap filtering. Mipmapped textures can not be in an atlas. When using the OpenGL adaptation, 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 (!isSceneGraphInitialized()) // check both for d->context and d->context->isValid() return 0; uint flags = 0; if (options & TextureCanUseAtlas) flags |= QSGRenderContext::CreateTexture_Atlas; if (options & TextureHasMipmaps) flags |= QSGRenderContext::CreateTexture_Mipmap; if (!(options & TextureIsOpaque)) flags |= QSGRenderContext::CreateTexture_Alpha; return d->context->createTexture(image, flags); } /*! Creates a new QSGTexture object from an existing OpenGL 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 null if the scenegraph has not yet been initialized or OpenGL is not in use. \note This function only has an effect when using the default OpenGL scene graph adaptation. \sa sceneGraphInitialized(), QSGTexture */ QSGTexture *QQuickWindow::createTextureFromId(uint id, const QSize &size, CreateTextureOptions options) const { #if QT_CONFIG(opengl) if (openglContext()) { QSGPlainTexture *texture = new QSGPlainTexture(); texture->setTextureId(id); texture->setHasAlphaChannel(options & TextureHasAlphaChannel); texture->setOwnsTexture(options & TextureOwnsGLTexture); texture->setTextureSize(size); return texture; } #else Q_UNUSED(id) Q_UNUSED(size) Q_UNUSED(options) #endif 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; } #if QT_CONFIG(opengl) /*! \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. \note This function only has an effect when using the default OpenGL scene graph adaptation. \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(); } #endif /*! \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. \sa Qt::WindowFlags */ /*! \qmlattachedproperty Window Window::window \since 5.7 This attached property holds the item's window. The Window attached property can be attached to any Item. */ /*! \qmlattachedproperty int Window::width \qmlattachedproperty int Window::height \since 5.5 These attached properties hold the size of the item's window. The Window attached property can be attached to any Item. */ /*! \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 \l {QWindow::}{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 \l {QWindow::}{AutomaticVisibility} means to give the window a default visible state, which might be \l {QWindow::}{FullScreen} or \l {QWindow::}{Windowed} depending on the platform. However when reading the visibility property you will always get the actual state, never \c AutomaticVisibility. When a window is not visible its visibility is Hidden, and setting visibility to \l {QWindow::}{Hidden} is the same as setting \l visible to \c 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 \c 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 Item Window::contentItem \readonly \brief The invisible root item of the scene. */ /*! \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 variant Window::screen The screen with which the window is associated. If specified before showing a window, will result in the window being shown on that screen, unless an explicit window position has been set. The value must be an element from the Qt.application.screens array. \note To ensure that the window is associated with the desired screen when the underlying native window is created, make sure this property is set as early as possible and that the setting of its value is not deferred. This can be particularly important on embedded platforms without a windowing system, where only one window per screen is allowed at a time. Setting the screen after a window has been created does not move the window if the new screen is part of the same virtual desktop as the old screen. \since 5.9 \sa QWindow::setScreen(), QWindow::screen(), QScreen, {QtQml::Qt::application}{Qt.application} */ /*! \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 bool 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 milliseconds. 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. */ /*! \qmlmethod QtQuick::Window::close() Closes the window. When this method is called, or when the user tries to close the window by its title bar button, the \l closing signal will be emitted. If there is no handler, or the handler does not revoke permission to close, the window will subsequently close. If the QGuiApplication::quitOnLastWindowClosed property is \c true, and there are no other windows open, the application will quit. */ /*! \qmlmethod QtQuick::Window::raise() Raises the window in the windowing system. Requests that the window be raised to appear above other windows. */ /*! \qmlmethod QtQuick::Window::lower() Lowers the window in the windowing system. Requests that the window be lowered to appear below other windows. */ /*! \qmlmethod QtQuick::Window::show() Shows the window. This is equivalent to calling showFullScreen(), showMaximized(), or showNormal(), depending on the platform's default behavior for the window type and flags. \sa showFullScreen(), showMaximized(), showNormal(), hide(), QQuickItem::flags() */ /*! \qmlmethod QtQuick::Window::hide() Hides the window. Equivalent to setting \l visible to \c false or \l visibility to \l {QWindow::}{Hidden}. \sa show() */ /*! \qmlmethod QtQuick::Window::showMinimized() Shows the window as minimized. Equivalent to setting \l visibility to \l {QWindow::}{Minimized}. */ /*! \qmlmethod QtQuick::Window::showMaximized() Shows the window as maximized. Equivalent to setting \l visibility to \l {QWindow::}{Maximized}. */ /*! \qmlmethod QtQuick::Window::showFullScreen() Shows the window as fullscreen. Equivalent to setting \l visibility to \l {QWindow::}{FullScreen}. */ /*! \qmlmethod QtQuick::Window::showNormal() Shows the window as normal, i.e. neither maximized, minimized, nor fullscreen. Equivalent to setting \l visibility to \l {QWindow::}{Windowed}. */ /*! \enum QQuickWindow::RenderStage \since 5.4 \value BeforeSynchronizingStage Before synchronization. \value AfterSynchronizingStage After synchronization. \value BeforeRenderingStage Before rendering. \value AfterRenderingStage After rendering. \value AfterSwapStage After the frame is swapped. \value NoStage As soon as possible. This value was added in Qt 5.6. \sa {Scene Graph and Rendering} */ /*! \since 5.4 Schedules \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. If \a stage is \l NoStage, \a job will be run at the earliest opportunity whenever the render thread is not busy rendering a frame. If there is no OpenGL context available or the window is not exposed at the time the job is