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|
/****************************************************************************
**
** Copyright (C) 2020 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 "qquickitem.h"
#include "qquickitem_p.h"
#include "qquickevents_p_p.h"
#include "qquickgraphicsdevice_p.h"
#if QT_CONFIG(quick_draganddrop)
#include <private/qquickdrag_p.h>
#endif
#include <private/qquickhoverhandler_p.h>
#include <private/qquickpointerhandler_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgplaintexture_p.h>
#include <private/qsgrenderloop_p.h>
#include <private/qsgrhisupport_p.h>
#include <private/qquickrendercontrol_p.h>
#include <private/qquickanimatorcontroller_p.h>
#include <private/qquickpointerhandler_p_p.h>
#include <private/qquickprofiler_p.h>
#include <private/qguiapplication_p.h>
#include <QtGui/QInputMethod>
#include <private/qabstractanimation_p.h>
#include <QtGui/qpainter.h>
#include <QtGui/qevent.h>
#include <QtGui/qmatrix4x4.h>
#include <QtGui/private/qevent_p.h>
#include <QtGui/private/qpointingdevice_p.h>
#include <QtGui/qpa/qplatformtheme.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qabstractanimation.h>
#include <QtCore/QLibraryInfo>
#include <QtCore/QRunnable>
#include <QtQml/qqmlincubator.h>
#include <QtQml/qqmlinfo.h>
#include <QtQml/private/qqmlmetatype_p.h>
#include <QtQuick/private/qquickpixmapcache_p.h>
#include <private/qqmldebugserviceinterfaces_p.h>
#include <private/qqmldebugconnector_p.h>
#include <private/qsgdefaultrendercontext_p.h>
#if QT_CONFIG(opengl)
#include <private/qopengl_p.h>
#include <QOpenGLContext>
#endif
#ifndef QT_NO_DEBUG_STREAM
#include <private/qdebug_p.h>
#endif
#include <QtGui/private/qrhi_p.h>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(DBG_TOUCH, "qt.quick.touch")
Q_LOGGING_CATEGORY(lcTouchCmprs, "qt.quick.touch.compression")
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(lcPtr, "qt.quick.pointer")
Q_LOGGING_CATEGORY(lcPtrGrab, "qt.quick.pointer.grab")
Q_LOGGING_CATEGORY(lcTablet, "qt.quick.tablet")
Q_LOGGING_CATEGORY(lcWheelTarget, "qt.quick.wheel.target")
Q_LOGGING_CATEGORY(lcGestureTarget, "qt.quick.gesture.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")
Q_LOGGING_CATEGORY(lcTransient, "qt.quick.window.transient")
extern Q_GUI_EXPORT bool qt_sendShortcutOverrideEvent(QObject *o, ulong timestamp, int k, Qt::KeyboardModifiers mods, const QString &text = QString(), bool autorep = false, ushort count = 1);
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 *) 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) 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<QQuickWindow*>(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::closeEvent(QCloseEvent *e)
{
QQuickCloseEvent qev;
qev.setAccepted(e->isAccepted());
emit closing(&qev);
e->setAccepted(qev.isAccepted());
}
/*! \reimp */
void QQuickWindow::focusOutEvent(QFocusEvent *ev)
{
Q_D(QQuickWindow);
if (d->contentItem)
d->contentItem->setFocus(false, ev->reason());
}
/*! \reimp */
void QQuickWindow::focusInEvent(QFocusEvent *ev)
{
Q_D(QQuickWindow);
if (d->contentItem)
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
/*!
* \internal
A "polish loop" can occur inside QQuickWindowPrivate::polishItems(). It is when an item calls
polish() on an(other?) item from updatePolish(). If this anomaly happens repeatedly and without
interruption (of a well-behaved updatePolish() that doesn't call polish()), it is a strong
indication that we are heading towards an infinite polish loop. A polish loop is not a bug in
Qt Quick - it is a bug caused by ill-behaved items put in the scene.
We can detect this sequence of polish loops easily, since the
QQuickWindowPrivate::itemsToPolish is basically a stack: polish() will push to it, and
polishItems() will pop from it.
Therefore if updatePolish() calls polish(), the immediate next item polishItems() processes is
the item that was polished by the previous call to updatePolish().
We therefore just need to count the number of polish loops we detected in _sequence_.
*/
struct PolishLoopDetector
{
PolishLoopDetector(const QVector<QQuickItem*> &itemsToPolish)
: itemsToPolish(itemsToPolish)
{
}
/*
* returns true when it detected a likely infinite loop
* (suggests it should abort the polish loop)
**/
bool check(QQuickItem *item, int itemsRemainingBeforeUpdatePolish)
{
if (itemsToPolish.count() > itemsRemainingBeforeUpdatePolish) {
// Detected potential polish loop.
++numPolishLoopsInSequence;
if (numPolishLoopsInSequence >= 1000) {
// Start to warn about polish loop after 1000 consecutive polish loops
if (numPolishLoopsInSequence == 100000) {
// We have looped 100,000 times without actually reducing the list of items to
// polish, give up for now.
// This is not a fix, just a remedy so that the application can be somewhat
// responsive.
numPolishLoopsInSequence = 0;
return true;
} else if (numPolishLoopsInSequence < 1005) {
// Show the 5 next items involved in the polish loop.
// (most likely they will be the same 5 items...)
QQuickItem *guiltyItem = itemsToPolish.last();
qmlWarning(item) << "possible QQuickItem::polish() loop";
auto typeAndObjectName = [](QQuickItem *item) {
QString typeName = QQmlMetaType::prettyTypeName(item);
QString objName = item->objectName();
if (!objName.isNull())
return QLatin1String("%1(%2)").arg(typeName, objName);
return typeName;
};
qmlWarning(guiltyItem) << typeAndObjectName(guiltyItem)
<< " called polish() inside updatePolish() of " << typeAndObjectName(item);
if (numPolishLoopsInSequence == 1004)
// Enough warnings. Reset counter in order to speed things up and re-detect
// more loops
numPolishLoopsInSequence = 0;
}
}
} else {
numPolishLoopsInSequence = 0;
}
return false;
}
const QVector<QQuickItem*> &itemsToPolish; // Just a ref to the one in polishItems()
int numPolishLoopsInSequence = 0;
};
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 PolishLoopDetector to determine if a warning should
// be printed to the user.
PolishLoopDetector polishLoopDetector(itemsToPolish);
while (!itemsToPolish.isEmpty()) {
QQuickItem *item = itemsToPolish.takeLast();
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
itemPrivate->polishScheduled = false;
const int itemsRemaining = itemsToPolish.count();
itemPrivate->updatePolish();
item->updatePolish();
if (polishLoopDetector.check(item, itemsRemaining) == true)
break;
}
#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 <QQuickItem *> 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 <QQuickItem *> items = item->childItems();
for (int i=0; i<items.size(); ++i)
forcePolishHelper(items.at(i));
}
/*!
Schedules polish events on all items in the scene.
*/
void QQuickWindowPrivate::forcePolish()
{
Q_Q(QQuickWindow);
if (!q->screen())
return;
forcePolishHelper(contentItem);
}
void forceUpdate(QQuickItem *item)
{
if (item->flags() & QQuickItem::ItemHasContents)
item->update();
QQuickItemPrivate::get(item)->dirty(QQuickItemPrivate::ChildrenUpdateMask);
QList <QQuickItem *> items = item->childItems();
for (int i=0; i<items.size(); ++i)
forceUpdate(items.at(i));
}
void QQuickWindowRenderTarget::reset(QRhi *rhi, QSGRenderer *renderer)
{
if (rhi && owns) {
if (renderer != nullptr && rpDesc != nullptr)
renderer->invalidatePipelineCacheDependency(rpDesc);
delete renderTarget;
delete rpDesc;
delete texture;
delete depthStencil;
}
renderTarget = nullptr;
rpDesc = nullptr;
texture = nullptr;
depthStencil = nullptr;
owns = false;
}
void QQuickWindowPrivate::ensureCustomRenderTarget()
{
// resolve() can be expensive when importing an existing native texture, so
// it is important to only do it when the QQuickRenderTarget* was really changed
if (!redirect.renderTargetDirty || !rhi)
return;
redirect.renderTargetDirty = false;
redirect.rt.reset(rhi, renderer);
// a default constructed QQuickRenderTarget means no redirection
if (customRenderTarget.isNull())
return;
QQuickRenderTargetPrivate::get(&customRenderTarget)->resolve(rhi, &redirect.rt);
}
void QQuickWindowPrivate::setCustomCommandBuffer(QRhiCommandBuffer *cb)
{
// ownership not transferred
redirect.commandBuffer = cb;
}
void QQuickWindowPrivate::syncSceneGraph()
{
Q_Q(QQuickWindow);
ensureCustomRenderTarget();
// Calculate the dpr the same way renderSceneGraph() will.
qreal devicePixelRatio = q->effectiveDevicePixelRatio();
if (redirect.rt.renderTarget && !QQuickRenderControl::renderWindowFor(q))
devicePixelRatio = 1;
QRhiCommandBuffer *cb = nullptr;
if (rhi) {
if (redirect.commandBuffer)
cb = redirect.commandBuffer;
else
cb = swapchain->currentFrameCommandBuffer();
}
context->prepareSync(devicePixelRatio, cb, graphicsConfig);
animationController->beforeNodeSync();
emit q->beforeSynchronizing();
runAndClearJobs(&beforeSynchronizingJobs);
if (!renderer) {
forceUpdate(contentItem);
QSGRootNode *rootNode = new QSGRootNode;
rootNode->appendChildNode(QQuickItemPrivate::get(contentItem)->itemNode());
const bool useDepth = graphicsConfig.isDepthBufferEnabledFor2D();
const QSGRendererInterface::RenderMode renderMode = useDepth ? QSGRendererInterface::RenderMode2D
: QSGRendererInterface::RenderMode2DNoDepthBuffer;
renderer = context->createRenderer(renderMode);
renderer->setRootNode(rootNode);
}
updateDirtyNodes();
animationController->afterNodeSync();
// Copy the current state of clearing from window into renderer.
renderer->setClearColor(clearColor);
// Cannot skip clearing the color buffer in Qt 6 anymore.
const QSGAbstractRenderer::ClearMode mode = QSGAbstractRenderer::ClearColorBuffer
| QSGAbstractRenderer::ClearStencilBuffer
| QSGAbstractRenderer::ClearDepthBuffer;
renderer->setClearMode(mode);
renderer->setVisualizationMode(visualizationMode);
emit q->afterSynchronizing();
runAndClearJobs(&afterSynchronizingJobs);
}
void QQuickWindowPrivate::emitBeforeRenderPassRecording(void *ud)
{
QQuickWindow *w = reinterpret_cast<QQuickWindow *>(ud);
emit w->beforeRenderPassRecording();
}
void QQuickWindowPrivate::emitAfterRenderPassRecording(void *ud)
{
QQuickWindow *w = reinterpret_cast<QQuickWindow *>(ud);
emit w->afterRenderPassRecording();
}
void QQuickWindowPrivate::renderSceneGraph(const QSize &size, const QSize &surfaceSize)
{
Q_Q(QQuickWindow);
if (!renderer)
return;
if (rhi) {
ensureCustomRenderTarget();
QRhiRenderTarget *rt;
QRhiRenderPassDescriptor *rp;
QRhiCommandBuffer *cb;
if (redirect.rt.renderTarget) {
rt = redirect.rt.renderTarget;
rp = rt->renderPassDescriptor();
if (!rp) {
qWarning("Custom render target is set but no renderpass descriptor has been provided.");
return;
}
cb = redirect.commandBuffer;
if (!cb) {
qWarning("Custom render target is set but no command buffer has been provided.");
return;
}
} else {
if (!swapchain) {
qWarning("QQuickWindow: No render target (neither swapchain nor custom target was provided)");
return;
}
rt = swapchain->currentFrameRenderTarget();
rp = rpDescForSwapchain;
cb = swapchain->currentFrameCommandBuffer();
}
context->beginNextRhiFrame(renderer, rt, rp, cb,
emitBeforeRenderPassRecording,
emitAfterRenderPassRecording,
q);
} else {
context->beginNextFrame(renderer,
emitBeforeRenderPassRecording,
emitAfterRenderPassRecording,
q);
}
animationController->advance();
emit q->beforeRendering();
runAndClearJobs(&beforeRenderingJobs);
QSGAbstractRenderer::MatrixTransformFlags matrixFlags;
const bool flipY = rhi ? !rhi->isYUpInNDC() : false;
if (flipY)
matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
const qreal devicePixelRatio = q->effectiveDevicePixelRatio();
if (redirect.rt.renderTarget) {
QRect rect(QPoint(0, 0), redirect.rt.renderTarget->pixelSize());
renderer->setDeviceRect(rect);
renderer->setViewportRect(rect);
if (QQuickRenderControl::renderWindowFor(q)) {
renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), size), matrixFlags);
renderer->setDevicePixelRatio(devicePixelRatio);
} else {
renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), rect.size()), matrixFlags);
renderer->setDevicePixelRatio(1);
}
} else {
QSize pixelSize;
QSizeF logicalSize;
if (surfaceSize.isEmpty()) {
pixelSize = size * devicePixelRatio;
logicalSize = size;
} else {
pixelSize = surfaceSize;
logicalSize = QSizeF(surfaceSize) / devicePixelRatio;
}
QRect rect(QPoint(0, 0), pixelSize);
renderer->setDeviceRect(rect);
renderer->setViewportRect(rect);
renderer->setProjectionMatrixToRect(QRectF(QPoint(0, 0), logicalSize), matrixFlags);
renderer->setDevicePixelRatio(devicePixelRatio);
}
if (rhi) {
context->renderNextRhiFrame(renderer);
} else {
// This is the software backend (or some custom scenegraph context
// plugin) in practice, because the default implementation always
// hits the QRhi-based path in Qt 6.
context->renderNextFrame(renderer);
}
emit q->afterRendering();
runAndClearJobs(&afterRenderingJobs);
if (rhi)
context->endNextRhiFrame(renderer);
else
context->endNextFrame(renderer);
if (renderer && renderer->hasVisualizationModeWithContinuousUpdate()) {
// For the overdraw visualizer. This update is not urgent so avoid a
// direct update() call, this is only here to keep the overdraw
// visualization box rotating even when the scene is static.
