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Gunnar Sletta authored
Change-Id: I28777806b13da1b0a9e1fecc2734de0614f2443c Reviewed-by:
Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
63727e4d
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qquickwindow.h"
#include "qquickwindow_p.h"
#include "qquickitem.h"
#include "qquickitem_p.h"
#include "qquickevents_p_p.h"
#include <private/qquickdrag_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <private/qsgrenderloop_p.h>
#include <private/qquickrendercontrol_p.h>
#include <private/qquickanimatorcontroller_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/qstylehints.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qabstractanimation.h>
#include <QtCore/QLibraryInfo>
#include <QtQml/qqmlincubator.h>
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#include <QtQuick/private/qquickpixmapcache_p.h>
#include <private/qqmlprofilerservice_p.h>
#include <private/qqmlmemoryprofiler_p.h>
QT_BEGIN_NAMESPACE
extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
bool QQuickWindowPrivate::defaultAlphaBuffer(0);
void QQuickWindowPrivate::updateFocusItemTransform()
{
Q_Q(QQuickWindow);
#ifndef QT_NO_IM
QQuickItem *focus = q->activeFocusItem();
if (focus && qApp->focusObject() == focus) {
QQuickItemPrivate *focusPrivate = QQuickItemPrivate::get(focus);
qApp->inputMethod()->setInputItemTransform(focusPrivate->itemToWindowTransform());
qApp->inputMethod()->setInputItemRectangle(QRectF(0, 0, focusPrivate->width, focusPrivate->height));
}
#endif
}
class QQuickWindowIncubationController : public QObject, public QQmlIncubationController
{
Q_OBJECT
public:
QQuickWindowIncubationController(QSGRenderLoop *loop)
: m_renderLoop(loop), m_timer(0)
{
// Allow incubation for 1/3 of a frame.
m_incubation_time = qMax(1, int(1000 / QGuiApplication::primaryScreen()->refreshRate()) / 3);
m_animation_driver = m_renderLoop->animationDriver();
if (m_animation_driver) {
connect(m_animation_driver, SIGNAL(stopped()), this, SLOT(animationStopped()));
connect(m_renderLoop, SIGNAL(timeToIncubate()), this, SLOT(incubate()));
}
}
protected:
void timerEvent(QTimerEvent *)
{
killTimer(m_timer);
m_timer = 0;
incubate();
}
void incubateAgain() {
if (m_timer == 0) {
// Wait for a while before processing the next batch. Using a
// timer to avoid starvation of system events.
m_timer = startTimer(m_incubation_time);
}
}
public slots:
void incubate() {
if (incubatingObjectCount()) {
if (m_renderLoop->interleaveIncubation()) {
incubateFor(m_incubation_time);
} else {
incubateFor(m_incubation_time * 2);
if (incubatingObjectCount())
incubateAgain();
}
}
}
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void animationStopped() { incubate(); }
protected:
virtual void incubatingObjectCountChanged(int count)
{
if (count && !m_renderLoop->interleaveIncubation())
incubateAgain();
}
private:
QSGRenderLoop *m_renderLoop;
int m_incubation_time;
QAnimationDriver *m_animation_driver;
int m_timer;
};
#include "qquickwindow.moc"
#ifndef QT_NO_ACCESSIBILITY
/*!
Returns an accessibility interface for this window, or 0 if such an
interface cannot be created.
*/
QAccessibleInterface *QQuickWindow::accessibleRoot() const
{
return QAccessible::queryAccessibleInterface(const_cast<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 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.
*/
// #define FOCUS_DEBUG
// #define MOUSE_DEBUG
// #define TOUCH_DEBUG
// #define DIRTY_DEBUG
#ifdef FOCUS_DEBUG
void printFocusTree(QQuickItem *item, QQuickItem *scope = 0, int depth = 1);
#endif
QQuickItem::UpdatePaintNodeData::UpdatePaintNodeData()
: transformNode(0)
{
}
QQuickRootItem::QQuickRootItem()
{
}
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/*! \reimp */
void QQuickWindow::exposeEvent(QExposeEvent *)
{
Q_D(QQuickWindow);
if (d->windowManager)
d->windowManager->exposureChanged(this);
}
/*! \reimp */
void QQuickWindow::resizeEvent(QResizeEvent *ev)
{
Q_D(QQuickWindow);
if (d->contentItem)
d->contentItem->setSize(ev->size());
if (d->windowManager)
d->windowManager->resize(this);
}
/*! \reimp */
void QQuickWindow::showEvent(QShowEvent *)
{
Q_D(QQuickWindow);
if (d->windowManager)
d->windowManager->show(this);
}
/*! \reimp */
void QQuickWindow::hideEvent(QHideEvent *)
{
Q_D(QQuickWindow);
if (d->windowManager)
d->windowManager->hide(this);
}
/*! \reimp */
void QQuickWindow::focusOutEvent(QFocusEvent *ev)
{
Q_D(QQuickWindow);
d->contentItem->setFocus(false, ev->reason());
}
/*! \reimp */
void QQuickWindow::focusInEvent(QFocusEvent *ev)
{
Q_D(QQuickWindow);
d->contentItem->setFocus(true, ev->reason());
d->updateFocusItemTransform();
}
void QQuickWindowPrivate::polishItems()
{
int maxPolishCycles = 100000;
while (!itemsToPolish.isEmpty() && --maxPolishCycles > 0) {
QSet<QQuickItem *> itms = itemsToPolish;
itemsToPolish.clear();
for (QSet<QQuickItem *>::iterator it = itms.begin(); it != itms.end(); ++it) {
QQuickItem *item = *it;
QQuickItemPrivate::get(item)->polishScheduled = false;
item->updatePolish();
}
}
if (maxPolishCycles == 0)
qWarning("QQuickWindow: possible QQuickItem::polish() loop");
updateFocusItemTransform();
}