either posted or handled, it is deleted without executing the run() method. If a non-threaded renderer is in use, the run() method of the job is executed synchronously. The OpenGL context is changed to the renderer context before executing a \l NoStage job. \note This function does not trigger rendering; the jobs targeting any other stage than NoStage 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; } else if (stage == NoStage) { if (isExposed()) d->windowManager->postJob(this, job); else delete job; } d->renderJobMutex.unlock(); } void QQuickWindowPrivate::runAndClearJobs(QList *jobs) { renderJobMutex.lock(); QList jobList = *jobs; jobs->clear(); renderJobMutex.unlock(); for (QRunnable *r : qAsConst(jobList)) { r->run(); delete r; } } void QQuickWindow::runJobsAfterSwap() { Q_D(QQuickWindow); d->runAndClearJobs(&d->afterSwapJobs); } /*! * Returns the device pixel ratio for this window. * * This is different from QWindow::devicePixelRatio() in that it supports * redirected rendering via QQuickRenderControl. When using a * QQuickRenderControl, the QQuickWindow is often not created, meaning it is * never shown and there is no underlying native window created in the * windowing system. As a result, querying properties like the device pixel * ratio cannot give correct results. Use this function instead. * * \sa QWindow::devicePixelRatio() */ qreal QQuickWindow::effectiveDevicePixelRatio() const { QWindow *w = QQuickRenderControl::renderWindowFor(const_cast(this)); return w ? w->devicePixelRatio() : devicePixelRatio(); } /*! \return the current renderer interface. The value is always valid and is never null. \note This function can be called at any time after constructing the QQuickWindow, even while isSceneGraphInitialized() is still false. However, some renderer interface functions, in particular QSGRendererInterface::getResource() will not be functional until the scenegraph is up and running. Backend queries, like QSGRendererInterface::graphicsApi() or QSGRendererInterface::shaderType(), will always be functional on the other hand. \note The ownership of the returned pointer stays with Qt. The returned instance may or may not be shared between different QQuickWindow instances, depending on the scenegraph backend in use. Therefore applications are expected to query the interface object for each QQuickWindow instead of reusing the already queried pointer. \sa QSGRenderNode, QSGRendererInterface \since 5.8 */ QSGRendererInterface *QQuickWindow::rendererInterface() const { Q_D(const QQuickWindow); // no context validity check - it is essential to be able to return a // renderer interface instance before scenegraphInitialized() is emitted // (depending on the backend, that can happen way too late for some of the // rif use cases, like examining the graphics api or shading language in // use) return d->context->sceneGraphContext()->rendererInterface(d->context); } /*! Requests a Qt Quick scenegraph backend for the specified graphics \a api. Backends can either be built-in or be installed in form of dynamically loaded plugins. \note The call to the function must happen before constructing the first QQuickWindow in the application. It cannot be changed afterwards. If the selected backend is invalid or an error occurs, the default backend (OpenGL or software, depending on the Qt configuration) is used. \since 5.8 */ void QQuickWindow::setSceneGraphBackend(QSGRendererInterface::GraphicsApi api) { switch (api) { case QSGRendererInterface::Software: setSceneGraphBackend(QStringLiteral("software")); break; case QSGRendererInterface::Direct3D12: setSceneGraphBackend(QStringLiteral("d3d12")); break; default: break; } } /*! Requests the specified Qt Quick scenegraph \a backend. Backends can either be built-in or be installed in form of dynamically loaded plugins. \overload \note The call to the function must happen before constructing the first QQuickWindow in the application. It cannot be changed afterwards. If \a backend is invalid or an error occurs, the default backend (OpenGL or software, depending on the Qt configuration) is used. \note Calling this function is equivalent to setting the \c QT_QUICK_BACKEND or \c QMLSCENE_DEVICE environment variables. However, this API is safer to use in applications that spawn other processes as there is no need to worry about environment inheritance. \since 5.8 */ void QQuickWindow::setSceneGraphBackend(const QString &backend) { QSGContext::setBackend(backend); } /*! Returns the requested Qt Quick scenegraph backend. \note The return value of this function may still be outdated by subsequent calls to setSceneGraphBackend() until the first QQuickWindow in the application has been constructed. \since 5.9 */ QString QQuickWindow::sceneGraphBackend() { return QSGContext::backend(); } /*! Creates a simple rectangle node. When the scenegraph is not initialized, the return value is null. This is cross-backend alternative to constructing a QSGSimpleRectNode directly. \since 5.8 \sa QSGRectangleNode */ QSGRectangleNode *QQuickWindow::createRectangleNode() const { Q_D(const QQuickWindow); return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createRectangleNode() : nullptr; } /*! Creates a simple image node. When the scenegraph is not initialized, the return value is null. This is cross-backend alternative to constructing a QSGSimpleTextureNode directly. \since 5.8 \sa QSGImageNode */ QSGImageNode *QQuickWindow::createImageNode() const { Q_D(const QQuickWindow); return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createImageNode() : nullptr; } /*! Creates a nine patch node. When the scenegraph is not initialized, the return value is null. \since 5.8 */ QSGNinePatchNode *QQuickWindow::createNinePatchNode() const { Q_D(const QQuickWindow); return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createNinePatchNode() : nullptr; } /*! \since 5.10 Returns the render type of text-like elements in Qt Quick. The default is QQuickWindow::QtTextRendering. \sa setTextRenderType() */ QQuickWindow::TextRenderType QQuickWindow::textRenderType() { return QQuickWindowPrivate::textRenderType; } /*! \since 5.10 Sets the default render type of text-like elements in Qt Quick to \a renderType. \note setting the render type will only affect elements created afterwards; the render type of existing elements will not be modified. \sa textRenderType() */ void QQuickWindow::setTextRenderType(QQuickWindow::TextRenderType renderType) { QQuickWindowPrivate::textRenderType = renderType; } #include "moc_qquickwindow.cpp" QT_END_NAMESPACE