QCoreApplication::postEvent(q, new QEvent(QEvent::Type(FullUpdateRequest)));
}
}
QQuickWindowPrivate::QQuickWindowPrivate()
: contentItem(nullptr)
, activeFocusItem(nullptr)
#if QT_CONFIG(cursor)
, cursorItem(nullptr)
, cursorHandler(nullptr)
#endif
#if QT_CONFIG(quick_draganddrop)
, dragGrabber(nullptr)
#endif
, touchMouseId(-1)
, touchMouseDevice(nullptr)
, touchMousePressTimestamp(0)
, dirtyItemList(nullptr)
, devicePixelRatio(0)
, context(nullptr)
, renderer(nullptr)
, windowManager(nullptr)
, renderControl(nullptr)
, pointerEventRecursionGuard(0)
, clearColor(Qt::white)
, persistentGraphics(true)
, persistentSceneGraph(true)
, lastWheelEventAccepted(false)
, componentCompleted(true)
, allowChildEventFiltering(true)
, allowDoubleClick(true)
, lastFocusReason(Qt::OtherFocusReason)
, incubationController(nullptr)
, hasActiveSwapchain(false)
, hasRenderableSwapchain(false)
, swapchainJustBecameRenderable(false)
{
#if QT_CONFIG(quick_draganddrop)
dragGrabber = new QQuickDragGrabber;
#endif
}
QQuickWindowPrivate::~QQuickWindowPrivate()
{
redirect.rt.reset(rhi, renderer);
if (QQmlInspectorService *service = QQmlDebugConnector::service<QQmlInspectorService>())
service->removeWindow(q_func());
}
void QQuickWindowPrivate::updateChildrenPalettes(const QPalette &parentPalette)
{
Q_Q(QQuickWindow);
if (auto root = q->contentItem()) {
for (auto &&child: root->childItems()) {
QQuickItemPrivate::get(child)->inheritPalette(parentPalette);
}
}
}
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());
visualizationMode = 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());
// When using Vulkan, associating a scenegraph-managed QVulkanInstance with
// the window (but only when not using renderControl) is deferred to
// QSGRhiSupport::createRhi(). This allows applications to set up their own
// QVulkanInstance and set that on the window, if they wish to.
animationController.reset(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(qApp, SIGNAL(applicationStateChanged(Qt::ApplicationState)),
q, SLOT(handleApplicationStateChanged(Qt::ApplicationState)));
QObject::connect(q, SIGNAL(frameSwapped()), q, SLOT(runJobsAfterSwap()), Qt::DirectConnection);
if (QQmlInspectorService *service = QQmlDebugConnector::service<QQmlInspectorService>())
service->addWindow(q);
}
void QQuickWindow::handleApplicationStateChanged(Qt::ApplicationState state)
{
Q_D(QQuickWindow);
if (state != Qt::ApplicationActive && d->contentItem)
d->handleWindowDeactivate();
}
/*!
\property QQuickWindow::data
\internal
*/
QQmlListProperty<QObject> QQuickWindowPrivate::data()
{
return QQmlListProperty<QObject>(q_func(), nullptr,
QQuickWindowPrivate::data_append,
QQuickWindowPrivate::data_count,
QQuickWindowPrivate::data_at,
QQuickWindowPrivate::data_clear,
QQuickWindowPrivate::data_replace,
QQuickWindowPrivate::data_removeLast);
}
void QQuickWindowPrivate::touchToMouseEvent(QEvent::Type type, const QEventPoint &p, const QTouchEvent *touchEvent, QMutableSinglePointEvent *mouseEvent)
{
Q_ASSERT(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents));
QMutableSinglePointEvent ret(type, touchEvent->pointingDevice(), p,
(type == QEvent::MouseMove ? Qt::NoButton : Qt::LeftButton),
(type == QEvent::MouseButtonRelease ? Qt::NoButton : Qt::LeftButton),
touchEvent->modifiers(), Qt::MouseEventSynthesizedByQt);
ret.setAccepted(true); // this now causes the persistent touchpoint to be accepted too
*mouseEvent = ret;
}
bool QQuickWindowPrivate::checkIfDoubleTapped(ulong newPressEventTimestamp, QPoint newPressPos)
{
bool doubleClicked = false;
if (touchMousePressTimestamp > 0) {
QPoint distanceBetweenPresses = newPressPos - touchMousePressPos;
const int doubleTapDistance = QGuiApplication::styleHints()->touchDoubleTapDistance();
doubleClicked = (qAbs(distanceBetweenPresses.x()) <= doubleTapDistance) && (qAbs(distanceBetweenPresses.y()) <= doubleTapDistance);
if (doubleClicked) {
ulong timeBetweenPresses = newPressEventTimestamp - touchMousePressTimestamp;
ulong doubleClickInterval = static_cast<ulong>(QGuiApplication::styleHints()->
mouseDoubleClickInterval());
doubleClicked = timeBetweenPresses < doubleClickInterval;
}
}
if (doubleClicked) {
touchMousePressTimestamp = 0;
} else {
touchMousePressTimestamp = newPressEventTimestamp;
touchMousePressPos = newPressPos;
}
return doubleClicked;
}
QPointerEvent *QQuickWindowPrivate::eventInDelivery() const
{
if (eventsInDelivery.isEmpty())
return nullptr;
return eventsInDelivery.top();
}
/*! \internal
A helper function for the benefit of obsolete APIs like QQuickItem::grabMouse()
that don't have the currently-being-delivered event in context.
Returns the device the currently-being-delivered event comse from.
*/
QPointingDevicePrivate::EventPointData *QQuickWindowPrivate::mousePointData()
{
if (eventsInDelivery.isEmpty())
return nullptr;
auto devPriv = QPointingDevicePrivate::get(const_cast<QPointingDevice*>(eventsInDelivery.top()->pointingDevice()));
return devPriv->pointById(isDeliveringTouchAsMouse() ? touchMouseId : 0);
}
void QQuickWindowPrivate::cancelTouchMouseSynthesis()
{
qCDebug(DBG_TOUCH_TARGET) << "id" << touchMouseId << "on" << touchMouseDevice;
touchMouseId = -1;
touchMouseDevice = nullptr;
}
bool QQuickWindowPrivate::deliverTouchAsMouse(QQuickItem *item, QTouchEvent *pointerEvent)
{
Q_ASSERT(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents));
auto device = pointerEvent->pointingDevice();
// A touch event from a trackpad is likely to be followed by a mouse or gesture event, so mouse event synth is redundant
if (device->type() == QInputDevice::DeviceType::TouchPad && device->capabilities().testFlag(QInputDevice::Capability::MouseEmulation)) {
qCDebug(DBG_TOUCH_TARGET) << "skipping delivery of synth-mouse event from" << device;
return false;
}
// FIXME: make this work for mouse events too and get rid of the asTouchEvent in here.
QMutableTouchEvent event;
QQuickItemPrivate::get(item)->localizedTouchEvent(pointerEvent, false, &event);
if (!event.points().count())
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 (auto &p : event.points()) {
// A new touch point
if (touchMouseId == -1 && p.state() & QEventPoint::State::Pressed) {
QPointF pos = item->mapFromScene(p.scenePosition());
// probably redundant, we check bounds in the calling function (matchingNewPoints)
if (!item->contains(pos))
break;
qCDebug(DBG_TOUCH_TARGET) << device << "TP (mouse)" << Qt::hex << p.id() << "->" << item;
QMutableSinglePointEvent mousePress;
touchToMouseEvent(QEvent::MouseButtonPress, p, &event, &mousePress);
// Send a single press and see if that's accepted
QCoreApplication::sendEvent(item, &mousePress);
event.setAccepted(mousePress.isAccepted());
if (mousePress.isAccepted()) {
touchMouseDevice = device;
touchMouseId = p.id();
const auto &pt = mousePress.point(0);
if (!mousePress.exclusiveGrabber(pt))
mousePress.setExclusiveGrabber(pt, item);
if (checkIfDoubleTapped(event.timestamp(), p.globalPosition().toPoint())) {
// since we synth the mouse event from from touch, we respect the
// QPlatformTheme::TouchDoubleTapDistance instead of QPlatformTheme::MouseDoubleClickDistance
QMutableSinglePointEvent mouseDoubleClick;
touchToMouseEvent(QEvent::MouseButtonDblClick, p, &event, &mouseDoubleClick);
QCoreApplication::sendEvent(item, &mouseDoubleClick);
event.setAccepted(mouseDoubleClick.isAccepted());
if (!mouseDoubleClick.isAccepted())
cancelTouchMouseSynthesis();
}
return true;
}
// try the next point
// Touch point was there before and moved
} else if (touchMouseDevice == device && p.id() == touchMouseId) {
if (p.state() & QEventPoint::State::Updated) {
if (touchMousePressTimestamp != 0) {
const int doubleTapDistance = QGuiApplicationPrivate::platformTheme()->themeHint(QPlatformTheme::TouchDoubleTapDistance).toInt();
const QPoint moveDelta = p.globalPosition().toPoint() - touchMousePressPos;
if (moveDelta.x() >= doubleTapDistance || moveDelta.y() >= doubleTapDistance)
touchMousePressTimestamp = 0; // Got dragged too far, dismiss the double tap
}
if (QQuickItem *mouseGrabberItem = qmlobject_cast<QQuickItem *>(pointerEvent->exclusiveGrabber(p))) {
QMutableSinglePointEvent me;
touchToMouseEvent(QEvent::MouseMove, p, &event, &me);
QCoreApplication::sendEvent(item, &me);
event.setAccepted(me.isAccepted());
if (me.isAccepted())
qCDebug(DBG_TOUCH_TARGET) << device << "TP (mouse)" << Qt::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???
QMutableSinglePointEvent me;
touchToMouseEvent(QEvent::MouseMove, p, &event, &me);
if (lastMousePosition.isNull())
lastMousePosition = me.scenePosition();
QPointF last = lastMousePosition;
lastMousePosition = me.scenePosition();
bool accepted = me.isAccepted();
bool delivered = deliverHoverEvent(contentItem, me.scenePosition(), last, me.modifiers(), me.timestamp(), accepted);
// take care of any exits
if (!delivered)
clearHover(me.timestamp());
break;
}
} else if (p.state() & QEventPoint::State::Released) {
// currently handled point was released
if (QQuickItem *mouseGrabberItem = qmlobject_cast<QQuickItem *>(pointerEvent->exclusiveGrabber(p))) {
QMutableSinglePointEvent me;
touchToMouseEvent(QEvent::MouseButtonRelease, p, &event, &me);
QCoreApplication::sendEvent(item, &me);
if (item->acceptHoverEvents() && p.globalPosition() != 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 (pointerEvent->exclusiveGrabber(p) == mouseGrabberItem) // might have ungrabbed due to event
pointerEvent->setExclusiveGrabber(p, nullptr);
cancelTouchMouseSynthesis();
return me.isAccepted();
}
}
break;
}
}
return false;
}
/*!
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.
QPointerEvent::setExclusiveGrabber() 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, bool cancel)
{
Q_Q(QQuickWindow);
if (eventsInDelivery.isEmpty()) {
// do it the expensive way
for (auto dev : knownPointingDevices) {
auto devPriv = QPointingDevicePrivate::get(const_cast<QPointingDevice *>(dev));
devPriv->removeGrabber(grabber, cancel);
}
return;
}
auto eventInDelivery = eventsInDelivery.top();
if (Q_LIKELY(mouse) && q->mouseGrabberItem() == grabber && eventInDelivery) {
const bool fromTouch = isDeliveringTouchAsMouse();
auto point = eventInDelivery->pointById(fromTouch ? touchMouseId : 0);
Q_ASSERT(point);
QQuickItem *oldGrabber = qobject_cast<QQuickItem *>(eventInDelivery->exclusiveGrabber(*point));
qCDebug(DBG_MOUSE_TARGET) << "removeGrabber" << oldGrabber << "-> null";
eventInDelivery->setExclusiveGrabber(*point, nullptr);
}
if (Q_LIKELY(touch)) {
bool ungrab = false;
const auto touchDevices = QPointingDevice::devices();
for (auto device : touchDevices) {
if (device->type() != QInputDevice::DeviceType::TouchScreen)
continue;
if (QPointingDevicePrivate::get(const_cast<QPointingDevice *>(static_cast<const QPointingDevice *>(device)))->
removeExclusiveGrabber(eventInDelivery, grabber))
ungrab = true;
}
if (ungrab)
grabber->touchUngrabEvent();
}
}
/*! \internal
Translates QEventPoint::scenePosition() in \a touchEvent to this window.
The item-local QEventPoint::position() is updated later, not here.
*/
void QQuickWindowPrivate::translateTouchEvent(QTouchEvent *touchEvent)
{
for (qsizetype i = 0; i != touchEvent->pointCount(); ++i) {
auto &pt = QMutableEventPoint::from(touchEvent->point(i));
pt.setScenePosition(pt.position());
}
}
static inline bool windowHasFocus(QQuickWindow *win)
{
const QWindow *focusWindow = QGuiApplication::focusWindow();
return win == focusWindow || QQuickRenderControl::renderWindowFor(win) == focusWindow;
}
#ifdef Q_OS_WEBOS
// Temporary fix for webOS until multi-seat is implemented see QTBUG-85272
static inline bool singleWindowOnScreen(QQuickWindow *win)
{
const QWindowList windowList = QGuiApplication::allWindows();
for (int i = 0; i < windowList.count(); i++) {
QWindow *ii = windowList.at(i);
if (ii == win)
continue;
if (ii->screen() == win->screen())
return false;
}
return true;
}
#endif
/*!
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) : nullptr;
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
QQuickItem *oldActiveFocusItem = nullptr;
QQuickItem *currentActiveFocusItem = activeFocusItem;
QQuickItem *newActiveFocusItem = nullptr;
bool sendFocusIn = false;
lastFocusReason = reason;
QVarLengthArray<QQuickItem *, 20> 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 = nullptr;
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)
#ifdef Q_OS_WEBOS
// Allow focused if there is only one window in the screen where it belongs.
// Temporary fix for webOS until multi-seat is implemented see QTBUG-85272
|| singleWindowOnScreen(q)
#endif
) {
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 = nullptr;
if (scope) {
scopePrivate = QQuickItemPrivate::get(scope);
if ( !scopePrivate->subFocusItem )
return;//No focus, nothing to do.
}
QQuickItem *currentActiveFocusItem = activeFocusItem;
QQuickItem *oldActiveFocusItem = nullptr;
QQuickItem *newActiveFocusItem = nullptr;
lastFocusReason = reason;
QVarLengthArray<QQuickItem *, 20> 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 = nullptr;
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<QQuickItem> 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. A visible, on-screen QQuickWindow is driven
internally by a \c{render loop}, of which there are multiple implementations
provided in the scene graph. For details on the scene graph rendering
process, see \l{Qt Quick Scene Graph}.
By default, a QQuickWindow renders using an accelerated 3D graphics API,
such as OpenGL or Vulkan. See \l{Scene Graph Adaptations} for a detailed
overview of scene graph backends and the supported graphics APIs.
