1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
|
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qquickwindow.h"
#include "qquickwindow_p.h"
#include "qquickitem.h"
#include "qquickitem_p.h"
#include "qquickevents_p_p.h"
#include "qquickgraphicsdevice_p.h"
#include "qquickwindowcontainer_p.h"
#include "qquicksafearea_p.h"
#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgplaintexture_p.h>
#include <QtQuick/private/qquickpointerhandler_p.h>
#include <QtQuick/private/qquickpointerhandler_p_p.h>
#include <private/qsgrenderloop_p.h>
#include <private/qsgrhisupport_p.h>
#include <private/qquickrendercontrol_p.h>
#include <private/qquickanimatorcontroller_p.h>
#include <private/qquickprofiler_p.h>
#include <private/qquicktextinterface_p.h>
#include <private/qguiapplication_p.h>
#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 <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/qquickpixmap_p.h>
#include <private/qqmldebugserviceinterfaces_p.h>
#include <private/qqmldebugconnector_p.h>
#include <private/qsgdefaultrendercontext_p.h>
#include <private/qsgsoftwarerenderer_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 <QtCore/qpointer.h>
#include <rhi/qrhi.h>
#include <utility>
#include <mutex>
QT_BEGIN_NAMESPACE
Q_STATIC_LOGGING_CATEGORY(lcDirty, "qt.quick.dirty")
Q_LOGGING_CATEGORY(lcQuickWindow, "qt.quick.window")
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
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, &QAnimationDriver::stopped, this, &QQuickWindowIncubationController::animationStopped);
connect(m_renderLoop, &QSGRenderLoop::timeToIncubate, this, &QQuickWindowIncubationController::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 (m_renderLoop && 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 && !m_renderLoop->interleaveIncubation())
incubateAgain();
}
private:
QPointer<QSGRenderLoop> m_renderLoop;
int m_incubation_time;
int m_timer;
};
#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()
{
// child items with ItemObservesViewport can treat the window's content item
// as the ultimate viewport: avoid populating SG nodes that fall outside
setFlag(ItemIsViewport);
}
/*! \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 (auto da = d->deliveryAgentPrivate())
da->handleWindowHidden(this);
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->inDestructor)
return;
if (d->contentItem)
d->contentItem->setFocus(true, ev->reason());
if (auto da = d->deliveryAgentPrivate())
da->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.size() > itemsRemainingBeforeUpdatePolish) {
// Detected potential polish loop.
++numPolishLoopsInSequence;
if (numPolishLoopsInSequence == 10000) {
// We have looped 10,000 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;
}
if (numPolishLoopsInSequence >= 1000 && numPolishLoopsInSequence < 1005) {
// Start to warn about polish loop after 1000 consecutive polish loops
// 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);
}
} 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.size();
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))
deliveryAgentPrivate()->updateFocusItemTransform();
}
#endif
if (needsChildWindowStackingOrderUpdate) {
updateChildWindowStackingOrder();
needsChildWindowStackingOrderUpdate = false;
}
}
/*!
* 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 = effectiveDevicePixelRatio();
if (qFuzzyCompare(newPixelRatio, d->lastReportedItemDevicePixelRatio))
return;
d->lastReportedItemDevicePixelRatio = newPixelRatio;
if (d->contentItem)
updatePixelRatioHelper(d->contentItem, newPixelRatio);
d->forcePolish();
}
void QQuickWindow::handleFontDatabaseChanged()
{
Q_D(QQuickWindow);
d->pendingFontUpdate = true;
}
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));
}
void QQuickWindow::handleScreenChanged(QScreen *screen)
{
Q_D(QQuickWindow);
Q_UNUSED(screen);
d->forcePolish();
}
/*!
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, ResetFlags flags)
{
if (rhi) {
if (rt.owns)
delete rt.renderTarget;
delete res.texture;
delete res.renderBuffer;
delete res.rpDesc;
}
rt = {};
res = {};
if (!flags.testFlag(ResetFlag::KeepImplicitBuffers))
implicitBuffers.reset(rhi);
if (sw.owns)
delete sw.paintDevice;
sw = {};
}
void QQuickWindowRenderTarget::ImplicitBuffers::reset(QRhi *rhi)
{
if (rhi) {
delete depthStencil;
delete depthStencilTexture;
delete multisampleTexture;
}
*this = {};
}
void QQuickWindowPrivate::invalidateFontData(QQuickItem *item)
{
QQuickTextInterface *textItem = qobject_cast<QQuickTextInterface *>(item);
if (textItem != nullptr)
textItem->invalidate();
QList<QQuickItem *> children = item->childItems();
for (QQuickItem *child : children)
invalidateFontData(child);
}
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)
return;
redirect.renderTargetDirty = false;
redirect.rt.reset(rhi, QQuickWindowRenderTarget::ResetFlag::KeepImplicitBuffers);
if (!QQuickRenderTargetPrivate::get(&customRenderTarget)->resolve(rhi, &redirect.rt)) {
qWarning("Failed to set up render target redirection for QQuickWindow");
redirect.rt.reset(rhi);
}
}
void QQuickWindowPrivate::setCustomCommandBuffer(QRhiCommandBuffer *cb)
{
// ownership not transferred
redirect.commandBuffer = cb;
}
void QQuickWindowPrivate::syncSceneGraph()
{
Q_Q(QQuickWindow);
const bool wasRtDirty = redirect.renderTargetDirty;
ensureCustomRenderTarget();
QRhiCommandBuffer *cb = nullptr;
if (rhi) {
if (redirect.commandBuffer)
cb = redirect.commandBuffer;
else
cb = swapchain->currentFrameCommandBuffer();
}
context->prepareSync(q->effectiveDevicePixelRatio(), cb, graphicsConfig);
animationController->beforeNodeSync();
emit q->beforeSynchronizing();
runAndClearJobs(&beforeSynchronizingJobs);
if (pendingFontUpdate) {
QFont::cleanup();
invalidateFontData(contentItem);
}
if (Q_UNLIKELY(!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);
} else if (Q_UNLIKELY(wasRtDirty)
&& q->rendererInterface()->graphicsApi() == QSGRendererInterface::Software) {
auto softwareRenderer = static_cast<QSGSoftwareRenderer *>(renderer);
softwareRenderer->markDirty();
}
updateDirtyNodes();
animationController->afterNodeSync();
renderer->setClearColor(clearColor);
renderer->setVisualizationMode(visualizationMode);
if (pendingFontUpdate) {
context->invalidateGlyphCaches();
pendingFontUpdate = false;
}
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();
}
int QQuickWindowPrivate::multiViewCount()
{
if (rhi) {
ensureCustomRenderTarget();
if (redirect.rt.rt.renderTarget)
return redirect.rt.rt.multiViewCount;
}
// Note that on QRhi level 0 and 1 are often used interchangeably, as both mean
// no-multiview. Here in Qt Quick let's always use 1 as the default
// (no-multiview), so that higher layers (effects, materials) do not need to
// handle both 0 and 1, only 1.
