1. 11 Nov, 2014 - 1 commit
  2. 10 Nov, 2014 - 2 commits
  3. 07 Nov, 2014 - 2 commits
  4. 05 Nov, 2014 - 4 commits
  5. 04 Nov, 2014 - 1 commit
    • Eskil Abrahamsen Blomfeldt's avatar
      Fix disappearing nodes when adding in two levels of batch root · 326c4d80
      Eskil Abrahamsen Blomfeldt authored
      
      When having e.g. a clip node inside another clip node and adding
      children to the innermost, we would get into the situation where
      we did a partial rebuild for the outermost root, but its available
      render order count would not be updated to reflect the change
      deeper down in the tree. Since the z range would be based on the
      outermost batch root's knowledge of the maximum render order in
      the tree, what would happen is that the z of the rendered nodes
      would increase steadily until they went outside of the viewing
      volume and disappeared.
      
      When decreasing the available order count of a batch root, we need
      to also decrease the available order count of its parents. If any
      of them drop below zero, we need to rebuild the render lists.
      
      [ChangeLog][QtQuick] Fixed nodes sometimes disappearing when
      adding many new nodes to the tree.
      
      Change-Id: I39c34acf0e1e0e87601f0fcd983f8da38cee029f
      Task-number: QTBUG-42096
      Reviewed-by: default avatarGunnar Sletta <gunnar@sletta.org>
      326c4d80
  6. 31 Oct, 2014 - 2 commits
  7. 30 Oct, 2014 - 2 commits
  8. 29 Oct, 2014 - 2 commits
    • J-P Nurmi's avatar
      Repeater & itemviews: fix setModel() JS array handling · cf959b4b
      J-P Nurmi authored
      
      QVariant comparison in setModel() started failing because
      JS arrays are now passed as a QJSValue. Re-assigning the
      same array content should not trigger a model change.
      
      This change restores the old behavior it had before, when
      JS arrays were passed as QVariantLists.
      
      Change-Id: I1882b3531f2893b116dbd817edeecab1ae812ce8
      Reviewed-by: default avatarSimon Hausmann <simon.hausmann@digia.com>
      cf959b4b
    • Daniel d'Andrada's avatar
      Remove mouse grabber if touch used for mouse emulation has been grabbed · 4b7dc1cf
      Daniel d'Andrada authored
      
      If an item grabs a touch that is currently being used for mouse pointer
      emulation, the current mouse grabber should lose the mouse as mouse
      events will no longer be generated from that touch point.
      
      Example of what happens without this patch:
      -User touches a MouseArea. It gets pressed.
      -Some other item grabs that touch.
      -This touch eventually ends.
      -The MouseArea would still be pressed.
      And what will happens instead after this patch:
      -User touches a MouseArea. It gets pressed.
      -Some other item grabs that touch.
      -The MouseArea gets canceled and released
      -This touch eventually ends.
      
      Change-Id: I24114f18be564553a4a768243bb20379affe7a8f
      Reviewed-by: default avatarShawn Rutledge <shawn.rutledge@digia.com>
      4b7dc1cf
  9. 28 Oct, 2014 - 2 commits
  10. 27 Oct, 2014 - 3 commits
  11. 24 Oct, 2014 - 2 commits
  12. 23 Oct, 2014 - 4 commits
  13. 22 Oct, 2014 - 4 commits
  14. 21 Oct, 2014 - 6 commits
  15. 20 Oct, 2014 - 1 commit
    • Gunnar Sletta's avatar
      Tweak new animation driver. · 5871f3e8
      Gunnar Sletta authored
      
      We're removing the bad/reallyBad concept for the benefit of an
      accumulated lag. When the lag passes over a certain threshold, we
      switch to time based. The logic for switching back remains unchanged.
      
      We also fixed the switching so that elapsed() does not jump from the
      predicted time to the animation system's wall time, but rather
      continues from the predicted time with a walltime offset (this is how
      it was always intended to be).
      
      Task-number: QTBUG-42020
      Change-Id: I7ee9181aca46cbc18a74fae5e8d513365906c017
      Reviewed-by: default avatarEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@theqtcompany.com>
      5871f3e8
  16. 13 Oct, 2014 - 1 commit
  17. 10 Oct, 2014 - 1 commit
    • Gunnar Sletta's avatar
      Improve performance of animators. · 099ae059
      Gunnar Sletta authored
      
      The use of one QCoreApp::postEvent() per completed animation added up
      to a very large overhead when 1000+ animators were used at the same
      time. This is very relevant for sprite games and similar and deserves
      to work at least as good as normal animations.
      
      Instead, store the animations to stop and stop then on the gui thread
      later as a result of frameSwapped. For the benchmark in question this
      allows for roughly double the amount of animators being started and
      stopped.
      
      Change-Id: Iae3d1ec1502ee1908fdbba708fa9f976aa230064
      Reviewed-by: default avatarMichael Brasser <michael.brasser@live.com>
      v5.4.0-beta1
      099ae059