\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 many of the signals related to rendering are emitted from the
rendering thread, connections should be made using Qt::DirectConnection.
\section2 Integration with Accelerated 3D Graphics APIs
It is possible to integrate OpenGL, Vulkan, Metal, or Direct3D 11 calls
directly into the QQuickWindow, as long as the QQuickWindow and the
underlying scene graph is rendering using the same API. To access native
graphics objects, such as device or context object handles, use
QSGRendererInterface. An instance of QSGRendererInterface is queriable from
QQuickWindow by calling rendererInterface(). The enablers for this
integration are the beforeRendering(), beforeRenderPassRecording(),
afterRenderPassRecording(), and related signals. These allow rendering
underlays or overlays. Alternatively, QNativeInterface::QSGOpenGLTexture,
QNativeInterface::QSGVulkanTexture, and other similar classes allow
wrapping an existing native texture or image object in a QSGTexture that
can then be used with the scene graph.
\section2 Rendering without Acceleration
A limited, pure software based rendering path is available as well. With the
\c software backend, a number of Qt Quick features are not available, QML
items relying on these will not be rendered at all. At the same time, this
allows QQuickWindow to be functional even on systems where there is no 3D
graphics API available at all. See \l{Qt Quick Software Adaptation} for more
details.
\section2 Redirected Rendering
A QQuickWindow is not necessarily backed by a native window on screen. The
rendering can be redirected to target a custom render target, such as a
given native texture. This is achieved in combination with the
QQuickRenderControl class, and functions such as setRenderTarget(),
setGraphicsDevice(), and setGraphicsConfiguration().
In this case, the QQuickWindow represents the scene, and provides the
intrastructure for rendering a frame. It will not be backed by a render
loop and a native window. Instead, in this case the application drives
rendering, effectively substituting for the render loops. This allows
generating image sequences, rendering into textures for use in external 3D
engines, or rendering Qt Quick content within a VR environment.
\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() function can be used to
force the clean up of certain resources, especially resource that are cached
and can be recreated later when needed again.
Additionally, calling releaseResources() may result in releasing the entire
scene graph and the associated graphics resources. The
sceneGraphInvalidated() signal will be emitted when this happens. This
behavior is controlled by the setPersistentGraphics() and
setPersistentSceneGraph() functions.
\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 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 as well. This depends on the settings configured
by setPersistentGraphics() and setPersistentSceneGraph(). The behavior in
this respect is identical to explicitly calling the releaseResources()
function. A window can become not exposed, in other words non-renderable, by
other means as well. This depends on the platform and windowing system. For
example, on Windows minimizing a window makes it stop rendering. On \macos
fully obscuring a window by other windows on top triggers the same. On
Linux/X11, the behavior is dependent on the window manager.
\section2 OpenGL 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.
\section2 Vulkan Instance
When using Vulkan, a QQuickWindow is automatically associated with a
QVulkanInstance that is created and managed internally by the scene graph.
This way most applications do not need to worry about having a \c
VkInstance available since it all happens automatically. In advanced cases
an application may wish to create its own QVulkanInstance, in order to
configure it in a specific way. That is possible as well. Calling
\l{QWindow::setVulkanInstance()}{setVulkanInstance()} on the QQuickWindow
right after construction, before making it visible, leads to using the
application-supplied QVulkanInstance (and the underlying \c VkInstance).
When redirecting via QQuickRenderControl, there is no QVulkanInstance
provided automatically, but rather the application is expected to provide
its own and associate it with the QQuickWindow.
\section2 Graphics Contexts and Devices
When the scene graph is initialized, which typically happens when the
window becomes exposed or, in case of redirected rendering, initialization
is performed \l{QQuickRenderControl::initialize()}{via
QQuickRenderControl}, the context or device objects necessary for rendering
are created automatically. This includes OpenGL contexts, Direct3D devices
and device contexts, Vulkan and Metal devices. These are also queriable by
application code afterwards via
\l{QSGRendererInterface::getResource()}{QSGRendererInterface}. When using
the \c basic render loop, which performs all rendering on the GUI thread,
the same context or device is used with all visible QQuickWindows. The \c
threaded render loop uses a dedicated context or device object for each
rendering thread, and so for each QQuickWindow. With some graphics APIs,
there is a degree of customizability provided via
setGraphicsConfiguration(). This makes it possible, for example, to specify
the list of Vulkan extensions to enable on the \c VkDevice. Alternatively,
it is also possible to provide a set of existing context or device objects
for use by the QQuickWindow, instead of letting it construct its own. This
is achieved through setGraphicsDevice().
\sa QQuickView, QQuickRenderControl, QQuickRenderTarget,
QQuickGraphicsDevice, QQuickGraphicsConfiguration, QSGRendererInterface
*/
/*!
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), nullptr)
{
Q_D(QQuickWindow);
d->init(this, control);
}
/*!
\internal
*/
QQuickWindow::QQuickWindow(QQuickWindowPrivate &dd, QQuickRenderControl *control)
: QWindow(dd, nullptr)
{
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 = nullptr;
#if QT_CONFIG(quick_draganddrop)
delete d->dragGrabber; d->dragGrabber = nullptr;
#endif
QQuickRootItem *root = d->contentItem;
d->contentItem = nullptr;
delete root;
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 requests the scene graph to release cached graphics
resources, such as graphics pipeline objects or shader programs.
\note The releasing of cached graphics resources is not dependent on the
hint from setPersistentGraphics().
Additionally, depending on the render loop in use, this function may also
result in the scene graph and all rendering resources to be released. If
this happens, the sceneGraphInvalidated() signal will be emitted, allowing
users to clean up their own graphics resources. The
setPersistentGraphics() 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(), setPersistentGraphics(), setPersistentSceneGraph()
*/
void QQuickWindow::releaseResources()
{
Q_D(QQuickWindow);
if (d->windowManager)
d->windowManager->releaseResources(this);
QQuickPixmap::purgeCache();
}
/*!
Sets whether the graphics resources (graphics device or context,
swapchain, buffers, textures) should be preserved, and cannot be
released until the last window is deleted, to \a persistent. The
default value is true.
When calling releaseResources(), or when the window gets hidden (more
specifically, not renderable), some render loops have the possibility
to release all, not just the cached, graphics resources. This can free
up memory temporarily, but it also means the rendering engine will have
to do a full, potentially costly reinitialization of the resources when
the window needs to render again.
\note The rules for when a window is not renderable are platform and
window manager specific.
\note All graphics resources are released when the last QQuickWindow is
deleted, regardless of this setting.
\note This is a hint, and is not guaranteed that it is taken into account.
\note This hint does not apply to cached resources, that are relatively
cheap to drop and then recreate later. Therefore, calling releaseResources()
will typically lead to releasing those regardless of the value of this hint.
\sa setPersistentSceneGraph(), sceneGraphInitialized(), sceneGraphInvalidated(), releaseResources()
*/
void QQuickWindow::setPersistentGraphics(bool persistent)
{
Q_D(QQuickWindow);
d->persistentGraphics = persistent;
}
/*!
Returns whether essential graphics resources can be released during the
lifetime of the QQuickWindow.
\note This is a hint, and is not guaranteed that it is taken into account.
\sa setPersistentGraphics()
*/
bool QQuickWindow::isPersistentGraphics() const
{
Q_D(const QQuickWindow);
return d->persistentGraphics;
}
/*!
Sets whether the scene graph nodes and resources are \a persistent.
Persistent means the nodes and resources cannot be released.
The default value is \c true.
When calling releaseResources(), when the window gets hidden (more
specifically, not renderable), some render loops have the possibility
to release the scene graph nodes and related graphics resources. This
frees up memory temporarily, but will also mean the scene graph has to
be rebuilt when the window renders next time.
\note The rules for when a window is not renderable are platform and
window manager specific.
\note The scene graph nodes and resources are always released when the
last QQuickWindow is deleted, regardless of this setting.
\note This is a hint, and is not guaranteed that it is taken into account.
\sa setPersistentGraphics(), sceneGraphInvalidated(), sceneGraphInitialized(), releaseResources()
*/
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<QQuickWindow*>(this);
}
/*!
\obsolete Use QPointerEvent::exclusiveGrabber()
Returns the item which currently has the mouse grab.
*/
QQuickItem *QQuickWindow::mouseGrabberItem() const
{
Q_D(const QQuickWindow);
auto epd = const_cast<QQuickWindowPrivate *>(d)->mousePointData();
if (!epd && d->eventsInDelivery.isEmpty()) {
qCDebug(DBG_MOUSE, "mouse grabber ambiguous: no event is currently being delivered");
return qmlobject_cast<QQuickItem *>(QPointingDevicePrivate::get(QPointingDevice::primaryPointingDevice())->
firstPointExclusiveGrabber());
}
return qobject_cast<QQuickItem *>(epd->exclusiveGrabber);
}
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<QTouchEvent*>(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<QTouchEvent*>(e));
break;
case QEvent::Enter: {
if (!d->contentItem)
return false;
QEnterEvent *enter = static_cast<QEnterEvent*>(e);
bool accepted = enter->isAccepted();
bool delivered = d->deliverHoverEvent(d->contentItem, enter->scenePosition(), d->lastMousePosition,
QGuiApplication::keyboardModifiers(), 0L, accepted);
d->lastMousePosition = enter->scenePosition();
enter->setAccepted(accepted);
#if QT_CONFIG(cursor)
d->updateCursor(mapFromGlobal(QCursor::pos()));
#endif
return delivered;
}
break;
case QEvent::Leave:
d->clearHover();
d->lastMousePosition = QPointF();
break;
#if QT_CONFIG(quick_draganddrop)
case QEvent::DragEnter:
case QEvent::DragLeave:
case QEvent::DragMove:
case QEvent::Drop:
d->deliverDragEvent(d->dragGrabber, e);
break;
#endif
case QEvent::WindowDeactivate:
d->handleWindowDeactivate();
break;
case QEvent::PlatformSurface:
if ((static_cast<QPlatformSurfaceEvent *>(e))->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed) {
// Ensure that the rendering thread is notified before
// the QPlatformWindow is destroyed.
if (d->windowManager)
d->windowManager->hide(this);
}
break;
case QEvent::FocusAboutToChange:
#if QT_CONFIG(im)
if (d->activeFocusItem)
qGuiApp->inputMethod()->commit();
#endif
break;
case QEvent::UpdateRequest: {
if (d->windowManager)
d->windowManager->handleUpdateRequest(this);
break;
}
#if QT_CONFIG(gestures)
case QEvent::NativeGesture:
d->deliverSinglePointEventUntilAccepted(static_cast<QPointerEvent *>(e));
break;
#endif
case QEvent::ShortcutOverride:
if (d->activeFocusItem)
QCoreApplication::sendEvent(d->activeFocusItem, e);
return true;
case QEvent::LanguageChange:
if (d->contentItem)
QCoreApplication::sendEvent(d->contentItem, e);
break;
case QEvent::InputMethod:
case QEvent::InputMethodQuery:
{
QQuickItem *target = d->activeFocusItem;
// while an input method delivers the event, this window might still be inactive
if (!target) {
target = d->contentItem;
if (!target || !target->isEnabled())
break;
// see setFocusInScope for a similar loop
while (target->isFocusScope() && target->scopedFocusItem() && target->scopedFocusItem()->isEnabled())
target = target->scopedFocusItem();
}
if (target) {
QCoreApplication::sendEvent(target, e);
return true;
}
}
break;
default:
break;
}
if (e->type() == QEvent::Type(QQuickWindowPrivate::FullUpdateRequest))
update();
else if (e->type() == QEvent::Type(QQuickWindowPrivate::TriggerContextCreationFailure))
d->windowManager->handleContextCreationFailure(this);
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;
// In case of generated event, trigger ShortcutOverride event
if (e->type() == QEvent::KeyPress && e->spontaneous() == false)
qt_sendShortcutOverrideEvent(item, e->timestamp(),
e->key(), e->modifiers(), e->text(),
e->isAutoRepeat(), e->count());
e->accept();
QCoreApplication::sendEvent(item, e);
while (!e->isAccepted() && (item = item->parentItem())) {
e->accept();
QCoreApplication::sendEvent(item, e);
}
}
}
/*! \internal
Make a copy of any type of QPointerEvent, and optionally localize it
by setting its first point's local position() if \a transformedLocalPos is given.
\note some subclasses of QSinglePointEvent, such as QWheelEvent, add extra storage.
This function doesn't yet support cloning all of those; it can be extended if needed.