return 1;
}
QRhiRenderTarget *QQuickWindowPrivate::activeCustomRhiRenderTarget()
{
if (rhi) {
ensureCustomRenderTarget();
return redirect.rt.rt.renderTarget;
}
return nullptr;
}
void QQuickWindowPrivate::renderSceneGraph()
{
Q_Q(QQuickWindow);
if (!renderer)
return;
ensureCustomRenderTarget();
QSGRenderTarget sgRenderTarget;
if (rhi) {
QRhiRenderTarget *rt;
QRhiRenderPassDescriptor *rp;
QRhiCommandBuffer *cb;
if (redirect.rt.rt.renderTarget) {
rt = redirect.rt.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();
}
sgRenderTarget = QSGRenderTarget(rt, rp, cb);
sgRenderTarget.multiViewCount = multiViewCount();
} else {
sgRenderTarget = QSGRenderTarget(redirect.rt.sw.paintDevice);
}
context->beginNextFrame(renderer,
sgRenderTarget,
emitBeforeRenderPassRecording,
emitAfterRenderPassRecording,
q);
animationController->advance();
emit q->beforeRendering();
runAndClearJobs(&beforeRenderingJobs);
const qreal devicePixelRatio = q->effectiveDevicePixelRatio();
QSize pixelSize;
if (redirect.rt.rt.renderTarget)
pixelSize = redirect.rt.rt.renderTarget->pixelSize();
else if (redirect.rt.sw.paintDevice)
pixelSize = QSize(redirect.rt.sw.paintDevice->width(), redirect.rt.sw.paintDevice->height());
else if (rhi)
pixelSize = swapchain->currentPixelSize();
else // software or other backend
pixelSize = q->size() * devicePixelRatio;
renderer->setDevicePixelRatio(devicePixelRatio);
renderer->setDeviceRect(QRect(QPoint(0, 0), pixelSize));
renderer->setViewportRect(QRect(QPoint(0, 0), pixelSize));
QSGAbstractRenderer::MatrixTransformFlags matrixFlags;
bool flipY = rhi ? !rhi->isYUpInNDC() : false;
if (!customRenderTarget.isNull() && customRenderTarget.mirrorVertically())
flipY = !flipY;
if (flipY)
matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
const QRectF rect(QPointF(0, 0), pixelSize / devicePixelRatio);
renderer->setProjectionMatrixToRect(rect, matrixFlags, rhi && !rhi->isYUpInNDC());
context->renderNextFrame(renderer);
emit q->afterRendering();
runAndClearJobs(&afterRenderingJobs);
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)
, dirtyItemList(nullptr)
, lastReportedItemDevicePixelRatio(0)
, context(nullptr)
, renderer(nullptr)
, windowManager(nullptr)
, renderControl(nullptr)
, clearColor(Qt::white)
, persistentGraphics(true)
, persistentSceneGraph(true)
, inDestructor(false)
, incubationController(nullptr)
, hasActiveSwapchain(false)
, hasRenderableSwapchain(false)
, swapchainJustBecameRenderable(false)
, updatesEnabled(true)
{
}
QQuickWindowPrivate::~QQuickWindowPrivate()
{
inDestructor = true;
redirect.rt.reset(rhi);
if (QQmlInspectorService *service = QQmlDebugConnector::service<QQmlInspectorService>())
service->removeWindow(q_func());
deliveryAgent = nullptr;
}
void QQuickWindowPrivate::setPalette(QQuickPalette* palette)
{
if (windowPaletteRef == palette)
return;
if (windowPaletteRef)
disconnect(windowPaletteRef, &QQuickPalette::changed, this, &QQuickWindowPrivate::updateWindowPalette);
windowPaletteRef = palette;
updateWindowPalette();
if (windowPaletteRef)
connect(windowPaletteRef, &QQuickPalette::changed, this, &QQuickWindowPrivate::updateWindowPalette);
}
void QQuickWindowPrivate::updateWindowPalette()
{
QQuickPaletteProviderPrivateBase::setPalette(windowPaletteRef);
}
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;
contentItem->setObjectName(q->objectName());
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());
deliveryAgent = new QQuickDeliveryAgent(contentItem);
visualizationMode = qgetenv("QSG_VISUALIZE");
renderControl = control;
if (renderControl)
QQuickRenderControlPrivate::get(renderControl)->window = q;
if (!renderControl)
windowManager = QSGRenderLoop::instance();
Q_ASSERT(windowManager || renderControl);
QObject::connect(static_cast<QGuiApplication *>(QGuiApplication::instance()),
&QGuiApplication::fontDatabaseChanged,
q,
&QQuickWindow::handleFontDatabaseChanged);
if (q->screen()) {
lastReportedItemDevicePixelRatio = q->effectiveDevicePixelRatio();
}
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, &QSGRenderContext::initialized, q, &QQuickWindow::sceneGraphInitialized, Qt::DirectConnection);
QObject::connect(context, &QSGRenderContext::invalidated, q, &QQuickWindow::sceneGraphInvalidated, Qt::DirectConnection);
QObject::connect(context, &QSGRenderContext::invalidated, q, &QQuickWindow::cleanupSceneGraph, Qt::DirectConnection);
QObject::connect(q, &QQuickWindow::focusObjectChanged, q, &QQuickWindow::activeFocusItemChanged);
QObject::connect(q, &QQuickWindow::screenChanged, q, &QQuickWindow::handleScreenChanged);
QObject::connect(qApp, &QGuiApplication::applicationStateChanged, q, &QQuickWindow::handleApplicationStateChanged);
QObject::connect(q, &QQuickWindow::frameSwapped, q, &QQuickWindow::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) {
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->handleWindowDeactivate(this);
}
}
/*!
