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// 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
// Qt-Security score:significant reason:default
#include "qquickwindow.h"
#include "qquickwindow_p.h"
#include "qquickitem.h"
#include "qquickitem_p.h"
#include "qquickevents_p_p.h"
#include "qquickmousearea_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 <QtQuick/private/qquicktaphandler_p.h>
#include <QtQuick/private/qsgnode_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 <algorithm>
#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 QList<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 QList<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) {
// Restacking walks the whole item tree, so skip it when there are
// no child windows to restack.
if (q_func()->findChild<QWindow *>(Qt::FindDirectChildrenOnly))
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();
emit devicePixelRatioChanged();
}
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();
const 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);
context->invalidateGlyphCaches();
}
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->flushGlyphCaches();
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 (QRhiRenderTarget *rt = redirect.rt.rt.renderTarget) {
pixelSize = rt->pixelSize();
// With a shading rate map attached, viewports and scissors are
// specified in the logical coordinate space of the map, which can be
// larger than the physical size of the texture. (Foveated rendering on
// visionOS works like this.) The scene graph must lay out and clip in
// that space, not in texture pixels.
if (rt->resourceType() == QRhiResource::TextureRenderTarget) {
if (QRhiShadingRateMap *srm = static_cast<QRhiTextureRenderTarget *>(rt)->description().shadingRateMap()) {
const QSize logicalSize = srm->logicalSize();
if (logicalSize.isValid())
pixelSize = logicalSize;
}
}
} 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()
{
#ifdef QT_BUILD_INTERNAL
qCDebug(lcQuickWindow, "lifetime total, in all windows: constructed %d QQuickItems, %d ExtraData (%d%%)",
QQuickItemPrivate::item_counter, QQuickItemPrivate::itemExtra_counter,
QQuickItemPrivate::itemExtra_counter * 100 / QQuickItemPrivate::item_counter);
qCDebug(lcQuickWindow, "event-handling items fully within parent bounds: %d (%d%%)",
QQuickItemPrivate::eventHandlingChildrenWithinBounds_counter,
QQuickItemPrivate::eventHandlingChildrenWithinBounds_counter * 100 / QQuickItemPrivate::item_counter);
qCDebug(lcQuickWindow, "transform accessor calls: itemToParent %lld itemToWindow %lld windowToItem %lld; skipped due to effectiveClipping: %lld",
QQuickItemPrivate::itemToParentTransform_counter,
QQuickItemPrivate::itemToWindowTransform_counter,
QQuickItemPrivate::windowToItemTransform_counter,
QQuickItemPrivate::effectiveClippingSkips_counter);
#endif
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()) {
const auto children = root->childItems();
for (auto *child : children) {
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));
connections = {
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, bool maySkipUpdate)
{
Q_Q(QQuickWindow);
QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item);
if (itemPriv->dirtyAttributes & QQuickItemPrivate::ChildrenStackingChanged)
needsChildWindowStackingOrderUpdate = true;
if (!maySkipUpdate
|| (itemPriv->effectiveVisible || item->isTextureProvider()
|| (itemPriv->extra.isAllocated() && itemPriv->extra->effectRefCount > 0)))
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
*/
/*!
\qmlmethod void Window::startSystemMove()
\since 6.8
\brief Starts a system-specific move operation.
Starts an interactive move operation on the window using platform support.
The window follows the mouse cursor until the mouse button is released.
Use this method instead of \c setPosition, because it allows the window manager
to handle snapping, tiling, and related animations. On Wayland, \c setPosition
is not supported, so this is the only way the application can influence the
window’s position.
*/
/*!
\qmlmethod void Window::startSystemResize(Qt::Edges edges)
\since 6.8
\brief Starts a system-specific resize operation.
Starts an interactive resize operation on the window using platform support.
The specified edge follows the mouse cursor while dragging.
Use this method instead of \c setGeometry, because it allows the window manager
to handle snapping and resize animations when resizing to screen edges.