*/
QPointerEvent *QQuickWindowPrivate::clonePointerEvent(QPointerEvent *event, std::optional<QPointF> transformedLocalPos)
{
QPointerEvent *ret = static_cast<QPointerEvent*>(event->clone());
QMutableEventPoint &point = QMutableEventPoint::from(ret->point(0));
point.detach();
point.setTimestamp(event->timestamp());
if (transformedLocalPos)
point.setPosition(*transformedLocalPos);
return ret;
}
void QQuickWindowPrivate::deliverToPassiveGrabbers(const QVector<QPointer <QObject> > &passiveGrabbers,
QPointerEvent *pointerEvent)
{
const QVector<QObject *> &eventDeliveryTargets =
QQuickPointerHandlerPrivate::deviceDeliveryTargets(pointerEvent->device());
QVarLengthArray<QPair<QQuickItem *, bool>, 4> sendFilteredPointerEventResult;
hasFiltered.clear();
for (auto o : passiveGrabbers) {
QQuickPointerHandler *handler = qobject_cast<QQuickPointerHandler *>(o);
// 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<QQuickItem *, bool> &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) {
localizePointerEvent(pointerEvent, handler->parentItem());
handler->handlePointerEvent(pointerEvent);
}
}
}
}
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();
}
// TODO later: specify the device in case of multi-mouse scenario, or mouse and tablet both in use
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;
}
if (Q_UNLIKELY(DBG_HOVER_TRACE().isDebugEnabled())) {
if (lastScenePos == scenePos)
qCDebug(DBG_HOVER_TRACE) << scenePos << "(unchanged)" << item << "subtreeHoverEnabled" << itemPrivate->subtreeHoverEnabled << "in window" << windowTitle;
else
qCDebug(DBG_HOVER_TRACE) << lastScenePos << "->" << scenePos << item << "subtreeHoverEnabled" << itemPrivate->subtreeHoverEnabled << "in window" << windowTitle;
}
if (itemPrivate->subtreeHoverEnabled) {
QList<QQuickItem *> 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->hasPointerHandlers()) {
const QPointF localPos = item->mapFromScene(scenePos);
QMouseEvent hoverEvent(QEvent::MouseMove, localPos, scenePos, q->mapToGlobal(scenePos), Qt::NoButton, Qt::NoButton, modifiers);
hoverEvent.setTimestamp(timestamp);
hoverEvent.setAccepted(true);
for (QQuickPointerHandler *h : itemPrivate->extra->pointerHandlers)
if (QQuickHoverHandler *hh = qmlobject_cast<QQuickHoverHandler *>(h))
hh->handlePointerEvent(&hoverEvent);
}
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<QQuickItem *> 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;
}
// Simple delivery of non-mouse, non-touch Pointer Events: visit the items and handlers
// in the usual reverse-paint-order until propagation is stopped
bool QQuickWindowPrivate::deliverSinglePointEventUntilAccepted(QPointerEvent *event)
{
Q_ASSERT(event->points().count() == 1);
QQuickPointerHandlerPrivate::deviceDeliveryTargets(event->pointingDevice()).clear();
QEventPoint &point = event->point(0);
QVector<QQuickItem *> targetItems = pointerTargets(contentItem, event, point, false, false);
point.setAccepted(false);
for (QQuickItem *item : targetItems) {
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
localizePointerEvent(event, item);
// Let Pointer Handlers have the first shot
itemPrivate->handlePointerEvent(event);
if (point.isAccepted())
return true;
event->accept();
QCoreApplication::sendEvent(item, event);
if (event->isAccepted()) {
qCDebug(lcWheelTarget) << event << "->" << item;
return true;
}
}
return false; // it wasn't handled
}
#if QT_CONFIG(wheelevent)
/*! \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) << event;
//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->deliverSinglePointEventUntilAccepted(event);
d->lastWheelEventAccepted = event->isAccepted();
}
#endif // wheelevent
#if QT_CONFIG(tabletevent)
/*! \reimp */
void QQuickWindow::tabletEvent(QTabletEvent *event)
{
Q_D(QQuickWindow);
qCDebug(lcTablet) << event;
// TODO Qt 6: make sure TabletEnterProximity and TabletLeaveProximity are delivered here
d->deliverPointerEvent(event);
}
#endif // tabletevent
bool QQuickWindowPrivate::deliverTouchCancelEvent(QTouchEvent *event)
{
qCDebug(DBG_TOUCH) << event;
// An incoming TouchCancel event will typically not contain any points,
// but sendTouchCancelEvent() adds the points that have grabbers to the event.
// Deliver it to all items and handlers that have active touches.
const_cast<QPointingDevicePrivate *>(QPointingDevicePrivate::get(event->pointingDevice()))->
sendTouchCancelEvent(event);
return true;
}
void QQuickWindowPrivate::deliverDelayedTouchEvent()
{
// Deliver and delete delayedTouch.
// Set delayedTouch to nullptr before delivery to avoid redelivery in case of
// event loop recursions (e.g if it the touch starts a dnd session).
QScopedPointer<QTouchEvent> e(delayedTouch.take());
qCDebug(lcTouchCmprs) << "delivering" << e.data();
deliverPointerEvent(e.data());
}
/*! \internal
The handler for the QEvent::WindowDeactivate event, and also when
Qt::ApplicationState tells us the application is no longer active.
It clears all exclusive grabs of items and handlers whose window is this one,
for all known pointing devices.
The QEvent is not passed into this function because in the first case it's
just a plain QEvent with no extra data, and because the application state
change is delivered via a signal rather than an event.
*/
void QQuickWindowPrivate::handleWindowDeactivate()
{
Q_Q(QQuickWindow);
qCDebug(DBG_FOCUS) << "deactivated" << windowTitle;
const auto inputDevices = QInputDevice::devices();
for (auto device : inputDevices) {
if (auto pointingDevice = qobject_cast<const QPointingDevice *>(device)) {
auto devPriv = QPointingDevicePrivate::get(const_cast<QPointingDevice *>(pointingDevice));
for (auto epd : devPriv->activePoints.values()) {
if (!epd.exclusiveGrabber.isNull()) {
bool relevant = false;
if (QQuickItem *item = qmlobject_cast<QQuickItem *>(epd.exclusiveGrabber.data()))
relevant = (item->window() == q);
else if (QQuickPointerHandler *handler = qmlobject_cast<QQuickPointerHandler *>(epd.exclusiveGrabber.data()))
relevant = (handler->parentItem()->window() == q);
if (relevant)
devPriv->setExclusiveGrabber(nullptr, epd.eventPoint, nullptr);
}
// For now, we don't clearPassiveGrabbers(), just in case passive grabs
// can be useful to keep monitoring the mouse even after window deactivation.
}
}
}
}
bool QQuickWindowPrivate::allUpdatedPointsAccepted(const QPointerEvent *ev)
{
for (auto &point : ev->points()) {
if (point.state() != QEventPoint::State::Pressed && !point.isAccepted())
return false;
}
return true;
}
/*! \internal
Localize \a ev for delivery to \a dest.
Unlike QMutableTouchEvent::localized(), this modifies the QEventPoint
instances in \a ev, which is more efficient than making a copy.
*/
void QQuickWindowPrivate::localizePointerEvent(QPointerEvent *ev, const QQuickItem *dest)
{
for (int i = 0; i < ev->pointCount(); ++i) {
auto &point = QMutableEventPoint::from(ev->point(i));
QMutableEventPoint::from(point).setPosition(dest->mapFromScene(point.scenePosition()));
}
}
QList<QObject *> QQuickWindowPrivate::exclusiveGrabbers(QPointerEvent *ev)
{
QList<QObject *> result;
for (const QEventPoint &point : ev->points()) {
if (QObject *grabber = ev->exclusiveGrabber(point)) {
if (!result.contains(grabber))
result << grabber;
}
}
return result;
}
bool QQuickWindowPrivate::isMouseEvent(const QPointerEvent *ev)
{
switch (ev->type()) {
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
case QEvent::MouseButtonDblClick:
case QEvent::MouseMove:
return true;
default:
return false;
}
}
bool QQuickWindowPrivate::isTouchEvent(const QPointerEvent *ev)
{
switch (ev->type()) {
case QEvent::TouchBegin:
case QEvent::TouchUpdate:
case QEvent::TouchEnd:
case QEvent::TouchCancel:
return true;
default:
return false;
}
}
bool QQuickWindowPrivate::isTabletEvent(const QPointerEvent *ev)
{
switch (ev->type()) {
case QEvent::TabletPress:
case QEvent::TabletMove:
case QEvent::TabletRelease:
case QEvent::TabletEnterProximity:
case QEvent::TabletLeaveProximity:
return true;
default:
return false;
}
}
bool QQuickWindowPrivate::compressTouchEvent(QTouchEvent *event)
{
Q_Q(QQuickWindow);
QEventPoint::States states = event->touchPointStates();
if (states.testFlag(QEventPoint::State::Pressed) || states.testFlag(QEventPoint::State::Released)) {
// we can only compress an event that doesn't include any pressed or released points
return false;
}
if (!delayedTouch) {
delayedTouch.reset(new QMutableTouchEvent(event->type(), event->pointingDevice(), event->modifiers(), event->points()));
delayedTouch->setTimestamp(event->timestamp());
qCDebug(lcTouchCmprs) << "delayed" << delayedTouch.data();
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->pointCount() == event->pointCount())
{
// possible match.. is it really the same?
bool mismatch = false;
auto tpts = event->points();
for (qsizetype i = 0; i < event->pointCount(); ++i) {
const auto &tp = tpts.at(i);
const auto &tpDelayed = delayedTouch->point(i);
if (tp.id() != tpDelayed.id()) {
mismatch = true;
break;
}
if (tpDelayed.state() == QEventPoint::State::Updated && tp.state() == QEventPoint::State::Stationary)
QMutableEventPoint::from(tpts[i]).setState(QEventPoint::State::Updated);
}
// matching touch event? then give delayedTouch a merged set of touchpoints
if (!mismatch) {
// have to create a new event because QMutableTouchEvent::setTouchPoints() is missing
// TODO optimize, or move event compression elsewhere
delayedTouch.reset(new QMutableTouchEvent(event->type(), event->pointingDevice(), event->modifiers(), tpts));
delayedTouch->setTimestamp(event->timestamp());
qCDebug(lcTouchCmprs) << "coalesced" << delayedTouch.data();
return true;
}
}
// merging wasn't possible, so deliver the delayed event first, and then delay this one
deliverDelayedTouchEvent();
delayedTouch.reset(new QMutableTouchEvent(event->type(), event->pointingDevice(),
event->modifiers(), event->points()));
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);
// TODO remove: touch and mouse should be independent until we come to touch->mouse synth
if (event->pointCount()) {
auto &point = event->point(0);
if (point.state() == QEventPoint::State::Released) {
lastMousePosition = QPointF();
} else {
lastMousePosition = point.position();
}
}
qCDebug(DBG_TOUCH) << event;
static bool qquickwindow_no_touch_compression = qEnvironmentVariableIsSet("QML_NO_TOUCH_COMPRESSION");
if (qquickwindow_no_touch_compression || pointerEventRecursionGuard) {
deliverPointerEvent(event);
return;
}
if (!compressTouchEvent(event)) {
if (delayedTouch) {
deliverDelayedTouchEvent();
qCDebug(lcTouchCmprs) << "resuming delivery" << event;
}
deliverPointerEvent(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) << event;
switch (event->type()) {
case QEvent::MouseButtonPress:
Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMousePress, event->button(),
event->buttons());
deliverPointerEvent(event);
break;
case QEvent::MouseButtonRelease:
Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseRelease, event->button(),
event->buttons());
deliverPointerEvent(event);
#if QT_CONFIG(cursor)
updateCursor(event->scenePosition());
#endif
break;
case QEvent::MouseButtonDblClick:
Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseDoubleClick,
event->button(), event->buttons());
if (allowDoubleClick)
deliverPointerEvent(event);
break;
case QEvent::MouseMove: {
Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseMove,
event->position().x(), event->position().y());
qCDebug(DBG_HOVER_TRACE) << this;
#if QT_CONFIG(cursor)
updateCursor(event->scenePosition());
#endif
if (!event->points().count() || !event->exclusiveGrabber(event->point(0))) {
QPointF last = lastMousePosition.isNull() ? event->scenePosition() : lastMousePosition;
lastMousePosition = event->scenePosition();
bool accepted = event->isAccepted();
bool delivered = deliverHoverEvent(contentItem, event->scenePosition(), last, event->modifiers(), event->timestamp(), accepted);
if (!delivered) {
//take care of any exits
accepted = clearHover(event->timestamp());
}
event->setAccepted(accepted);
}
deliverPointerEvent(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();
}
// In webOS we already have the alternative to the issue that this
// wanted to address and thus skipping this part won't break anything.
#if !defined(Q_OS_WEBOS)
// 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.
// TODO do this for each known mouse device or come up with a different strategy
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
}
#endif
}
void QQuickWindowPrivate::onGrabChanged(QObject *grabber, QPointingDevice::GrabTransition transition,
const QPointerEvent *event, const QEventPoint &point)
{
qCDebug(lcPtrGrab) << grabber << transition << event << point;
// note: event can be null, if the signal was emitted from QPointingDevicePrivate::removeGrabber(grabber)
if (auto *handler = qmlobject_cast<QQuickPointerHandler *>(grabber)) {
handler->onGrabChanged(handler, transition, const_cast<QPointerEvent *>(event),
const_cast<QEventPoint &>(point));
} else {
switch (transition) {
case QPointingDevice::CancelGrabExclusive:
case QPointingDevice::UngrabExclusive:
if (auto *item = qmlobject_cast<QQuickItem *>(grabber)) {
bool filtered = false;
if (isDeliveringTouchAsMouse() ||
point.device()->type() == QInputDevice::DeviceType::Mouse ||
point.device()->type() == QInputDevice::DeviceType::TouchPad) {
QMutableSinglePointEvent e(QEvent::UngrabMouse, point.device(), point);
hasFiltered.clear();
filtered = sendFilteredMouseEvent(&e, item, item->parentItem());
if (!filtered)
item->mouseUngrabEvent();
}
if (point.device()->type() == QInputDevice::DeviceType::TouchScreen) {
bool allReleasedOrCancelled = true;
if (transition == QPointingDevice::UngrabExclusive && event) {
for (const auto &pt : event->points()) {
if (pt.state() != QEventPoint::State::Released) {
allReleasedOrCancelled = false;
break;
}
}
}
if (allReleasedOrCancelled)
item->touchUngrabEvent();
}
}
break;
default:
break;
}
}
}
void QQuickWindowPrivate::ensureDeviceConnected(const QPointingDevice *dev)
{
if (knownPointingDevices.contains(dev))
return;
knownPointingDevices.append(dev);
connect(dev, &QPointingDevice::grabChanged, this, &QQuickWindowPrivate::onGrabChanged);
}
void QQuickWindowPrivate::deliverPointerEvent(QPointerEvent *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;
eventsInDelivery.push(event);
skipDelivery.clear();
QQuickPointerHandlerPrivate::deviceDeliveryTargets(event->pointingDevice()).clear();
qCDebug(lcPtr) << "delivering" << event;
for (int i = 0; i < event->pointCount(); ++i)
event->point(i).setAccepted(false);
if (event->isBeginEvent()) {
ensureDeviceConnected(event->pointingDevice());
if (!deliverPressOrReleaseEvent(event))
event->setAccepted(false);
}
if (!allUpdatedPointsAccepted(event))
deliverUpdatedPoints(event);
if (event->isEndEvent())
deliverPressOrReleaseEvent(event, true);
// failsafe: never allow any kind of grab to persist after release
if (event->isEndEvent()) {
if (isTouchEvent(event)) {
for (int i = 0; i < event->pointCount(); ++i) {
auto &point = event->point(i);
if (point.state() == QEventPoint::State::Released) {
event->setExclusiveGrabber(point, nullptr);
event->clearPassiveGrabbers(point);
}
}
// never allow touch->mouse synthesis to persist either
cancelTouchMouseSynthesis();
} else if (static_cast<QSinglePointEvent *>(event)->buttons() == Qt::NoButton) {
auto &firstPt = event->point(0);
event->setExclusiveGrabber(firstPt, nullptr);
event->clearPassiveGrabbers(firstPt);
}
}
eventsInDelivery.pop();
--pointerEventRecursionGuard;
}
// check if item or any of its child items contain the point, or if any pointer handler "wants" 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<QQuickItem *> QQuickWindowPrivate::pointerTargets(QQuickItem *item, const QPointerEvent *event, const QEventPoint &point,
bool checkMouseButtons, bool checkAcceptsTouch) const
{
QVector<QQuickItem *> targets;
auto itemPrivate = QQuickItemPrivate::get(item);
QPointF itemPos = item->mapFromScene(point.scenePosition());
bool relevant = item->contains(itemPos);
// if the item clips, we can potentially return early
if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
if (!relevant)
return targets;
}
if (itemPrivate->hasPointerHandlers()) {
if (!relevant)
if (itemPrivate->anyPointerHandlerWants(event, point))
relevant = true;
} else {
if (relevant && checkMouseButtons && item->acceptedMouseButtons() == Qt::NoButton)
relevant = false;
if (relevant && checkAcceptsTouch && !(item->acceptTouchEvents() || item->acceptedMouseButtons()))
relevant = false;
}
QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();
if (relevant) {
auto it = std::lower_bound(children.begin(), children.end(), 0,
[](auto lhs, auto rhs) -> bool { return lhs->z() < rhs; });
children.insert(it, item);
}
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;
if (child != item)
targets << pointerTargets(child, event, point, checkMouseButtons, checkAcceptsTouch);
else
targets << child;
}
return targets;
}
// return the joined lists
// list1 has priority, common items come last
QVector<QQuickItem *> QQuickWindowPrivate::mergePointerTargets(const QVector<QQuickItem *> &list1, const QVector<QQuickItem *> &list2) const
{
QVector<QQuickItem *> 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;
}
/*! \internal
Deliver updated points to existing grabbers.