\property QQuickWindow::data
\internal
*/
QQmlListProperty<QObject> QQuickWindowPrivate::data()
{
QQmlListProperty<QObject> ret;
ret.object = q_func();
ret.append = QQuickWindowPrivate::data_append;
ret.count = QQuickWindowPrivate::data_count;
ret.at = QQuickWindowPrivate::data_at;
ret.clear = QQuickWindowPrivate::data_clear;
// replace is not supported by QQuickItem. Don't synthesize it.
ret.removeLast = QQuickWindowPrivate::data_removeLast;
return ret;
}
void QQuickWindowPrivate::dirtyItem(QQuickItem *item)
{
Q_Q(QQuickWindow);
QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item);
if (itemPriv->dirtyAttributes & QQuickItemPrivate::ChildrenStackingChanged)
needsChildWindowStackingOrderUpdate = true;
q->maybeUpdate();
}
/*!
\deprecated Use QPointerEvent::exclusiveGrabber().
Returns the item which currently has the mouse grab.
*/
QQuickItem *QQuickWindow::mouseGrabberItem() const
{
Q_D(const QQuickWindow);
auto da = const_cast<QQuickWindowPrivate *>(d)->deliveryAgentPrivate();
Q_ASSERT(da);
// The normal use case is to call this function while an event is being delivered;
// but if the caller knows about the event, it should call QPointerEvent::exclusiveGrabber() instead.
if (auto epd = da->mousePointData())
return qmlobject_cast<QQuickItem *>(epd->exclusiveGrabber);
if (Q_LIKELY(d->deliveryAgentPrivate()->eventsInDelivery.isEmpty()))
// mousePointData() checked that already: it's one reason epd can be null
qCDebug(lcMouse, "mouse grabber ambiguous: no event is currently being delivered");
// If no event is being delivered, we can return "the mouse" grabber,
// but in general there could be more than one mouse, could be only a touchscreen etc.
// That's why this function is obsolete.
return qmlobject_cast<QQuickItem *>(QPointingDevicePrivate::get(QPointingDevice::primaryPointingDevice())->
firstPointExclusiveGrabber());
}
void QQuickWindowPrivate::cleanup(QSGNode *n)
{
Q_Q(QQuickWindow);
Q_ASSERT(!cleanupNodeList.contains(n));
cleanupNodeList.append(n);
q->maybeUpdate();
}
/*!
\qmltype Window
\nativetype QQuickWindow
\inqmlmodule QtQuick
\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} graphical types.
A Window can be declared inside an Item or inside another Window, in which
case the inner Window will automatically become "transient for" the outer
Window, with the outer Window as its \l transientParent. Most platforms will
show the Window centered upon the outer window in this case, 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 \c 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 that sets
\c {close.accepted = false} unless it's safe to close the window (for example,
because there are no more unsaved changes).
\code
onClosing: (close) => {
if (document.changed) {
close.accepted = false
confirmExitPopup.open()
}
}
// The confirmExitPopup allows user to save or discard the document,
// or to cancel the closing.
\endcode
\section1 Styling
As with all visual types in Qt Quick, Window supports
\l {palette}{palettes}. However, as with types like \l Text, Window does
not use palettes by default. For example, to change the background color
of the window when the operating system's theme changes, the \l color must
be set:
\snippet qml/windowPalette.qml declaration-and-color
\codeline
\snippet qml/windowPalette.qml text-item
\snippet qml/windowPalette.qml closing-brace
Use \l {ApplicationWindow} (and \l {Label}) from \l {Qt Quick Controls}
instead of Window to get automatic styling.
*/
/*!
\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);
}
/*!
Constructs a window for displaying a QML scene, whose rendering will
be controlled by the \a control object.
Please refer to QQuickRenderControl's documentation for more information.
\since 5.4
*/
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);
d->inDestructor = true;
if (d->renderControl) {
QQuickRenderControlPrivate::get(d->renderControl)->windowDestroyed();
} else if (d->windowManager) {
d->windowManager->removeWindow(this);
d->windowManager->windowDestroyed(this);
}
disconnect(this, &QQuickWindow::focusObjectChanged, this, &QQuickWindow::activeFocusItemChanged);
disconnect(this, &QQuickWindow::screenChanged, this, &QQuickWindow::handleScreenChanged);
disconnect(qApp, &QGuiApplication::applicationStateChanged, this, &QQuickWindow::handleApplicationStateChanged);
disconnect(this, &QQuickWindow::frameSwapped, this, &QQuickWindow::runJobsAfterSwap);
delete d->incubationController; d->incubationController = nullptr;
QQuickRootItem *root = d->contentItem;
d->contentItem = nullptr;
root->setParent(nullptr); // avoid QChildEvent delivery during deletion
delete root;
d->deliveryAgent = nullptr; // avoid forwarding events there during destruction
{
const std::lock_guard locker(d->renderJobMutex);
qDeleteAll(std::exchange(d->beforeSynchronizingJobs, {}));
qDeleteAll(std::exchange(d->afterSynchronizingJobs, {}));
qDeleteAll(std::exchange(d->beforeRenderingJobs, {}));
qDeleteAll(std::exchange(d->afterRenderingJobs, {}));;
qDeleteAll(std::exchange(d->afterSwapJobs, {}));
}
// 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();
}
#if QT_CONFIG(quick_shadereffect)
void qtquick_shadereffect_purge_gui_thread_shader_cache();
#endif
/*!
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, shader programs, or image
data.
Additionally, depending on the render loop in use, this function may also
result in the scene graph and all window-related 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.
\note The releasing of cached graphics resources, such as graphics
pipelines or shader programs is not dependent on the persistency hints. The
releasing of those will happen regardless of the values of the persistent
graphics and scenegraph hints.
\note This function is not related to the QQuickItem::releaseResources()
virtual function.
\sa sceneGraphInvalidated(), setPersistentGraphics(), setPersistentSceneGraph()
*/
void QQuickWindow::releaseResources()
{
Q_D(QQuickWindow);
if (d->windowManager)
d->windowManager->releaseResources(this);
QQuickPixmap::purgeCache();
#if QT_CONFIG(quick_shadereffect)
qtquick_shadereffect_purge_gui_thread_shader_cache();
#endif
}
/*!
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.
\sa QQuickItem::forceActiveFocus(), {Keyboard Focus in Qt Quick}
*/
QQuickItem *QQuickWindow::activeFocusItem() const
{
Q_D(const QQuickWindow);
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
return da->activeFocusItem;
}
/*!