\a edges must be a single edge or a combination of two adjacent edges (a corner).
Other values are not allowed.
*/
/*!
Constructs a window for displaying a QML scene with parent window \a parent.
\sa QWindow(QWindow *parent), QWindow::setParent()
*/
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();
for (QMetaObject::Connection &connection : d->connections)
disconnect(connection);
}
#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 (const auto &pgda : std::as_const(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));
// The default QWindow mousePressEvent/mouseMoveEvent/mouseReleaseEvent handlers
// dispatched to above always ignore() the event, and Quick's own handlers don't
// reliably accept() the whole event either (e.g. QQuickDragHandler only does so
// incidentally). So isAccepted() may not reflect whether a point actually got
// grabbed. Fix that up before clearGrabbers() discards the grab state, so external
// code that still checks QEvent::isAccepted() (e.g. QWindowPrivate::forwardToPopup)
// gets a meaningful answer.
// Tablet events are excluded: QGuiApplicationPrivate::processTabletEvent() gives
// isAccepted() an unrelated meaning for them (whether to synthesize a compatibility
// QMouseEvent for items/handlers that only understand mouse events), and accepting
// here purely because a point got grabbed would suppress that synthesis (see the
// dedicated tablet handling below, which accepts tablet events on its own terms).
if (pe->isPointerEvent() && !QQuickDeliveryAgentPrivate::isTabletEvent(pe) && d->isPopup()
&& std::any_of(std::cbegin(pe->points()), std::cend(pe->points()), [pe](auto &p){ return pe->exclusiveGrabber(p);}))
pe->accept();
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 QT_CONFIG(tabletevent)
// QGuiApplication::processTabletEvent() uses forwardToPopup() to send
// tablet events to popup windows so they can handle them or block
// further delivery. Prevent fall-through to any window behind a popup
// by accepting any tablet event that landed outside the popup's bounds.
// QTabletEvent.accepted is false by default (unlike mouse events), so
// we need to stop delivery by accepting explicitly.
if (type() == Qt::Popup && QQuickDeliveryAgentPrivate::isTabletEvent(pe) &&
!QRect(QPoint(), size()).contains(pe->points().first().scenePosition().toPoint())) {
pe->accept();
return true;
}
#endif
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;
#if QT_VERSION < QT_VERSION_CHECK(7, 0, 0)
/*
If this is a press event and the EventPoint already has a grab, it may be
that a TapHandler.onTapped() or MouseArea.onClicked() function
intends to show a context menu. Menus were often added that way; so if
we can detect that it's likely, then don't synthesize a QContextMenuEvent,
in case it could be redundant, even though we can't tell in advance
whether the TapHandler or MouseArea will open a menu or do something else.
However, we are only checking for MouseArea and TapHandler; it's also
possible (but hopefully much less likely) that a user adds a custom
QQuickItem subclass to handle mouse events to open a context menu.
If a bug gets written about that, we can ask them to try out the
ContextMenu attached property instead, or handle the QContextMenuEvent
in their subclass. Anyway, let's expect applications to be adjusted for
Qt 7 or before, so that we can get rid of this second-guessing hack.