*/
void QQuickWindowPrivate::deliverUpdatedPoints(QPointerEvent *event)
{
bool done = false;
const auto grabbers = exclusiveGrabbers(event);
hasFiltered.clear();
for (auto grabber : grabbers) {
// The grabber is guaranteed to be either an item or a handler.
QQuickItem *receiver = qmlobject_cast<QQuickItem *>(grabber);
if (!receiver) {
// The grabber is not an item? It's a handler then. Let it have the event first.
QQuickPointerHandler *handler = static_cast<QQuickPointerHandler *>(grabber);
receiver = static_cast<QQuickPointerHandler *>(grabber)->parentItem();
hasFiltered.clear();
if (sendFilteredPointerEvent(event, receiver))
done = true;
localizePointerEvent(event, receiver);
handler->handlePointerEvent(event);
}
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).
hasFiltered.clear();
deliverMatchingPointsToItem(receiver, true, event);
}
// Deliver to each eventpoint's passive grabbers (but don't visit any handler more than once)
for (auto &point : event->points())
deliverToPassiveGrabbers(event->passiveGrabbers(point), event);
if (done)
return;
// If some points weren't grabbed, deliver only to non-grabber PointerHandlers in reverse paint order
if (!event->allPointsGrabbed()) {
QVector<QQuickItem *> targetItems;
for (auto &point : event->points()) {
if (point.state() == QEventPoint::Pressed)
continue; // presses were delivered earlier; not the responsibility of deliverUpdatedTouchPoints
QVector<QQuickItem *> targetItemsForPoint = pointerTargets(contentItem, event, point, 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);
localizePointerEvent(event, 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(QPointerEvent *event, bool handlersOnly)
{
QVector<QQuickItem *> targetItems;
const bool isTouch = isTouchEvent(event);
if (isTouch && event->isBeginEvent() && isDeliveringTouchAsMouse()) {
if (auto point = const_cast<QPointingDevicePrivate *>(QPointingDevicePrivate::get(touchMouseDevice))->queryPointById(touchMouseId)) {
// When a second point is pressed, if the first point's existing
// grabber was a pointer handler while a filtering parent is filtering
// the same first point _as mouse_: we're starting over with delivery,
// so we need to allow the second point to now be sent as a synth-mouse
// instead of the first one, so that filtering parents (maybe even the
// same one) can get a chance to see the second touchpoint as a
// synth-mouse and perhaps grab it. Ideally we would always do this
// when a new touchpoint is pressed, but this compromise fixes
// QTBUG-70998 and avoids breaking tst_FlickableInterop::touchDragSliderAndFlickable
if (qobject_cast<QQuickPointerHandler *>(event->exclusiveGrabber(point->eventPoint)))
cancelTouchMouseSynthesis();
} else {
qCWarning(DBG_TOUCH_TARGET) << "during delivery of touch press, synth-mouse ID" << Qt::hex << touchMouseId << "is missing from" << event;
}
}
for (int i = 0; i < event->pointCount(); ++i) {
auto &point = event->point(i);
if (point.state() == QEventPoint::Pressed)
event->clearPassiveGrabbers(point);
QVector<QQuickItem *> targetItemsForPoint = pointerTargets(contentItem, event, point, !isTouch, isTouch);
if (targetItems.count()) {
targetItems = mergePointerTargets(targetItems, targetItemsForPoint);
} else {
targetItems = targetItemsForPoint;
}
}
for (QQuickItem *item : targetItems) {
hasFiltered.clear();
if (!handlersOnly && sendFilteredPointerEvent(event, item)) {
if (event->isAccepted())
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;
// sendFilteredPointerEvent() changed the QEventPoint::accepted() state,
// but per-point acceptance is opt-in during normal delivery to items.
for (int i = 0; i < event->pointCount(); ++i)
event->point(i).setAccepted(false);
deliverMatchingPointsToItem(item, false, event, handlersOnly);
if (event->allPointsAccepted())
handlersOnly = true;
}
return event->allPointsAccepted();
}
void QQuickWindowPrivate::deliverMatchingPointsToItem(QQuickItem *item, bool isGrabber, QPointerEvent *pointerEvent, bool handlersOnly)
{
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
#if defined(Q_OS_ANDROID) && QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
// QTBUG-85379
// In QT_VERSION below 6.0.0 touchEnabled for QtQuickItems is set by default to true
// It causes delivering touch events to Items which are not interested
// In some cases (like using Material Style in Android) it may cause a crash
if (itemPrivate->wasDeleted)
return;
#endif
localizePointerEvent(pointerEvent, item);
bool isMouse = isMouseEvent(pointerEvent);
// Let the Item's handlers (if any) have the event first.
// However, double click should never be delivered to handlers.
if (pointerEvent->type() != QEvent::MouseButtonDblClick) {
bool wasAccepted = pointerEvent->allPointsAccepted();
itemPrivate->handlePointerEvent(pointerEvent);
allowDoubleClick = wasAccepted || !(isMouse && pointerEvent->isBeginEvent() && pointerEvent->allPointsAccepted());
}
if (handlersOnly)
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->isEndEvent() && !pointerEvent->isUpdateEvent()
&& !exclusiveGrabbers(pointerEvent).contains(item))
return;
// If any parent filters the event, we're done.
if (sendFilteredPointerEvent(pointerEvent, item))
return;
// TODO: unite this mouse point delivery with the synthetic mouse event below
if (isMouse) {
auto button = static_cast<QSinglePointEvent *>(pointerEvent)->button();
if ((isGrabber && button == Qt::NoButton) || item->acceptedMouseButtons().testFlag(button)) {
// The only reason to already have a mouse grabber here is
// synthetic events - flickable sends one when setPressDelay is used.
auto oldMouseGrabber = pointerEvent->exclusiveGrabber(pointerEvent->point(0));
pointerEvent->accept();
if (isGrabber && sendFilteredPointerEvent(pointerEvent, item))
return;
localizePointerEvent(pointerEvent, item);
QCoreApplication::sendEvent(item, pointerEvent);
if (pointerEvent->isAccepted()) {
auto &point = pointerEvent->point(0);
auto mouseGrabber = pointerEvent->exclusiveGrabber(point);
if (mouseGrabber && mouseGrabber != item && mouseGrabber != oldMouseGrabber) {
// we don't need item->mouseUngrabEvent() because QQuickWindowPrivate::onGrabChanged does it
} else if (item->isEnabled() && item->isVisible() && point.state() != QEventPoint::State::Released) {
pointerEvent->setExclusiveGrabber(point, item);
}
point.setAccepted(true);
}
return;
}
}
if (!isTouchEvent(pointerEvent))
return;
bool eventAccepted = false;
QMutableTouchEvent touchEvent;
QQuickItemPrivate::get(item)->localizedTouchEvent(static_cast<QTouchEvent *>(pointerEvent), false, &touchEvent);
if (touchEvent.type() == QEvent::None)
return; // no points inside this item
if (item->acceptTouchEvents()) {
qCDebug(DBG_TOUCH) << "considering delivering" << &touchEvent << " to " << item;
// If any parent filters the event, we're done.
hasFiltered.clear();
if (sendFilteredPointerEvent(&touchEvent, item))
return;
// Deliver the touch event to the given item
qCDebug(DBG_TOUCH) << "actually delivering" << &touchEvent << " to " << item;
QCoreApplication::sendEvent(item, &touchEvent);
eventAccepted = touchEvent.isAccepted();
} else if (Q_LIKELY(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents))) {
// 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, &touchEvent))
eventAccepted = true;
}
}
if (eventAccepted) {
// If the touch was accepted (regardless by whom or in what form),
// update accepted new points.
bool isPressOrRelease = pointerEvent->isBeginEvent() || pointerEvent->isEndEvent();
for (int i = 0; i < touchEvent.pointCount(); ++i) {
auto &point = QMutableEventPoint::from(touchEvent.point(i));
// legacy-style delivery: if the item doesn't reject the event, that means it handled ALL the points
point.setAccepted();
if (isPressOrRelease)
pointerEvent->setExclusiveGrabber(point, 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 (const auto &point: touchEvent.points()) {
if (point.state() == QEventPoint::State::Pressed) {
if (pointerEvent->exclusiveGrabber(point) == item) {
qCDebug(DBG_TOUCH_TARGET) << "TP" << Qt::hex << point.id() << "disassociated";
pointerEvent->setExclusiveGrabber(point, nullptr);
}
}
}
}
}
#if QT_CONFIG(quick_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<QDropEvent *>(event);
for (e->setAccepted(false); !e->isAccepted() && grabItem != grabber->end(); grabItem = grabber->release(grabItem)) {
QPointF p = (**grabItem)->mapFromScene(e->position().toPoint());
QDropEvent translatedEvent(
p.toPoint(),
e->possibleActions(),
e->mimeData(),
e->buttons(),
e->modifiers());
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 {
QDragMoveEvent *moveEvent = static_cast<QDragMoveEvent *>(event);
// Used to ensure we don't send DragEnterEvents to current drop targets,
// and to detect which current drop targets we have left
QVarLengthArray<QQuickItem*, 64> currentGrabItems;
for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem))
currentGrabItems.append(**grabItem);
// Look for any other potential drop targets that are higher than the current ones
QDragEnterEvent enterEvent(
moveEvent->position().toPoint(),
moveEvent->possibleActions(),
moveEvent->mimeData(),
moveEvent->buttons(),
moveEvent->modifiers());
QQuickDropEventEx::copyActions(&enterEvent, *moveEvent);
event->setAccepted(deliverDragEvent(grabber, contentItem, &enterEvent, ¤tGrabItems));
for (grabItem = grabber->begin(); grabItem != grabber->end(); ++grabItem) {
int i = currentGrabItems.indexOf(**grabItem);
if (i >= 0) {
currentGrabItems.remove(i);
// Still grabbed: send move event
QDragMoveEvent translatedEvent(
(**grabItem)->mapFromScene(moveEvent->position().toPoint()).toPoint(),
moveEvent->possibleActions(),
moveEvent->mimeData(),
moveEvent->buttons(),
moveEvent->modifiers());
QQuickDropEventEx::copyActions(&translatedEvent, *moveEvent);
QCoreApplication::sendEvent(**grabItem, &translatedEvent);
event->setAccepted(translatedEvent.isAccepted());
QQuickDropEventEx::copyActions(moveEvent, translatedEvent);
}
}
// Anything left in currentGrabItems is no longer a drop target and should be sent a DragLeaveEvent
QDragLeaveEvent leaveEvent;
for (QQuickItem *i : currentGrabItems)
QCoreApplication::sendEvent(i, &leaveEvent);
return;
}
}
if (event->type() == QEvent::DragEnter || event->type() == QEvent::DragMove) {
QDragMoveEvent *e = static_cast<QDragMoveEvent *>(event);
QDragEnterEvent enterEvent(
e->position().toPoint(),
e->possibleActions(),
e->mimeData(),
e->buttons(),
e->modifiers());
QQuickDropEventEx::copyActions(&enterEvent, *e);
event->setAccepted(deliverDragEvent(grabber, contentItem, &enterEvent));
}
}
bool QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QQuickItem *item, QDragMoveEvent *event, QVarLengthArray<QQuickItem*, 64> *currentGrabItems)
{
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
if (!item->isVisible() || !item->isEnabled() || QQuickItemPrivate::get(item)->culled)
return false;
QPointF p = item->mapFromScene(event->position().toPoint());
bool itemContained = item->contains(p);
if (!itemContained && itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
return false;
}
QDragEnterEvent enterEvent(
event->position().toPoint(),
event->possibleActions(),
event->mimeData(),
event->buttons(),
event->modifiers());
QQuickDropEventEx::copyActions(&enterEvent, *event);
QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();
// Check children in front of this item first
for (int ii = children.count() - 1; ii >= 0; --ii) {
if (children.at(ii)->z() < 0)
continue;
if (deliverDragEvent(grabber, children.at(ii), &enterEvent, currentGrabItems))
return true;
}
if (itemContained) {
// If this item is currently grabbed, don't send it another DragEnter,
// just grab it again if it's still contained.