\internal
\reimp
*/
QObject *QQuickWindow::focusObject() const
{
Q_D(const QQuickWindow);
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
if (!d->inDestructor && da->activeFocusItem)
return da->activeFocusItem;
return const_cast<QQuickWindow*>(this);
}
/*! \reimp */
bool QQuickWindow::event(QEvent *event)
{
Q_D(QQuickWindow);
// bypass QWindow::event dispatching of input events: deliveryAgent takes care of it
QQuickDeliveryAgent *da = d->deliveryAgent;
if (event->isPointerEvent()) {
/*
We can't bypass the virtual functions like mousePressEvent() tabletEvent() etc.,
for the sake of code that subclasses QQuickWindow and overrides them, even though
we no longer need them as entry points for Qt Quick event delivery.
So dispatch to them now, ahead of normal delivery, and stop them from calling
back into this function if they were called from here (avoid recursion).
It could also be that user code expects them to work as entry points, too;
in that case, windowEventDispatch _won't_ be set, so the event comes here and
we'll dispatch it further below.
*/
if (d->windowEventDispatch)
return false;
{
const bool wasAccepted = event->isAccepted();
QScopedValueRollback windowEventDispatchGuard(d->windowEventDispatch, true);
qCDebug(lcPtr) << "dispatching to window functions in case of override" << event;
QWindow::event(event);
if (event->isAccepted() && !wasAccepted)
return true;
}
/*
QQuickWindow does not override touchEvent(). If the application has a subclass
of QQuickWindow which allows the event to remain accepted, it means they want
to stop propagation here, so return early (below). But otherwise we will call
QWindow::touchEvent(), which will ignore(); in that case, we need to continue
with the usual delivery below, so we need to undo the ignore().
*/
auto pe = static_cast<QPointerEvent *>(event);
if (QQuickDeliveryAgentPrivate::isTouchEvent(pe))
event->accept();
// end of dispatch to user-overridden virtual window functions
/*
When delivering update and release events to existing grabbers,
use the subscene delivery agent, if any. A possible scenario:
1) Two touchpoints pressed on the main window: QQuickWindowPrivate::deliveryAgent delivers to QQuick3DViewport,
which does picking and finds two subscenes ("root" Items mapped onto two different 3D objects) to deliver it to.
2) The QTouchEvent is split up so that each subscene sees points relevant to it.
3) During delivery to either subscene, an item in the subscene grabs.
4) The user moves finger(s) generating a move event: the correct grabber item needs to get the update
via the same subscene delivery agent from which it got the press, so that the coord transform will be done properly.
5) Likewise with the touchpoint releases.
With single-point events (mouse, or only one finger) it's simplified: there can only be one subscene of interest;
for (pt : pe->points()) would only iterate once, so we might as well skip that logic.
*/
if (pe->pointCount()) {
const bool synthMouse = QQuickDeliveryAgentPrivate::isSynthMouse(pe);
if (QQuickDeliveryAgentPrivate::subsceneAgentsExist) {
bool ret = false;
// Split up the multi-point event according to the relevant QQuickDeliveryAgent that should deliver to each existing grabber
// but send ungrabbed points to d->deliveryAgent()
QFlatMap<QQuickDeliveryAgent*, QList<QEventPoint>> deliveryAgentsNeedingPoints;
QEventPoint::States eventStates;
auto insert = [&](QQuickDeliveryAgent *ptda, const QEventPoint &pt) {
if (pt.state() == QEventPoint::Pressed && !synthMouse)
pe->clearPassiveGrabbers(pt);
auto &ptList = deliveryAgentsNeedingPoints[ptda];
auto idEquals = [](auto id) { return [id] (const auto &e) { return e.id() == id; }; };
if (std::none_of(ptList.cbegin(), ptList.cend(), idEquals(pt.id())))
ptList.append(pt);
};
for (const auto &pt : pe->points()) {
eventStates |= pt.state();
auto epd = QPointingDevicePrivate::get(const_cast<QPointingDevice*>(pe->pointingDevice()))->queryPointById(pt.id());
Q_ASSERT(epd);
bool foundAgent = false;
if (!epd->exclusiveGrabber.isNull() && !epd->exclusiveGrabberContext.isNull()) {
if (auto ptda = qobject_cast<QQuickDeliveryAgent *>(epd->exclusiveGrabberContext.data())) {
insert(ptda, pt);
qCDebug(lcPtr) << pe->type() << "point" << pt.id() << pt.state()
<< "@" << pt.scenePosition() << "will be re-delivered via known grabbing agent" << ptda << "to" << epd->exclusiveGrabber.data();
foundAgent = true;
}
}
for (auto pgda : epd->passiveGrabbersContext) {
if (auto ptda = qobject_cast<QQuickDeliveryAgent *>(pgda.data())) {
insert(ptda, pt);
qCDebug(lcPtr) << pe->type() << "point" << pt.id() << pt.state()
<< "@" << pt.scenePosition() << "will be re-delivered via known passive-grabbing agent" << ptda;
foundAgent = true;
}
}
// fallback: if we didn't find remembered/known grabber agent(s), expect the root DA to handle it
if (!foundAgent)
insert(da, pt);
}
for (auto daAndPoints : deliveryAgentsNeedingPoints) {
if (pe->pointCount() > 1) {
Q_ASSERT(QQuickDeliveryAgentPrivate::isTouchEvent(pe));
// if all points have the same state, set the event type accordingly
QEvent::Type eventType = pe->type();
switch (eventStates) {
case QEventPoint::State::Pressed:
eventType = QEvent::TouchBegin;
break;
case QEventPoint::State::Released:
eventType = QEvent::TouchEnd;
break;
default:
eventType = QEvent::TouchUpdate;
break;
}
// Make a new touch event for the subscene, the same way QQuickItemPrivate::localizedTouchEvent() does it
QMutableTouchEvent te(eventType, pe->pointingDevice(), pe->modifiers(), daAndPoints.second);
te.setTimestamp(pe->timestamp());
te.accept();
qCDebug(lcTouch) << daAndPoints.first << "shall now receive" << &te;
ret = daAndPoints.first->event(&te) || ret;
} else {
qCDebug(lcPtr) << daAndPoints.first << "shall now receive" << pe;
ret = daAndPoints.first->event(pe) || ret;
}
}
if (ret) {
d->deliveryAgentPrivate()->clearGrabbers(pe);
return true;
}
} else if (!synthMouse) {
// clear passive grabbers unless it's a system synth-mouse event
// QTBUG-104890: Windows sends synth mouse events (which should be ignored) after touch events
for (const auto &pt : pe->points()) {
if (pt.state() == QEventPoint::Pressed)
pe->clearPassiveGrabbers(pt);
}
}
}
// If it has no points, it's probably a TouchCancel, and DeliveryAgent needs to handle it.
// If we didn't handle it in the block above, handle it now.