*/
const auto &firstPoint = event->points().first();
auto hasRightButtonTapHandler = [](const auto &passiveGrabbers) {
return std::find_if(passiveGrabbers.constBegin(), passiveGrabbers.constEnd(),
[](const auto grabber) {
auto *tapHandler = qmlobject_cast<QQuickTapHandler *>(grabber);
return tapHandler && tapHandler->acceptedButtons().testFlag(Qt::RightButton); })
!= passiveGrabbers.constEnd();
};
if (event->type() == QEvent::MouseButtonPress && event->button() == Qt::RightButton &&
(qmlobject_cast<QQuickMouseArea *>(event->exclusiveGrabber(firstPoint))
|| hasRightButtonTapHandler(event->passiveGrabbers(firstPoint)))) {
qCDebug(lcPtr) << "skipping QContextMenuEvent synthesis due to grabber(s)" << event;
return;
}
#endif
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, 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(lcHoverCursor) << "setting cursor" << cursor << "from" << cursorHandler << "or" << cursorItem;
window->setCursor(cursor);
} else {
qCDebug(lcHoverCursor) << "unsetting cursor";
window->unsetCursor();
}
}
}
std::pair<QQuickItem*, QQuickPointerHandler*> QQuickWindowPrivate::findCursorItemAndHandler(QQuickItem *item,
const QPointF &localPos, const QPointF &scenePos) const
{
QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
if (itemPrivate->effectivelyClipsEventHandlingChildren() &&
!itemPrivate->eventHandlingBounds().contains(localPos)) {
#ifdef QT_BUILD_INTERNAL
++QQuickItemPrivate::effectiveClippingSkips_counter;
#endif
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;
const QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(child);
QTransform childToParent;
childPrivate->itemToParentTransform(&childToParent);
const QPointF childLocalPos = childToParent.inverted().map(localPos);
auto ret = findCursorItemAndHandler(child, childLocalPos, scenePos);
if (ret.first)
return ret;
}
if (itemPrivate->hasCursorHandler) {
if (auto handler = itemPrivate->effectiveCursorHandler()) {
if (handler->parentContains(localPos, scenePos))
return {item, handler};
}
}
if (itemPrivate->hasCursor) {
if (item->contains(localPos))
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.cbegin(), cend = parentlessItems.cend(); 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) {
if (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);
}
}
// Ensure paint node subtree has same mutability group as item, but only if
// the mutability group has been explicitly set (avoiding this extra pass for
// the majority of items which never touch this property)
if (itemPriv->extra.isAllocated() && itemPriv->extra->mutabilityGroupSet) {
QSGNodePrivate::setMutabilityGroupOfSubtree(itemPriv->paintNode,
itemPriv->extra->mutabilityGroup);
}
}
} 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 {Diagram showing Window.x,
Window.y positions and Screen available dimensions}
*/
/*!
\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 Screen 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 \l{Application::screens}{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, {QtQuick::Application}{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 void QtQuick::Window::requestActivate()
\since 5.1
Requests the window to be activated, i.e. receive keyboard focus.
*/
/*!
\qmlmethod void 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 void 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 void QtQuick::Window::raise()
Raises the window in the windowing system.
Requests that the window be raised to appear above other windows.
*/
/*!
\qmlmethod void QtQuick::Window::lower()
Lowers the window in the windowing system.
Requests that the window be lowered to appear below other windows.
*/
/*!
\qmlmethod void 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 void QtQuick::Window::hide()
Hides the window.
Equivalent to setting \l visible to \c false or \l visibility to \l {QWindow::}{Hidden}.
\sa show()
*/
/*!
\qmlmethod void QtQuick::Window::showMinimized()
Shows the window as minimized.
Equivalent to setting \l visibility to \l {QWindow::}{Minimized}.
*/
/*!
\qmlmethod void QtQuick::Window::showMaximized()
Shows the window as maximized.
Equivalent to setting \l visibility to \l {QWindow::}{Maximized}.
*/
/*!
\qmlmethod void QtQuick::Window::showFullScreen()
Shows the window as fullscreen.
Equivalent to setting \l visibility to \l {QWindow::}{FullScreen}.
*/
/*!
\qmlmethod void 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);
}
/*!
\fn void QQuickWindow::devicePixelRatioChanged()
\since 6.11
This signal is emitted when the effective device pixel ratio has
been changed.
\sa effectiveDevicePixelRatio()
*/
/*!
\qmlsignal QtQuick::Window::devicePixelRatioChanged()
*/
/*!
\property QQuickWindow::devicePixelRatio
\since 6.11
Returns the ratio between physical pixels and device-independent pixels for the window. This value is dependent on the screen the window is on, and may change when the window is moved.
*/
/*!
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"