if (currentGrabItems && currentGrabItems->contains(item)) {
grabber->grab(item);
grabber->setTarget(item);
return true;
}
if (event->type() == QEvent::DragMove || itemPrivate->flags & QQuickItem::ItemAcceptsDrops) {
QDragMoveEvent translatedEvent(
p.toPoint(),
event->possibleActions(),
event->mimeData(),
event->buttons(),
event->modifiers(),
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);
grabber->setTarget(item);
return true;
}
} else {
return true;
}
}
}
// Check children behind this item if this item or any higher children have not accepted
for (int ii = children.count() - 1; ii >= 0; --ii) {
if (children.at(ii)->z() >= 0)
continue;
if (deliverDragEvent(grabber, children.at(ii), &enterEvent, currentGrabItems))
return true;
}
return false;
}
#endif // quick_draganddrop
#if QT_CONFIG(cursor)
void QQuickWindowPrivate::updateCursor(const QPointF &scenePos)
{
Q_Q(QQuickWindow);
auto cursorItemAndHandler = findCursorItemAndHandler(contentItem, scenePos);
if (cursorItem != cursorItemAndHandler.first || cursorHandler != cursorItemAndHandler.second) {
QWindow *renderWindow = QQuickRenderControl::renderWindowFor(q);
QWindow *window = renderWindow ? renderWindow : q;
cursorItem = cursorItemAndHandler.first;
cursorHandler = cursorItemAndHandler.second;
if (cursorItem)
window->setCursor(QQuickItemPrivate::get(cursorItem)->effectiveCursor(cursorHandler));
else
window->unsetCursor();
}
}
QPair<QQuickItem*, QQuickPointerHandler*> QQuickWindowPrivate::findCursorItemAndHandler(QQuickItem *item, const QPointF &scenePos) const
{
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
QPointF p = item->mapFromScene(scenePos);
if (!item->contains(p))
return {nullptr, nullptr};
}
if (itemPrivate->subtreeCursorEnabled) {
QList<QQuickItem *> 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;
auto ret = findCursorItemAndHandler(child, scenePos);
if (ret.first)
return ret;
}
if (itemPrivate->hasCursorHandler) {
if (auto handler = itemPrivate->effectiveCursorHandler()) {
if (handler->parentContains(scenePos))
return {item, handler};
}
}
if (itemPrivate->hasCursor) {
QPointF p = item->mapFromScene(scenePos);
if (item->contains(p))
return {item, nullptr};
}
}
return {nullptr, nullptr};
}
#endif
bool QQuickWindowPrivate::sendFilteredPointerEvent(QPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent)
{
return sendFilteredPointerEventImpl(event, receiver, filteringParent ? filteringParent : receiver->parentItem());
}
bool QQuickWindowPrivate::sendFilteredPointerEventImpl(QPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent)
{
if (!allowChildEventFiltering)
return false;
if (!filteringParent)
return false;
bool filtered = false;
const bool hasHandlers = QQuickItemPrivate::get(receiver)->hasPointerHandlers();
if (filteringParent->filtersChildMouseEvents() && !hasFiltered.contains(filteringParent)) {
hasFiltered.append(filteringParent);
if (isMouseEvent(event)) {
if (receiver->acceptedMouseButtons()) {
const bool wasAccepted = event->allPointsAccepted();
Q_ASSERT(event->pointCount());
localizePointerEvent(event, receiver);
event->setAccepted(true);
auto oldMouseGrabber = event->exclusiveGrabber(event->point(0));
if (filteringParent->childMouseEventFilter(receiver, event)) {
qCDebug(DBG_MOUSE) << "mouse event intercepted by childMouseEventFilter of " << filteringParent;
skipDelivery.append(filteringParent);
filtered = true;
if (event->isAccepted() && event->isBeginEvent()) {
auto &point = event->point(0);
auto mouseGrabber = event->exclusiveGrabber(point);
if (mouseGrabber && mouseGrabber != receiver && mouseGrabber != oldMouseGrabber) {
receiver->mouseUngrabEvent();
} else {
event->setExclusiveGrabber(point, receiver);
}
}
} else {
// Restore accepted state if the event was not filtered.
event->setAccepted(wasAccepted);
}
}
} else if (isTouchEvent(event)) {
const bool acceptsTouchEvents = receiver->acceptTouchEvents() || hasHandlers;
auto device = event->device();
if (device->type() == QInputDevice::DeviceType::TouchPad &&
device->capabilities().testFlag(QInputDevice::Capability::MouseEmulation)) {
qCDebug(DBG_TOUCH_TARGET) << "skipping filtering of synth-mouse event from" << device;
} else if (acceptsTouchEvents || receiver->acceptedMouseButtons()) {
// get a touch event customized for delivery to filteringParent
// TODO should not be necessary? because QQuickWindowPrivate::deliverMatchingPointsToItem() does it
QMutableTouchEvent filteringParentTouchEvent;
QQuickItemPrivate::get(receiver)->localizedTouchEvent(static_cast<QTouchEvent *>(event), true, &filteringParentTouchEvent);
if (filteringParentTouchEvent.type() != QEvent::None) {
qCDebug(DBG_TOUCH) << "letting parent" << filteringParent << "filter for" << receiver << &filteringParentTouchEvent;
if (filteringParent->childMouseEventFilter(receiver, &filteringParentTouchEvent)) {
qCDebug(DBG_TOUCH) << "touch event intercepted by childMouseEventFilter of " << filteringParent;
skipDelivery.append(filteringParent);
for (auto point : filteringParentTouchEvent.points())
event->setExclusiveGrabber(point, filteringParent);
return true;
} else if (Q_LIKELY(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents)) &&
!filteringParent->acceptTouchEvents()) {
qCDebug(DBG_TOUCH) << "touch event NOT intercepted by childMouseEventFilter of " << filteringParent
<< "; accepts touch?" << filteringParent->acceptTouchEvents()
<< "receiver accepts touch?" << acceptsTouchEvents
<< "so, letting parent filter a synth-mouse event";
// filteringParent didn't filter the touch event. Give it a chance to filter a synthetic mouse event.
for (auto &tp : filteringParentTouchEvent.points()) {
QEvent::Type t;
switch (tp.state()) {
case QEventPoint::State::Pressed:
t = QEvent::MouseButtonPress;
break;
case QEventPoint::State::Released:
t = QEvent::MouseButtonRelease;
break;
case QEventPoint::State::Stationary:
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
QMutableSinglePointEvent mouseEvent;
touchToMouseEvent(t, tp, &filteringParentTouchEvent, &mouseEvent);
// 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->pointingDevice();
if (filteringParent->childMouseEventFilter(receiver, &mouseEvent)) {
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)" << Qt::hex << tp.id() << "->" << filteringParent;
filteringParentTouchEvent.setExclusiveGrabber(tp, 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.
cancelTouchMouseSynthesis();
mouseEvent.point(0).setAccepted(false); // because touchToMouseEvent() set it true
// 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();
bool dragVelocityLimitAvailable = event->device()->capabilities().testFlag(QInputDevice::Capability::Velocity)
&& styleHints->startDragVelocity();
bool overThreshold = qAbs(d) > (startDragThreshold >= 0 ? startDragThreshold : styleHints->startDragDistance());
if (dragVelocityLimitAvailable) {
QVector2D velocityVec = event->point(0).velocity();
qreal velocity = axis == Qt::XAxis ? velocityVec.x() : velocityVec.y();
overThreshold |= qAbs(velocity) > styleHints->startDragVelocity();
}
return overThreshold;
}
bool QQuickWindowPrivate::dragOverThreshold(qreal d, Qt::Axis axis, const QEventPoint &tp, int startDragThreshold)
{
QStyleHints *styleHints = qApp->styleHints();
bool overThreshold = qAbs(d) > (startDragThreshold >= 0 ? startDragThreshold : styleHints->startDragDistance());
const bool dragVelocityLimitAvailable = (styleHints->startDragVelocity() > 0);
if (!overThreshold && dragVelocityLimitAvailable) {
qreal velocity = axis == Qt::XAxis ? tp.velocity().x() : tp.velocity().y();
overThreshold |= qAbs(velocity) > styleHints->startDragVelocity();
}
return overThreshold;
}
bool QQuickWindowPrivate::dragOverThreshold(QVector2D delta)
{
int threshold = qApp->styleHints()->startDragDistance();
return qAbs(delta.x()) > threshold || qAbs(delta.y()) > threshold;
}
/*!
\qmlproperty list<Object> 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<QObject> *property, QObject *o)
{
if (!o)
return;
QQuickWindow *that = static_cast<QQuickWindow *>(property->object);
if (QQuickWindow *window = qmlobject_cast<QQuickWindow *>(o)) {
qCDebug(lcTransient) << window << "is transient for" << that;
window->setTransientParent(that);
}
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(that->contentItem())->data();
itemProperty.append(&itemProperty, o);
}
qsizetype QQuickWindowPrivate::data_count(QQmlListProperty<QObject> *property)
{
QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
if (!win || !win->contentItem() || !QQuickItemPrivate::get(win->contentItem())->data().count)
return 0;
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
return itemProperty.count(&itemProperty);
}
QObject *QQuickWindowPrivate::data_at(QQmlListProperty<QObject> *property, qsizetype i)
{
QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
return itemProperty.at(&itemProperty, i);
}
void QQuickWindowPrivate::data_clear(QQmlListProperty<QObject> *property)
{
QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
itemProperty.clear(&itemProperty);
}
void QQuickWindowPrivate::data_replace(QQmlListProperty<QObject> *property, qsizetype i, QObject *o)
{
QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
itemProperty.replace(&itemProperty, i, o);
}
void QQuickWindowPrivate::data_removeLast(QQmlListProperty<QObject> *property)
{
QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
itemProperty.removeLast(&itemProperty);
}
bool QQuickWindowPrivate::isRenderable() const
{
Q_Q(const QQuickWindow);
return ((q->isExposed() && q->isVisible())) && q->geometry().isValid();
}
void QQuickWindowPrivate::rhiCreationFailureMessage(const QString &backendName,
QString *translatedMessage,
QString *untranslatedMessage)
{
const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow",
"Failed to initialize graphics backend for %1.");
*translatedMessage = QQuickWindow::tr(msg).arg(backendName);
*untranslatedMessage = QString::fromLatin1(msg).arg(backendName);
}
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 = nullptr;
if (p->extra.isAllocated()) {
p->extra->opacityNode = nullptr;
p->extra->clipNode = nullptr;
p->extra->rootNode = nullptr;
}
p->paintNode = nullptr;
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_") == nullptr)
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<QQuickItem *>::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 = nullptr;
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<QQuickItem *> childItems = d->paintOrderChildItems();
QQuickItem *before = nullptr;
for (int i=0; i<childItems.size(); ++i) {
QQuickItemPrivate *dd = QQuickItemPrivate::get(childItems.at(i));
// Perform the same check as the in fetchNextNode below.
if (dd->z() < 0 && (dd->explicitVisible || (dd->extra.isAllocated() && dd->extra->effectRefCount)))
before = childItems.at(i);
else
break;
}
return Q_UNLIKELY(before) ? QQuickItemPrivate::get(before)->itemNode() : nullptr;
}
static QSGNode *fetchNextNode(QQuickItemPrivate *itemPriv, int &ii, bool &returnedPaintNode)
{
QList<QQuickItem *> 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 nullptr;
}
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() == nullptr));
int effectRefCount = itemPriv->extra.isAllocated()?itemPriv->extra->effectRefCount:0;
bool effectRefEffectivelyChanged = (dirty & (QQuickItemPrivate::EffectReference | QQuickItemPrivate::Window)) &&
((effectRefCount == 0) != (itemPriv->rootNode() == nullptr));
if (clipEffectivelyChanged) {
QSGNode *parent = itemPriv->opacityNode() ? (QSGNode *) itemPriv->opacityNode() :
(QSGNode *) itemPriv->itemNode();
QSGNode *child = itemPriv->rootNode();
if (item->clip()) {
Q_ASSERT(itemPriv->clipNode() == nullptr);
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 = nullptr;
}
}
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() == nullptr);
QSGRootNode *root = new QSGRootNode();
itemPriv->extra->rootNode = root;
parent->reparentChildNodesTo(root);
parent->appendChildNode(root);
} else {
Q_ASSERT(itemPriv->rootNode() != nullptr);
QSGRootNode *root = itemPriv->rootNode();
parent->removeChildNode(root);
root->reparentChildNodesTo(parent);
delete itemPriv->rootNode();
itemPriv->extra->rootNode = nullptr;
}
}
if (dirty & QQuickItemPrivate::ChildrenUpdateMask) {
int ii = 0;
bool fetchedPaintNode = false;
QList<QQuickItem *> 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 = nullptr;
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 == nullptr ||
itemPriv->paintNode->parent() == nullptr ||
itemPriv->paintNode->parent() == itemPriv->childContainerNode());
if (itemPriv->paintNode && itemPriv->paintNode->parent() == nullptr) {
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 = nullptr;
}
}
#ifndef QT_NO_DEBUG
// Check consistency.
QList<QSGNode *> nodes;
nodes << itemPriv->itemNodeInstance
<< itemPriv->opacityNode()
<< itemPriv->clipNode()
<< itemPriv->rootNode()
<< itemPriv->paintNode;
nodes.removeAll(nullptr);
Q_ASSERT(nodes.constFirst() == itemPriv->itemNodeInstance);
for (int i=1; i<nodes.size(); ++i) {
QSGNode *n = nodes.at(i);
// Failing this means we messed up reparenting
Q_ASSERT(n->parent() == 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 (!d->renderer)
return;
delete d->renderer->rootNode();
delete d->renderer;
d->renderer = nullptr;
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)
{
qCDebug(lcTransient) << this << "is transient for" << window;
setTransientParent(window);
disconnect(sender(), SIGNAL(windowChanged(QQuickWindow*)),
this, SLOT(setTransientParent_helper(QQuickWindow*)));
}
QOpenGLContext *QQuickWindowPrivate::openglContext()
{
#if QT_CONFIG(opengl)
if (context && context->isValid()) {
QSGRendererInterface *rif = context->sceneGraphContext()->rendererInterface(context);
if (rif) {
Q_Q(QQuickWindow);
return reinterpret_cast<QOpenGLContext *>(rif->getResource(q, QSGRendererInterface::OpenGLContextResource));
}
}
#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 != nullptr && 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.
*/
/*!
\qmlsignal QtQuick.Window::Window::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.
*/
/*!
\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.
*/
/*!
\qmlsignal QtQuick.Window::Window::sceneGraphInitialized()
\internal
*/
/*!
\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.
When rendering with OpenGL, the QOpenGLContext 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.
*/
/*!
\qmlsignal QtQuick.Window::Window::sceneGraphInvalidated()
\internal
*/
/*!
\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
*/
/*!
\qmlsignal QtQuick.Window::Window::sceneGraphError(SceneGraphError error, QString message)
This signal is emitted when an \a error occurred during scene graph initialization.
You can implement onSceneGraphError(error, message) to handle errors,
such as graphics context creation failures, in a custom way.
If no handler is connected to this signal, Quick will print the \a message,
or show a message box, and terminate the application.
\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.
On \macOs, Qt will create a menu item \c Quit if there is no menu item
whose text is "quit" or "exit". This menu item calls the \c QCoreApplication::quit
signal, not the \c QQuickWindow::closing() signal.
\sa {QMenuBar as a Global Menu Bar}
*/
/*!
\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.
*/
/*!
Sets the render target for this window to be \a target.
A QQuickRenderTarget serves as an opaque handle for a renderable native
object, most commonly a 2D texture, and associated metadata, such as the
size in pixels.
A default constructed QQuickRenderTarget means no redirection. A valid
\a target, created via one of the static QQuickRenderTarget factory functions,
on the other hand, enables redirection of the rendering of the Qt Quick
scene: it will no longer target the color buffers for the surface
associated with the window, but rather the textures or other graphics
objects specified in \a target.