// TODO should we deliver to all DAs at once then, since we don't know which one should get it?
// or fix QTBUG-90851 so that the event always has points?
bool ret = (da && da->event(event));
d->deliveryAgentPrivate()->clearGrabbers(pe);
if (pe->type() == QEvent::MouseButtonPress || pe->type() == QEvent::MouseButtonRelease) {
// Ensure that we synthesize a context menu event as QWindow::event does, if necessary.
// We only send the context menu event if the pointer event wasn't accepted (ret == false).
d->maybeSynthesizeContextMenuEvent(static_cast<QMouseEvent *>(pe));
}
if (ret)
return true;
} else if (event->isInputEvent()) {
if (da && da->event(event))
return true;
}
switch (event->type()) {
// a few more types that are not QInputEvents, but QQuickDeliveryAgent needs to handle them anyway
case QEvent::FocusAboutToChange:
case QEvent::Enter:
case QEvent::Leave:
case QEvent::InputMethod:
case QEvent::InputMethodQuery:
#if QT_CONFIG(quick_draganddrop)
case QEvent::DragEnter:
case QEvent::DragLeave:
case QEvent::DragMove:
case QEvent::Drop:
#endif
if (d->inDestructor)
return false;
if (da && da->event(event))
return true;
break;
case QEvent::LanguageChange:
case QEvent::LocaleChange:
if (d->contentItem)
QCoreApplication::sendEvent(d->contentItem, event);
break;
case QEvent::UpdateRequest:
if (d->windowManager)
d->windowManager->handleUpdateRequest(this);
break;
case QEvent::PlatformSurface:
if ((static_cast<QPlatformSurfaceEvent *>(event))->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::WindowDeactivate:
if (auto da = d->deliveryAgentPrivate())
da->handleWindowDeactivate(this);
Q_FALLTHROUGH();
case QEvent::WindowActivate:
if (d->contentItem)
QCoreApplication::sendEvent(d->contentItem, event);
break;
case QEvent::ApplicationPaletteChange:
d->inheritPalette(QGuiApplication::palette());
if (d->contentItem)
QCoreApplication::sendEvent(d->contentItem, event);
break;
case QEvent::DevicePixelRatioChange:
physicalDpiChanged();
break;
case QEvent::SafeAreaMarginsChange:
QQuickSafeArea::updateSafeAreasRecursively(d->contentItem);
break;
case QEvent::ChildWindowAdded: {
auto *childEvent = static_cast<QChildWindowEvent*>(event);
auto *childWindow = childEvent->child();
qCDebug(lcQuickWindow) << "Child window" << childWindow << "added to" << this;
if (childWindow->handle()) {
// The reparenting has already resulted in the native window
// being added to its parent, on top of all other windows. We need
// to do a synchronous re-stacking of the windows here, to avoid
// leaving the window in the wrong position while waiting for the
// asynchronous callback to QQuickWindow::polishItems().
d->updateChildWindowStackingOrder();
} else {
qCDebug(lcQuickWindow) << "No platform window yet."
<< "Deferring child window stacking until surface creation";
}
break;
}
default:
break;
}
if (event->type() == QEvent::Type(QQuickWindowPrivate::FullUpdateRequest))
update();
else if (event->type() == QEvent::Type(QQuickWindowPrivate::TriggerContextCreationFailure))
d->windowManager->handleContextCreationFailure(this);
if (event->isPointerEvent())
return true;
else
return QWindow::event(event);
}
void QQuickWindowPrivate::maybeSynthesizeContextMenuEvent(QMouseEvent *event)
{
// See comment in QQuickWindow::event; we need to follow that pattern here,
// otherwise the context menu event will be sent before the press (since
// QQuickWindow::mousePressEvent returns early if windowEventDispatch is true).
// If we don't do this, the incorrect order will cause the menu to
// immediately close when the press is delivered.
// Also, don't send QContextMenuEvent if a menu has already been opened while
// handling a QMouseEvent in which the right button was pressed or released.
if (windowEventDispatch || !rmbContextMenuEventEnabled)
return;
QWindowPrivate::maybeSynthesizeContextMenuEvent(event);
}
void QQuickWindowPrivate::updateChildWindowStackingOrder(QQuickItem *item)
{
Q_Q(QQuickWindow);
if (!item) {
qCDebug(lcQuickWindow) << "Updating child window stacking order for" << q;
item = contentItem;
}
auto *itemPrivate = QQuickItemPrivate::get(item);
const auto paintOrderChildItems = itemPrivate->paintOrderChildItems();
for (auto *child : paintOrderChildItems) {
if (auto *windowContainer = qobject_cast<QQuickWindowContainer*>(child)) {
auto *window = windowContainer->containedWindow();
if (!window) {
qCDebug(lcQuickWindow) << windowContainer << "has no contained window yet";
continue;
}
if (window->parent() != q) {
qCDebug(lcQuickWindow) << window << "is not yet child of this window";
continue;
}
qCDebug(lcQuickWindow) << "Raising" << window << "owned by" << windowContainer;
window->raise();
}
updateChildWindowStackingOrder(child);
}
}
/*! \reimp */
void QQuickWindow::keyPressEvent(QKeyEvent *e)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->deliverKeyEvent(e);
}
/*! \reimp */
void QQuickWindow::keyReleaseEvent(QKeyEvent *e)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->deliverKeyEvent(e);
}
#if QT_CONFIG(wheelevent)
/*! \reimp */
void QQuickWindow::wheelEvent(QWheelEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->deliverSinglePointEventUntilAccepted(event);
}
#endif // wheelevent
#if QT_CONFIG(tabletevent)
/*! \reimp */
void QQuickWindow::tabletEvent(QTabletEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->deliverPointerEvent(event);
}
#endif // tabletevent
/*! \reimp */
void QQuickWindow::mousePressEvent(QMouseEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseMoveEvent(QMouseEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseDoubleClickEvent(QMouseEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseReleaseEvent(QMouseEvent *event)
{
Q_D(QQuickWindow);
if (d->windowEventDispatch)
return;
auto da = d->deliveryAgentPrivate();
Q_ASSERT(da);
da->handleMouseEvent(event);
}
#if QT_CONFIG(cursor)
void QQuickWindowPrivate::updateCursor(const QPointF &scenePos, QQuickItem *rootItem)
{
Q_Q(QQuickWindow);
if (!rootItem)
rootItem = contentItem;
auto cursorItemAndHandler = findCursorItemAndHandler(rootItem, scenePos);
if (cursorItem != cursorItemAndHandler.first || cursorHandler != cursorItemAndHandler.second ||
(cursorItemAndHandler.second && QQuickPointerHandlerPrivate::get(cursorItemAndHandler.second)->cursorDirty)) {
QWindow *renderWindow = QQuickRenderControl::renderWindowFor(q);
QWindow *window = renderWindow ? renderWindow : q;
cursorItem = cursorItemAndHandler.first;
cursorHandler = cursorItemAndHandler.second;