For example, assuming the scenegraph is using Vulkan to render, one can
redirect its output into a \c VkImage. For graphics APIs like Vulkan, the
image layout must be provided as well. QQuickRenderTarget instances are
implicitly shared and are copyable and can be passed by value. They do not
own the associated native objects (such as, the VkImage in the example),
however.
\badcode
QQuickRenderTarget rt = QQuickRenderTarget::fromVulkanImage(vulkanImage, VK_IMAGE_LAYOUT_PREINITIALIZED, pixelSize);
quickWindow->setRenderTarget(rt);
\endcode
This function is very often used in combination with QQuickRenderControl
and an invisible QQuickWindow, in order to render Qt Quick content into a
texture, without creating an on-screen native window for this QQuickWindow.
When the desired target, or associated data, such as the size, changes,
call this function with a new QQuickRenderTarget. Constructing
QQuickRenderTarget instances and calling this function is cheap, but be
aware that setting a new \a target with a different native object or other
data may lead to potentially expensive initialization steps when the
scenegraph is about to render the next frame. Therefore change the target
only when necessary.
\note This function should not be used when using the \c software backend.
Instead, use grabWindow() to render the content into a QImage.
\note The window does not take ownership of any native objects referenced
in \a target.
\note It is the caller's responsibility to ensure the native objects
referred to in \a target are valid for the scenegraph renderer too. For
instance, with Vulkan, Metal, and Direct3D this implies that the texture or
image is created on the same graphics device that is used by the scenegraph
internally. Therefore, when texture objects created on an already existing
device or context are involved, this function is often used in combination
with setGraphicsDevice().
\note With graphics APIs where relevant, the application must pay attention
to image layout transitions performed by the scenegraph. For example, once
a VkImage is associated with the scenegraph by calling this function, its
layout will transition to \c VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL when
rendering a frame.
\warning This function can only be called from the thread doing the
rendering.
\since 6.0
\sa QQuickRenderControl, setGraphicsDevice(), setGraphicsApi()
*/
void QQuickWindow::setRenderTarget(const QQuickRenderTarget &target)
{
Q_D(QQuickWindow);
if (target != d->customRenderTarget) {
d->customRenderTarget = target;
d->redirect.renderTargetDirty = true;
}
}
/*!
\return the QQuickRenderTarget passed to setRenderTarget(), or a default
constructed one otherwise
\since 6.0
\sa setRenderTarget()
*/
QQuickRenderTarget QQuickWindow::renderTarget() const
{
Q_D(const QQuickWindow);
return d->customRenderTarget;
}
/*!
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.
\note When using this window in combination with QQuickRenderControl, the
result of this function is an empty image, unless the \c software backend
is in use. This is because when redirecting the output to an
application-managed graphics resource (such as, a texture) by using
QQuickRenderControl and setRenderTarget(), the application is better suited
for managing and executing an eventual read back operation, since it is in
full control of the resource to begin with.
\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) {
// backends like software can grab regardless of the window state
if (d->windowManager && (d->windowManager->flags() & QSGRenderLoop::SupportsGrabWithoutExpose))
return d->windowManager->grab(this);
if (!isSceneGraphInitialized() && QSGRhiSupport::instance()->isRhiEnabled()) {
// We do not have rendering up and running. Forget the render loop,
// do a frame completely offscreen and synchronously into a
// texture. This can be *very* slow due to all the device/context
// and resource initialization but the documentation warns for it,
// and is still important for some use cases.
Q_ASSERT(!d->rhi);
return QSGRhiSupport::instance()->grabOffscreen(this);
}
}
// The common case: we have an exposed window with an initialized
// scenegraph, meaning we can request grabbing via the render loop, or we
// are not targeting the window, in which case the request is to be
// forwarded to the rendercontrol.
if (d->renderControl)
return QQuickRenderControlPrivate::get(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 nullptr; // 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 As of Qt 6.0, this flag is not used in practice
and is ignored. Native graphics resource ownership is not transferable to
the wrapping QSGTexture, because Qt Quick may not have the necessary details
on how such an object and the associated memory should be freed.
\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.
Even though the signal is emitted from the scene graph rendering thread,
the GUI thread is guaranteed to be blocked, like it is in
QQuickItem::updatePaintNode(). Therefore, it is safe to access GUI thread
thread data in a slot or lambda that is connected with
Qt::DirectConnection.
This signal can be used to do any preparation required before calls to
QQuickItem::updatePaintNode().
When using OpenGL, the QOpenGLContext used for rendering by 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 OpenGL, be aware that setting OpenGL 3.x or 4.x specific
states and leaving these enabled or set to non-default values when returning
from the connected slot can interfere with the scene graph's rendering.
*/
/*!
\qmlsignal QtQuick.Window::Window::beforeSynchronizing()
\internal
*/
/*!
\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.
When using OpenGL, the QOpenGLContext used for rendering by 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 OpenGL, be aware that setting OpenGL 3.x or 4.x specific
states and leaving these enabled or set to non-default values when returning
from the connected slot can interfere with the scene graph's rendering.
\since 5.3
*/
/*!
\qmlsignal QtQuick.Window::Window::afterSynchronizing()
\internal
\since 5.3
*/
/*!
\fn void QQuickWindow::beforeRendering()
This signal is emitted after the preparations for the frame have been done,
meaning there is a command buffer in recording mode, where applicable. If
desired, the slot function connected to this signal can query native
resources like the command before via QSGRendererInterface. Note however
that the recording of the main render pass is not yet started at this point
and it is not possible to add commands within that pass. Starting a pass
means clearing the color, depth, and stencil buffers so it is not possible
to achieve an underlay type of rendering by just connecting to this
signal. Rather, connect to beforeRenderPassRecording(). However, connecting
to this signal is still important if the recording of copy type of commands
is desired since those cannot be enqueued within a render pass.
When using OpenGL, the QOpenGLContext used for rendering by 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 OpenGL, be aware that setting OpenGL 3.x or 4.x specific
states and leaving these enabled or set to non-default values when returning
from the connected slot can interfere with the scene graph's rendering.
\sa rendererInterface(), {Scene Graph - OpenGL Under QML}, {Scene Graph - Metal Under QML},
{Scene Graph - Vulkan Under QML}, {Scene Graph - Direct3D 11 Under QML}
*/
/*!
\qmlsignal QtQuick.Window::Window::beforeRendering()
\internal
*/
/*!
\fn void QQuickWindow::afterRendering()
The signal is emitted after scene graph has added its commands to the
command buffer, which is not yet submitted to the graphics queue. If
desired, the slot function connected to this signal can query native
resources, like the command buffer, before via QSGRendererInterface. Note
however that the render pass (or passes) are already recorded at this point
and it is not possible to add more commands within the scenegraph's
pass. Instead, use afterRenderPassRecording() for that. This signal has
therefore limited use in Qt 6, unlike in Qt 5. Rather, it is the combination
of beforeRendering() and beforeRenderPassRecording(), or beforeRendering()
and afterRenderPassRecording(), that is typically used to achieve under- or
overlaying of the custom rendering.
When using OpenGL, the QOpenGLContext used for rendering by 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 OpenGL, be aware that setting OpenGL 3.x or 4.x specific
states and leaving these enabled or set to non-default values when returning
from the connected slot can interfere with the scene graph's rendering.
\sa rendererInterface(), {Scene Graph - OpenGL Under QML}, {Scene Graph - Metal Under QML},
{Scene Graph - Vulkan Under QML}, {Scene Graph - Direct3D 11 Under QML}
*/
/*!
\qmlsignal QtQuick.Window::Window::afterRendering()
\internal
*/
/*!
\fn void QQuickWindow::beforeRenderPassRecording()
This signal is emitted before the scenegraph starts recording commands for
the main render pass. (Layers have their own passes and are fully recorded
by the time this signal is emitted.) The render pass is already active on
the command buffer when the signal is emitted.
This signal is emitted later than beforeRendering() and it guarantees that
not just the frame, but also the recording of the scenegraph's main render
pass is active. This allows inserting commands without having to generate an
entire, separate render pass (which would typically clear the attached
images). The native graphics objects can be queried via
QSGRendererInterface.
\note Resource updates (uploads, copies) typically cannot be enqueued from
within a render pass. Therefore, more complex user rendering will need to
connect to both beforeRendering() and this signal.
\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).
\sa rendererInterface()
\since 5.14
*/
/*!
\qmlsignal QtQuick.Window::Window::beforeRenderPassRecording()
\internal
\since 5.14
*/
/*!
\fn void QQuickWindow::afterRenderPassRecording()
This signal is emitted after the scenegraph has recorded the commands for
its main render pass, but the pass is not yet finalized on the command
buffer.
This signal is emitted earlier than afterRendering(), and it guarantees that
not just the frame but also the recording of the scenegraph's main render
pass is still active. This allows inserting commands without having to
generate an entire, separate render pass (which would typically clear the
attached images). The native graphics objects can be queried via
QSGRendererInterface.
\note Resource updates (uploads, copies) typically cannot be enqueued from
within a render pass. Therefore, more complex user rendering will need to
connect to both beforeRendering() and this signal.
\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).
\sa rendererInterface()
\since 5.14
*/
/*!
\fn void QQuickWindow::beforeFrameBegin()
This signal is emitted before the scene graph starts preparing the frame.
This precedes signals like beforeSynchronizing() or beforeRendering(). It is
the earliest signal that is emitted by the scene graph rendering thread
when starting to prepare a new frame.
This signal is relevant for lower level graphics frameworks that need to
execute certain operations, such as resource cleanup, at a stage where Qt
Quick has not initiated the recording of a new frame via the underlying
rendering hardware interface APIs.
\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).
\since 6.0
\sa afterFrameEnd(), rendererInterface()
*/
/*!
\qmlsignal QtQuick.Window::Window::beforeFrameBegin()
\internal
*/
/*!
\fn void QQuickWindow::afterFrameEnd()
This signal is emitted when the scene graph has submitted a frame. This is
emitted after all other related signals, such as afterRendering(). It is
the last signal that is emitted by the scene graph rendering thread when
rendering a frame.
\note Unlike frameSwapped(), this signal is guaranteed to be emitted also
when the Qt Quick output is redirected via QQuickRenderControl.
\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).
\since 6.0
\sa beforeFrameBegin(), rendererInterface()
*/
/*!
\qmlsignal QtQuick.Window::Window::afterFrameEnd()
\internal
*/
/*!
\qmlsignal QtQuick.Window::Window::afterRenderPassRecording()
\internal
\since 5.14
*/
/*!
\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. At the same time this means that
this signal is not suitable for triggering graphics operations.
\since 5.3
*/
/*!
\qmlsignal QtQuick.Window::Window::afterAnimating()
This signal is emitted on the GUI thread before requesting the render thread to
perform the synchronization of the scene graph.
You can implement onAfterAnimating to do additional processing after each animation step.
\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()
\since 5.3
*/
/*!
\qmlsignal QtQuick.Window::Window::sceneGraphAboutToStop()
\internal
\since 5.3
*/
/*!
\overload
*/
QSGTexture *QQuickWindow::createTextureFromImage(const QImage &image) const
{
return createTextureFromImage(image, {});
}
/*!
Creates a new QSGTexture from the supplied \a image. If the image has an
alpha channel, the corresponding texture will have an alpha channel.
The caller of the function is responsible for deleting the returned texture.
The underlying native texture object is then destroyed together with the
QSGTexture.
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 the scene graph uses OpenGL, the returned texture will be using \c
GL_TEXTURE_2D as texture target and \c GL_RGBA as internal format. With
other graphics APIs, the texture format is typically \c RGBA8. 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 nullptr;
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);
}
QSGTexture *QQuickWindowPrivate::createTextureFromNativeTexture(quint64 nativeObjectHandle,
int nativeLayout,
const QSize &size,
QQuickWindow::CreateTextureOptions options) const
{
if (!rhi)
return nullptr;
QSGPlainTexture *texture = new QSGPlainTexture;
texture->setTextureFromNativeTexture(rhi, nativeObjectHandle, nativeLayout,
size, options.testFlag(QQuickWindow::TextureHasMipmaps));
texture->setHasAlphaChannel(options & QQuickWindow::TextureHasAlphaChannel);
// note that the QRhiTexture does not (and cannot) own the native object
texture->setOwnsTexture(true); // texture meaning the QRhiTexture here, not the native object
texture->setTextureSize(size);
return texture;
}
/*!
\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 color buffer at the beginning of each frame.
By default, the clear color is white.
\sa 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;
}
/*!
\struct QQuickWindow::GraphicsStateInfo
\inmodule QtQuick
\since 5.14
\brief Describes some of the RHI's graphics state at the point of a
\l{QQuickWindow::beginExternalCommands()}{beginExternalCommands()} call.
*/
/*!
\return a reference to a GraphicsStateInfo struct describing some of the
RHI's internal state, in particular, the double or tripple buffering status
of the backend (such as, the Vulkan or Metal integrations). This is
relevant when the underlying graphics APIs is Vulkan or Metal, and the
external rendering code wishes to perform double or tripple buffering of
its own often-changing resources, such as, uniform buffers, in order to
avoid stalling the pipeline.
*/
const QQuickWindow::GraphicsStateInfo &QQuickWindow::graphicsStateInfo()
{
Q_D(QQuickWindow);
if (d->rhi) {
d->rhiStateInfo.currentFrameSlot = d->rhi->currentFrameSlot();
d->rhiStateInfo.framesInFlight = d->rhi->resourceLimit(QRhi::FramesInFlight);
}
return d->rhiStateInfo;
}
/*!
When mixing raw graphics (OpenGL, Vulkan, Metal, etc.) commands with scene
graph rendering, it is necessary to call this function before recording
commands to the command buffer used by the scene graph to render its main
render pass. This is to avoid clobbering state.
In practice this function is often called from a slot connected to the
beforeRenderPassRecording() or afterRenderPassRecording() signals.
The function does not need to be called when recording commands to the
application's own command buffer (such as, a VkCommandBuffer or
MTLCommandBuffer + MTLRenderCommandEncoder created and managed by the
application, not retrieved from the scene graph). With graphics APIs where
no native command buffer concept is exposed (OpenGL, Direct 3D 11),
beginExternalCommands() and endExternalCommands() together provide a
replacement for the Qt 5 resetOpenGLState() function.
Calling this function and endExternalCommands() is not necessary within the
\l{QSGRenderNode::render()}{render()} implementation of a QSGRenderNode
because the scene graph performs the necessary steps implicitly for render
nodes.
Native graphics objects (such as, graphics device, command buffer or
encoder) are accessible via QSGRendererInterface::getResource().
\warning Watch out for the fact that
QSGRendererInterface::CommandListResource may return a different object
between beginExternalCommands() - endExternalCommands(). This can happen
when the underlying implementation provides a dedicated secondary command
buffer for recording external graphics commands within a render pass.