if (cursorHandler)
QQuickPointerHandlerPrivate::get(cursorItemAndHandler.second)->cursorDirty = false;
if (cursorItem) {
const auto cursor = QQuickItemPrivate::get(cursorItem)->effectiveCursor(cursorHandler);
qCDebug(lcHoverTrace) << "setting cursor" << cursor << "from" << cursorHandler << "or" << cursorItem;
window->setCursor(cursor);
} else {
qCDebug(lcHoverTrace) << "unsetting cursor";
window->unsetCursor();
}
}
}
std::pair<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.size() - 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
void QQuickWindowPrivate::clearFocusObject()
{
if (auto da = deliveryAgentPrivate())
da->clearFocusObject();
}
void QQuickWindowPrivate::setFocusToTarget(FocusTarget target, Qt::FocusReason reason)
{
if (!contentItem)
return;
QQuickItem *newFocusItem = nullptr;
switch (target) {
case FocusTarget::First:
case FocusTarget::Last: {
const bool forward = (target == FocusTarget::First);
newFocusItem = QQuickItemPrivate::nextPrevItemInTabFocusChain(contentItem, forward);
if (newFocusItem) {
const auto *itemPriv = QQuickItemPrivate::get(newFocusItem);
if (itemPriv->subFocusItem && itemPriv->flags & QQuickItem::ItemIsFocusScope)
deliveryAgentPrivate()->clearFocusInScope(newFocusItem, itemPriv->subFocusItem, reason);
}
break;
}
case FocusTarget::Next:
case FocusTarget::Prev: {
const auto da = deliveryAgentPrivate();
Q_ASSERT(da);
QQuickItem *focusItem = da->focusTargetItem() ? da->focusTargetItem() : contentItem;
bool forward = (target == FocusTarget::Next);
newFocusItem = QQuickItemPrivate::nextPrevItemInTabFocusChain(focusItem, forward);
break;
}
default:
break;
}
if (newFocusItem)
newFocusItem->forceActiveFocus(reason);
}
/*!
\qmlproperty list<QtObject> Window::data
\qmldefault
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);
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_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()
{
qDeleteAll(cleanupNodeList);
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 7: 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.size(); ++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(lcDirty) << "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(lcDirty) << " 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.size() && 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.size(); ++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.size() - 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);
}
const bool clipEffectivelyChanged = dirty & (QQuickItemPrivate::Clip | QQuickItemPrivate::Window);
if (clipEffectivelyChanged) {
QSGNode *parent = itemPriv->opacityNode() ? (QSGNode *)itemPriv->opacityNode()
: (QSGNode *)itemPriv->itemNode();
QSGNode *child = itemPriv->rootNode();
if (bool initializeClipNode = item->clip() && itemPriv->clipNode() == nullptr;
initializeClipNode) {
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 if (bool updateClipNode = item->clip() && itemPriv->clipNode() != nullptr;
updateClipNode) {
QQuickDefaultClipNode *clip = itemPriv->clipNode();
clip->setClipRect(item->clipRect());
clip->update();
} else if (bool removeClipNode = !item->clip() && itemPriv->clipNode() != nullptr;
removeClipNode) {
QQuickDefaultClipNode *clip = itemPriv->clipNode();
parent->removeChildNode(clip);
if (child) {
clip->removeChildNode(child);
parent->appendChildNode(child);
} else {
clip->reparentChildNodesTo(parent);
}
delete itemPriv->clipNode();
itemPriv->extra->clipNode = nullptr;
}
}
const int effectRefCount = itemPriv->extra.isAllocated() ? itemPriv->extra->effectRefCount : 0;
const bool effectRefEffectivelyChanged =
(dirty & (QQuickItemPrivate::EffectReference | QQuickItemPrivate::Window))
&& ((effectRefCount == 0) != (itemPriv->rootNode() == 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();
QSGNode *desiredNode = nullptr;
while (currentNode && (desiredNode = fetchNextNode(itemPriv, ii, fetchedPaintNode))) {
if (currentNode != desiredNode) {
// uh oh... reality and our utopic paradise are diverging!
// we need to reconcile this...
if (currentNode->nextSibling() == desiredNode) {
// nice and simple: a node was removed, and the next in line is correct.
groupNode->removeChildNode(currentNode);
} else {
// a node needs to be added..
// remove it from any pre-existing parent, and push it before currentNode,
// so it's in the correct place...
if (desiredNode->parent()) {
desiredNode->parent()->removeChildNode(desiredNode);
}
groupNode->insertChildNodeBefore(desiredNode, currentNode);
}
// continue iteration at the correct point, now desiredNode is in place...
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);
}
} 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;
}
}
}
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);
}
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::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::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::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::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
\nativetype QQuickCloseEvent
\inqmlmodule QtQuick
\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.
*/
/*!
\qmlproperty bool CloseEvent::accepted
This property indicates whether the application will allow the user to
close the window. It is true by default.
*/
/*!
\internal
\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::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 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;
}
#ifdef Q_OS_WEBOS
class GrabWindowForProtectedContent : public QRunnable
{
public:
GrabWindowForProtectedContent(QQuickWindow *window, QImage *image, QWaitCondition *condition)
: m_window(window)
, m_image(image)
, m_condition(condition)
{
}
bool checkGrabbable()
{
if (!m_window)
return false;
if (!m_image)
return false;
if (!QQuickWindowPrivate::get(m_window))
return false;
return true;
}
void run() override
{
if (!checkGrabbable())
return;
*m_image = QSGRhiSupport::instance()->grabOffscreenForProtectedContent(m_window);
if (m_condition)
m_condition->wakeOne();
return;
}
private:
QQuickWindow *m_window;
QImage *m_image;
QWaitCondition *m_condition;
};
#endif
/*!
Grabs the contents of the window and returns it as an image.
It is possible to call the grabWindow() function when the window is not
visible. This requires that the window is \l{QWindow::create()} {created}
and has a valid size and that no other QQuickWindow instances are rendering
in the same process.