Therefore, always query CommandListResource after calling this function. Do
not attempt to reuse an object from an earlier query.
\note When the scenegraph is using OpenGL, pay attention to the fact that
the OpenGL state in the context can have arbitrary settings, and this
function does not perform any resetting of the state back to defaults.
\sa endExternalCommands(), QQuickOpenGLUtils::resetOpenGLState()
\since 5.14
*/
void QQuickWindow::beginExternalCommands()
{
Q_D(QQuickWindow);
if (d->rhi && d->context && d->context->isValid()) {
QSGDefaultRenderContext *rc = static_cast<QSGDefaultRenderContext *>(d->context);
QRhiCommandBuffer *cb = rc->currentFrameCommandBuffer();
if (cb)
cb->beginExternal();
}
}
/*!
When mixing raw graphics (OpenGL, Vulkan, Metal, etc.) commands with scene
graph rendering, it is necessary to call this function after recording
commands to the command buffer used by the scene graph to render its main
render pass. This is to avoid clobbering state.
In practice this function is often called from a slot connected to the
beforeRenderPassRecording() or afterRenderPassRecording() signals.
The function does not need to be called when recording commands to the
application's own command buffer (such as, a VkCommandBuffer or
MTLCommandBuffer + MTLRenderCommandEncoder created and managed by the
application, not retrieved from the scene graph). With graphics APIs where
no native command buffer concept is exposed (OpenGL, Direct 3D 11),
beginExternalCommands() and endExternalCommands() together provide a
replacement for the Qt 5 resetOpenGLState() function.
Calling this function and beginExternalCommands() is not necessary within the
\l{QSGRenderNode::render()}{render()} implementation of a QSGRenderNode
because the scene graph performs the necessary steps implicitly for render
nodes.
\sa beginExternalCommands(), QQuickOpenGLUtils::resetOpenGLState()
\since 5.14
*/
void QQuickWindow::endExternalCommands()
{
Q_D(QQuickWindow);
if (d->rhi && d->context && d->context->isValid()) {
QSGDefaultRenderContext *rc = static_cast<QSGDefaultRenderContext *>(d->context);
QRhiCommandBuffer *cb = rc->currentFrameCommandBuffer();
if (cb)
cb->endExternal();
}
}
/*!
\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 QWindow Window::transientParent
\since 5.13
The window for which this window is a transient pop-up.
This is a hint to the window manager that this window is a dialog or pop-up
on behalf of the transient parent. It usually means that the transient
window will be centered over its transient parent when it is initially
shown, that minimizing the parent window will also minimize the transient
window, and so on; however results vary somewhat from platform to platform.
Normally if you declare a Window inside an Item or inside another Window,
this relationship is deduced automatically. In that case, if you declare
this window's \l visible property \c true, it will not actually be shown
until the \c transientParent window is shown.
However if you set this property, then Qt Quick will no longer wait until
the \c transientParent window is shown before showing this window. If you
want to to be able to show a transient window independently of the "parent"
Item or Window within which it was declared, you can remove that
relationship by setting \c transientParent to \c null:
\qml
import QtQuick.Window 2.13
Window {
// visible is false by default
Window {
transientParent: null
visible: true
}
}
\endqml
In order to cause the window to be centered above its transient parent by
default, depending on the window manager, it may also be necessary to set
the \l Window::flags property with a suitable \l Qt::WindowType (such as
\c Qt::Dialog).
*/
/*!
\property QQuickWindow::transientParent
\brief The window for which this window is a transient pop-up.
\since 5.13
This is a hint to the window manager that this window is a dialog or pop-up
on behalf of the transient parent, which may be any kind of \l QWindow.
In order to cause the window to be centered above its transient parent by
default, depending on the window manager, it may also be necessary to set
the \l flags property with a suitable \l Qt::WindowType (such as \c Qt::Dialog).
\sa parent()
*/
/*!
\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 the window is
not exposed, and is not renderable, at the time the job is either posted or
handled, the job is deleted without executing the run() method. If a
non-threaded renderer is in use, the run() method of the job is executed
synchronously. When rendering with OpenGL, the OpenGL context is changed to
the renderer's context before executing any job, including \l NoStage jobs.
\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 (d->renderControl && d->rhi && d->rhi->thread() == QThread::currentThread()) {
job->run();
delete job;
} else if (isExposed()) {
d->windowManager->postJob(this, job);
} else {
delete job;
}
}
d->renderJobMutex.unlock();
}
void QQuickWindowPrivate::runAndClearJobs(QList<QRunnable *> *jobs)
{
renderJobMutex.lock();
QList<QRunnable *> 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<QQuickWindow *>(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 the specified graphics \a api.
When the built-in, default graphics adaptation is used, \a api specifies
which graphics API (OpenGL, Vulkan, Metal, or Direct3D) the scene graph
should use to render. In addition, the \c software backend is built-in as
well, and can be requested by setting \a api to
QSGRendererInterface::Software.
Unlike setSceneGraphBackend(), which can only be used to request a given
backend (shipped either built-in or installed as dynamically loaded
plugins), this function works with the higher level concept of graphics
APIs. It covers the backends that ship with Qt Quick, and thus have
corresponding values in the QSGRendererInterface::GraphicsApi enum.
When this function is not called at all, and the equivalent environment
variable \c{QSG_RHI_BACKEND} is not set either, the scene graph will choose
the graphics API to use based on the platform.
This function becomes important in applications that are only prepared for
rendering with a given API. For example, if there is native OpenGL or
Vulkan rendering done by the application, it will want to ensure Qt Quick
is rendering using OpenGL or Vulkan too. Such applications are expected to
call this function early in their main() function.
\note The call to the function must happen before constructing the first
QQuickWindow in the application. The graphics API cannot be changed
afterwards.
\note When used in combination with QQuickRenderControl, this rule is
relaxed: it is possible to change the graphics API, but only when all
existing QQuickRenderControl and QQuickWindow instances have been
destroyed.
To query what graphics API the scene graph is using to render,
QSGRendererInterface::graphicsApi() after the scene graph
\l{QQuickWindow::isSceneGraphInitialized()}{has initialized}, which
typically happens either when the window becomes visible for the first time, or
when QQuickRenderControl::initialize() is called.
To switch back to the default behavior, where the scene graph chooses a
graphics API based on the platform and other conditions, set \a api to
QSGRendererInterface::Unknown.
\since 5.8
*/
void QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi api)
{
// Special cases: these are different scenegraph backends.
switch (api) {
case QSGRendererInterface::Software:
setSceneGraphBackend(QStringLiteral("software"));
break;
case QSGRendererInterface::OpenVG:
setSceneGraphBackend(QStringLiteral("openvg"));
break;
default:
break;
}
// Standard case: tell the QRhi-based default adaptation what graphics api
// (QRhi backend) to use.
if (QSGRendererInterface::isApiRhiBased(api) || api == QSGRendererInterface::Unknown)
QSGRhiSupport::configure(api);
}
/*!
\return the graphics API that would be used by the scene graph if it was
initialized at this point in time.
The standard way to query the API used by the scene graph is to use
QSGRendererInterface::graphicsApi() once the scene graph has initialized,
for example when or after the sceneGraphInitialized() signal is emitted. In
that case one gets the true, real result, because then it is known that
everything was initialized correctly using that graphics API.
This is not always convenient. If the application needs to set up external
frameworks, or needs to work with setGraphicsDevice() in a manner that
depends on the scene graph's built in API selection logic, it is not always
feasiable to defer such operations until after the QQuickWindow has been
made visible or QQuickRenderControl::initialize() has been called.
Therefore, this static function is provided as a counterpart to
setGraphicsApi(): it can be called at any time, and the result reflects
what API the scene graph would choose if it was initialized at the point of
the call.
\note This static function is intended to be called on the main (GUI)
thread only. For querying the API when rendering, use QSGRendererInterface
since that object lives on the render thread.
\note This function does not take scene graph backends into account.
\since 6.0
*/
QSGRendererInterface::GraphicsApi QQuickWindow::graphicsApi()
{
// Note that this applies the settings e.g. from the env vars
// (QSG_RHI_BACKEND) if it was not done at least once already. Whereas if
// setGraphicsApi() was called before, or the scene graph is already
// initialized, then this is just a simple query.
return QSGRhiSupport::instance()->graphicsApi();
}
/*!
Requests a 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 request is ignored.
\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.
\note The value only reflects the request in the \c{QT_QUICK_BACKEND}
environment variable after a QQuickWindow has been constructed.
\since 5.9
*/
QString QQuickWindow::sceneGraphBackend()
{
return QSGContext::backend();
}
/*!
Sets the graphics device objects for this window. The scenegraph will use
existing device, physical device, and other objects specified by \a device
instead of creating new ones.
This function is very often used in combination with QQuickRenderControl
and setRenderTarget(), in order to redirect Qt Quick rendering into a
texture.
A default constructed QQuickGraphicsDevice does not change the default
behavior in any way. Once a \a device created via one of the
QQuickGraphicsDevice factory functions, such as,
QQuickGraphicsDevice::fromDeviceObjects(), is passed in, and the scenegraph
uses a matching graphics API (with the example of fromDeviceObjects(), that
would be Vulkan), the scenegraph will use the existing device objects (such
as, the \c VkPhysicalDevice, \c VkDevice, and graphics queue family index,
in case of Vulkan) encapsulated by the QQuickGraphicsDevice. This allows
using the same device, and so sharing resources, such as buffers and
textures, between Qt Quick and native rendering engines.
\warning This function can only be called before initializing the
scenegraph and will have no effect if called afterwards. In practice this
typically means calling it right before QQuickRenderControl::initialize().
As an example, this time with Direct3D, the typical usage is expected to be
the following:
\badcode
// native graphics resources set up by a custom D3D rendering engine
ID3D11Device *device;
ID3D11DeviceContext *context;
ID3D11Texture2D *texture;
...
// now to redirect Qt Quick content into 'texture' we could do the following:
QQuickRenderControl *renderControl = new QQuickRenderControl;
QQuickWindow *window = new QQuickWindow(renderControl); // this window will never be shown on-screen
...
window->setGraphicsDevice(QQuickGraphicsDevice::fromDeviceAndContext(device, context));
renderControl->initialize();
window->setRenderTarget(QQuickRenderTarget::fromD3D11Texture(texture, textureSize);
...
\endcode
The key aspect of using this function is to ensure that resources or
handles to resources, such as \c texture in the above example, are visible
to and usable by both the external rendering engine and the scenegraph
renderer. This requires using the same graphics device (or with OpenGL,
OpenGL context).
QQuickGraphicsDevice instances are implicitly shared, copyable, and
can be passed by value. They do not own the associated native objects (such
as, the ID3D11Device in the example).
\note Using QQuickRenderControl does not always imply having to call this
function. When adopting an existing device or context is not needed, this
function should not be called, and the scene graph will then initialize its
own devices and contexts normally, just as it would with an on-screen
QQuickWindow.
\since 6.0
\sa QQuickRenderControl, setRenderTarget(), setGraphicsApi()
*/
void QQuickWindow::setGraphicsDevice(const QQuickGraphicsDevice &device)
{
Q_D(QQuickWindow);
d->customDeviceObjects = device;
}
/*!
\return the QQuickGraphicsDevice passed to setGraphicsDevice(), or a
default constructed one otherwise
\since 6.0
\sa setGraphicsDevice()
*/
QQuickGraphicsDevice QQuickWindow::graphicsDevice() const
{
Q_D(const QQuickWindow);
return d->customDeviceObjects;
}
/*!
Sets the graphics configuration for this window. \a config contains various
settings that may be taken into account by the scene graph when
initializing the underlying graphics devices and contexts.
Such additional configuration, specifying for example what device
extensions to enable for Vulkan, becomes relevant and essential when
integrating native graphics rendering code that relies on certain
extensions. The same is true when integrating with an external 3D or VR
engines, such as OpenXR.
\note The configuration is ignored when adopting existing graphics devices
via setGraphicsDevice() since the scene graph is then not in control of the
actual construction of those objects.
QQuickGraphicsConfiguration instances are implicitly shared, copyable, and
can be passed by value.
\warning Setting a QQuickGraphicsConfiguration on a QQuickWindow must
happen early enough, before the scene graph is initialized for the first
time for that window. With on-screen windows this means the call must be
done before invoking show() on the QQuickWindow or QQuickView. With
QQuickRenderControl the configuration must be finalized before calling
\l{QQuickRenderControl::initialize()}{initialize()}.
\since 6.0
*/
void QQuickWindow::setGraphicsConfiguration(const QQuickGraphicsConfiguration &config)
{
Q_D(QQuickWindow);
d->graphicsConfig = config;
}
/*!
\return the QQuickGraphicsDevice passed to setGraphicsDevice(), or a
default constructed one otherwise
\since 6.0
\sa setGraphicsConfiguration()
*/
QQuickGraphicsConfiguration QQuickWindow::graphicsConfiguration() const
{
Q_D(const QQuickWindow);
return d->graphicsConfig;
}
/*!
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;
}
/*!
\since 6.0
\qmlproperty QQuickPalette Window::palette
This property holds the palette currently set for the window.
The default palette depends on the system environment. QGuiApplication maintains a system/theme
palette which serves as a default for all application windows. You can also set the default palette
for windows by passing a custom palette to QGuiApplication::setPalette(), before loading any QML.
ApplicationWindow propagates explicit palette properties to child controls. If you change a specific
property on the window's palette, that property propagates to all child controls in the window,
overriding any system defaults for that property.
\sa Item::palette, Popup::palette, QQuickColorGroup
//! internal \sa QQuickAbstractPaletteProvider, QQuickPalette
*/
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug debug, const QQuickWindow *win)
{
QDebugStateSaver saver(debug);
debug.nospace();
if (!win) {
debug << "QQuickWindow(0)";
return debug;
}
debug << win->metaObject()->className() << '(' << static_cast<const void *>(win);
if (win->isActive())
debug << " active";
if (win->isExposed())
debug << " exposed";
debug << ", visibility=" << win->visibility() << ", flags=" << win->flags();
if (!win->title().isEmpty())
debug << ", title=" << win->title();
if (!win->objectName().isEmpty())
debug << ", name=" << win->objectName();
if (win->parent())
debug << ", parent=" << static_cast<const void *>(win->parent());
if (win->transientParent())
debug << ", transientParent=" << static_cast<const void *>(win->transientParent());
debug << ", geometry=";
QtDebugUtils::formatQRect(debug, win->geometry());
debug << ')';
return debug;
}
#endif
#include "moc_qquickwindow.cpp"
QT_END_NAMESPACE
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