\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 (!d->isRenderable() && !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()) {
// 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);
}
}
#ifdef Q_OS_WEBOS
if (requestedFormat().testOption(QSurfaceFormat::ProtectedContent)) {
QImage image;
QMutex mutex;
QWaitCondition condition;
mutex.lock();
GrabWindowForProtectedContent *job = new GrabWindowForProtectedContent(this, &image, &condition);
if (!job) {
qWarning("QQuickWindow::grabWindow: Failed to create a job for capturing protected content");
mutex.unlock();
return QImage();
}
scheduleRenderJob(job, QQuickWindow::NoStage);
condition.wait(&mutex);
mutex.unlock();
return image;
}
#endif
// 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.
Both \c QtTextRendering and \c CurveTextRendering are hardware-accelerated techniques.
\c QtTextRendering is the faster of the two, but uses more memory and will exhibit rendering
artifacts at large sizes. \c CurveTextRendering should be considered as an alternative in cases
where \c QtTextRendering does not give good visual results or where reducing graphics memory
consumption is a priority.
\value QtTextRendering Use Qt's own rasterization algorithm.
\value NativeTextRendering Use the operating system's native rasterizer for text.
\value CurveTextRendering Text is rendered using a curve rasterizer running directly on
the graphics hardware. (Introduced in Qt 6.7.0.)
*/
/*!
\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::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::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.
\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).
\note 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. The QOpenGLContext used for rendering by the scene graph will be
bound when the signal is emitted.
\sa rendererInterface(), {Scene Graph - RHI Under QML}, {Scene Graph -
OpenGL Under QML}, {Scene Graph - Metal Under QML}, {Scene Graph - Vulkan
Under QML}, {Scene Graph - Direct3D 11 Under QML}
*/
/*!
\qmlsignal QtQuick::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.
\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).
\note 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. The QOpenGLContext used for rendering by the scene graph will be
bound when the signal is emitted.
\sa rendererInterface(), {Scene Graph - RHI Under QML}, {Scene Graph -
OpenGL Under QML}, {Scene Graph - Metal Under QML}, {Scene Graph - Vulkan
Under QML}, {Scene Graph - Direct3D 11 Under QML}
*/
/*!
\qmlsignal QtQuick::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
\sa {Scene Graph - RHI Under QML}
*/
/*!
\qmlsignal QtQuick::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
\sa {Scene Graph - RHI Under QML}
*/
/*!
\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::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::afterFrameEnd()
\internal
*/
/*!
\qmlsignal QtQuick::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::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::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.
Setting TextureHasAlphaChannel in \a options serves no purpose for this
function since assuming an alpha channel and blending is the default. To opt
out, set TextureIsOpaque.
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 both the main and the render 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);
}
/*!
Creates a new QSGTexture from the supplied \a texture.
Use \a options to customize the texture attributes. Only the
TextureHasAlphaChannel flag is taken into account by this function. When
set, the resulting QSGTexture is always treated by the scene graph renderer
as needing blending. For textures that are fully opaque, not setting the
flag can save the cost of performing alpha blending during rendering. The
flag has no direct correspondence to the \l{QRhiTexture::format()}{format}
of the QRhiTexture, i.e. not setting the flag while having a texture format
such as the commonly used \l QRhiTexture::RGBA8 is perfectly normal.
Mipmapping is not controlled by \a options since \a texture is already
created and has the presence or lack of mipmaps baked in.
The returned QSGTexture owns the QRhiTexture, meaning \a texture is
destroyed together with the returned QSGTexture.
If \a texture owns its underlying native graphics resources (OpenGL texture
object, Vulkan image, etc.), that depends on how the QRhiTexture was created
(\l{QRhiTexture::create()} or \l{QRhiTexture::createFrom()}), and that is
not controlled or changed by this function.
\note This is only functional when the scene graph has already initialized
and is using the default, \l{QRhi}-based \l{Scene Graph
Adaptations}{adaptation}. The return value is \nullptr otherwise.
\note This function can only be called on the scene graph render thread.
\since 6.6
\sa createTextureFromImage(), sceneGraphInitialized(), QSGTexture
*/
QSGTexture *QQuickWindow::createTextureFromRhiTexture(QRhiTexture *texture, CreateTextureOptions options) const
{
Q_D(const QQuickWindow);
if (!d->rhi)
return nullptr;
QSGPlainTexture *t = new QSGPlainTexture;
t->setOwnsTexture(true);
t->setTexture(texture);
t->setHasAlphaChannel(options & QQuickWindow::TextureHasAlphaChannel);
t->setTextureSize(texture->pixelSize());
return t;
}
// Legacy, private alternative to createTextureFromRhiTexture() that internally
// creates a QRhiTexture wrapping the existing native graphics resource.
// New code should prefer using the public API.
QSGTexture *QQuickWindowPrivate::createTextureFromNativeTexture(quint64 nativeObjectHandle,
int nativeLayoutOrState,
uint nativeFormat,
const QSize &size,
QQuickWindow::CreateTextureOptions options,
TextureFromNativeTextureFlags flags) const
{
if (!rhi)
return nullptr;
QSGPlainTexture *texture = new QSGPlainTexture;
texture->setTextureFromNativeTexture(rhi, nativeObjectHandle, nativeLayoutOrState, nativeFormat,
size, options, flags);
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.
\note If you set the color to \c "transparent" or to a color with alpha translucency,
you should also set suitable \l flags such as \c {flags: Qt.FramelessWindowHint}.
Otherwise, window translucency may not be enabled consistently on all platforms.
*/
/*!
\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.
*/
/*!
\variable QQuickWindow::GraphicsStateInfo::currentFrameSlot
\since 5.14
\brief the current frame slot index while recording a frame.
When the scenegraph renders with lower level 3D APIs such as Vulkan or
Metal, it is the Qt's responsibility to ensure blocking whenever starting a
new frame and finding the CPU is already a certain number of frames ahead
of the GPU (because the command buffer submitted in frame no. \c{current} -
\c{FramesInFlight} has not yet completed). With other graphics APIs, such
as OpenGL or Direct 3D 11 this level of control is not exposed to the API
client but rather handled by the implementation of the graphics API.
By extension, this also means that the appropriate double (or triple)
buffering of resources, such as buffers, is up to the graphics API client
to manage. Most commonly, a uniform buffer where the data changes between
frames cannot simply change its contents when submitting a frame, given
that the frame may still be active ("in flight") when starting to record
the next frame. To avoid stalling the pipeline, one way is to have multiple
buffers (and memory allocations) under the hood, thus realizing at least a
double buffered scheme for such resources.
Applications that integrate rendering done directly with a graphics API
such as Vulkan may want to perform a similar double or triple buffering of
their own graphics resources, in a way that is compatible with the Qt
rendering engine's frame submission process. That then involves knowing the
values for the maximum number of in-flight frames (which is typically 2 or
3) and the current frame slot index, which is a number running 0, 1, ..,
FramesInFlight-1, and then wrapping around. The former is exposed in the
\l{QQuickWindow::GraphicsStateInfo::framesInFlight}{framesInFlight}
variable. The latter, current index, is this value.
For an example of using these values in practice, refer to the {Scene Graph
- Vulkan Under QML} and {Scene Graph - Vulkan Texture Import} examples.
*/
/*!
\variable QQuickWindow::GraphicsStateInfo::framesInFlight
\since 5.14
\brief the maximum number of frames kept in flight.
See \l{QQuickWindow::GraphicsStateInfo::currentFrameSlot}{currentFrameSlot}
for a detailed description.
*/
/*!
\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 that you read from this property might differ from the ones
that you set if the requested flags could not be fulfilled.
\snippet qml/splashWindow.qml entire
\sa Qt::WindowFlags, {Qt Quick Examples - Window and Screen}
*/
/*!
\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).
\note Not all windowing systems support setting or querying top level
window positions. On such a system, programmatically moving windows
may not have any effect, and artificial values may be returned for
the current positions, such as \c QPoint(0, 0).
\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}.
The default value is \c false, unless overridden by setting \l visibility.
\sa visibility
*/
/*!
\keyword qml-window-visibility-prop
\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 \l visible, its visibility is \c Hidden.
Setting visibility to \l {QWindow::}{Hidden} is the same as setting \l visible to \c false.
The default value is \l {QWindow::}{Hidden}
\snippet qml/windowVisibility.qml entire
\sa visible, {Qt Quick Examples - Window and Screen}
\since 5.1
*/
/*!
\qmlattachedproperty QWindow::Visibility Window::visibility
\readonly
\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, {qml-window-visibility-prop}{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.
Declaring a Window inside an Item or another Window, either via the
\l{Window::data}{default property} or a dedicated property, will automatically
set up a transient parent relationship to the containing window,
unless the \l transientParent property is explicitly set. This applies
when creating Window items via \l [QML] {QtQml::Qt::createComponent()}
{Qt.createComponent} or \l [QML] {QtQml::Qt::createQmlObject()}
{Qt.createQmlObject} as well, as long as an Item or Window is passed
as the \c parent argument.
A Window with a transient parent will not be shown until its transient
parent is shown, even if the \l visible property is \c true. This also
applies for the automatic transient parent relationship described above.
In particular, if the Window's containing element is an Item, the window
will not be shown until the containing item is added to a scene, via its
\l{Concepts - Visual Parent in Qt Quick}{visual parent hierarchy}. Setting
the \l transientParent to \c null will override this behavior:
\snippet qml/nestedWindowTransientParent.qml 0
\snippet qml/nestedWindowTransientParent.qml 1
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).
\sa {QQuickWindow::}{parent()}
*/
/*!
\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.
\snippet qml/windowPalette.qml declaration-and-color
\snippet qml/windowPalette.qml closing-brace
\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:
\snippet qml/windowActiveAttached.qml entire
*/
/*!
\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 : std::as_const(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 and QQuickRenderTarget. When
using a QQuickRenderControl, the QQuickWindow is often not fully 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. This function takes into account
both QQuickRenderControl::renderWindowFor() and
QQuickRenderTarget::devicePixelRatio(). When no redirection is in effect,
the result is same as QWindow::devicePixelRatio().
\sa QQuickRenderControl, QQuickRenderTarget, setRenderTarget(), QWindow::devicePixelRatio()
*/
qreal QQuickWindow::effectiveDevicePixelRatio() const
{
Q_D(const QQuickWindow);
QWindow *w = QQuickRenderControl::renderWindowFor(const_cast<QQuickWindow *>(this));
if (w)
return w->devicePixelRatio();
if (!d->customRenderTarget.isNull())
return d->customRenderTarget.devicePixelRatio();
return 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);
}
/*!
\return the QRhi object used by this window for rendering.
Available only when the window is using Qt's 3D API and shading language
abstractions, meaning the result is always null when using the \c software
adaptation.
The result is valid only when rendering has been initialized, which is
indicated by the emission of the sceneGraphInitialized() signal. Before
that point, the returned value is null. With a regular, on-screen
QQuickWindow scenegraph initialization typically happens when the native
window gets exposed (shown) the first time. When using QQuickRenderControl,
initialization is done in the explicit
\l{QQuickRenderControl::initialize()}{initialize()} call.
In practice this function is a shortcut to querying the QRhi via the
QSGRendererInterface.
\since 6.6
*/
QRhi *QQuickWindow::rhi() const
{
Q_D(const QQuickWindow);
return d->rhi;
}
/*!
\return the QRhiSwapChain used by this window, if there is one.
\note Only on-screen windows backed by one of the standard render loops
(such as, \c basic or \c threaded) will have a swapchain. Otherwise the
returned value is null. For example, the result is always null when the
window is used with QQuickRenderControl.
\since 6.6
*/
QRhiSwapChain *QQuickWindow::swapChain() const
{
Q_D(const QQuickWindow);
return d->swapchain;
}
/*!
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 6.0
*/
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::instance_internal()->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.
See \l{Switch Between Adaptations in Your Application} for more information
about the list of backends. 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 QQuickGraphicsConfiguration passed to
setGraphicsConfiguration(), or a default constructed one otherwise.
\since 6.0
\sa setGraphicsConfiguration()
*/
QQuickGraphicsConfiguration QQuickWindow::graphicsConfiguration() const
{
Q_D(const QQuickWindow);
return d->graphicsConfig;
}
/*!
Creates a text node. When the scenegraph is not initialized, the return value is null.
\since 6.7
\sa QSGTextNode
*/
QSGTextNode *QQuickWindow::createTextNode() const
{
Q_D(const QQuickWindow);
return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createTextNode(d->context) : nullptr;
}
/*!
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 Palette 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.
Window propagates explicit palette properties to child items and controls,
overriding any system defaults for that property.
\snippet qml/windowPalette.qml entire
\sa Item::palette, Popup::palette, ColorGroup, SystemPalette
//! 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(nullptr)";
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
QT_END_NAMESPACE
#include "qquickwindow.moc"
#include "moc_qquickwindow_p.cpp"
#include "moc_qquickwindow.cpp"
|