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Diffstat (limited to 'src/gui/graphicsview/qgraphicsscenebsptreeindex.cpp')
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diff --git a/src/gui/graphicsview/qgraphicsscenebsptreeindex.cpp b/src/gui/graphicsview/qgraphicsscenebsptreeindex.cpp new file mode 100644 index 0000000..b9c4ed8 --- /dev/null +++ b/src/gui/graphicsview/qgraphicsscenebsptreeindex.cpp @@ -0,0 +1,783 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtGui module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at http://qt.nokia.com/contact. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \class QGraphicsSceneBspTreeIndex + \brief The QGraphicsSceneBspTreeIndex class provides an implementation of + a BSP indexing algorithm for discovering items in QGraphicsScene. + \since 4.6 + \ingroup graphicsview-api + + \internal + + QGraphicsSceneBspTreeIndex index use a BSP(Binary Space Partitioning) + implementation to discover items quickly. This implementation is + very efficient for static scene. It has a depth that you can set. + The depth directly affects performance and memory usage; the latter + growing exponentially with the depth of the tree. With an optimal tree + depth, the index can instantly determine the locality of items, even + for scenes with thousands or millions of items. This also greatly improves + rendering performance. + + By default, the value is 0, in which case Qt will guess a reasonable + default depth based on the size, location and number of items in the + scene. If these parameters change frequently, however, you may experience + slowdowns as the index retunes the depth internally. You can avoid + potential slowdowns by fixating the tree depth through setting this + property. + + The depth of the tree and the size of the scene rectangle decide the + granularity of the scene's partitioning. The size of each scene segment is + determined by the following algorithm: + + The BSP tree has an optimal size when each segment contains between 0 and + 10 items. + + \sa QGraphicsScene, QGraphicsView, QGraphicsSceneIndex +*/ + +#include <QtCore/qglobal.h> + +#ifndef QT_NO_GRAPHICSVIEW + +#include <private/qgraphicsscene_p.h> +#include <private/qgraphicsscenebsptreeindex_p.h> +#include <private/qgraphicssceneindex_p.h> + +#include <QtCore/qmath.h> +#include <QtCore/qdebug.h> + +QT_BEGIN_NAMESPACE + +static inline int intmaxlog(int n) +{ + return (n > 0 ? qMax(qCeil(qLn(qreal(n)) / qLn(qreal(2))), 5) : 0); +} + +/*! + Constructs a private scene bsp index. +*/ +QGraphicsSceneBspTreeIndexPrivate::QGraphicsSceneBspTreeIndexPrivate(QGraphicsScene *scene) + : QGraphicsSceneIndexPrivate(scene), + bspTreeDepth(0), + indexTimerId(0), + restartIndexTimer(false), + regenerateIndex(true), + lastItemCount(0), + purgePending(false), + sortCacheEnabled(false), + updatingSortCache(false) +{ +} + + +/*! + This method will update the BSP index by removing the items from the temporary + unindexed list and add them in the indexedItems list. This will also + update the growingItemsBoundingRect if needed. This will update the BSP + implementation as well. + + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::_q_updateIndex() +{ + Q_Q(QGraphicsSceneBspTreeIndex); + if (!indexTimerId) + return; + + q->killTimer(indexTimerId); + indexTimerId = 0; + + purgeRemovedItems(); + + // Add unindexedItems to indexedItems + for (int i = 0; i < unindexedItems.size(); ++i) { + if (QGraphicsItem *item = unindexedItems.at(i)) { + Q_ASSERT(!item->d_ptr->itemDiscovered); + if (!freeItemIndexes.isEmpty()) { + int freeIndex = freeItemIndexes.takeFirst(); + item->d_func()->index = freeIndex; + indexedItems[freeIndex] = item; + } else { + item->d_func()->index = indexedItems.size(); + indexedItems << item; + } + } + } + + // Determine whether we should regenerate the BSP tree. + if (bspTreeDepth == 0) { + int oldDepth = intmaxlog(lastItemCount); + bspTreeDepth = intmaxlog(indexedItems.size()); + static const int slack = 100; + if (bsp.leafCount() == 0 || (oldDepth != bspTreeDepth && qAbs(lastItemCount - indexedItems.size()) > slack)) { + // ### Crude algorithm. + regenerateIndex = true; + } + } + + // Regenerate the tree. + if (regenerateIndex) { + regenerateIndex = false; + bsp.initialize(sceneRect, bspTreeDepth); + unindexedItems = indexedItems; + lastItemCount = indexedItems.size(); + } + + // Insert all unindexed items into the tree. + for (int i = 0; i < unindexedItems.size(); ++i) { + if (QGraphicsItem *item = unindexedItems.at(i)) { + if (item->d_ptr->itemIsUntransformable()) { + untransformableItems << item; + continue; + } + if (item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren) + continue; + + bsp.insertItem(item, item->d_ptr->sceneEffectiveBoundingRect()); + } + } + unindexedItems.clear(); +} + + +/*! + \internal + + Removes stale pointers from all data structures. +*/ +void QGraphicsSceneBspTreeIndexPrivate::purgeRemovedItems() +{ + if (!purgePending && removedItems.isEmpty()) + return; + + // Remove stale items from the BSP tree. + bsp.removeItems(removedItems); + // Purge this list. + removedItems.clear(); + freeItemIndexes.clear(); + for (int i = 0; i < indexedItems.size(); ++i) { + if (!indexedItems.at(i)) + freeItemIndexes << i; + } + purgePending = false; +} + +/*! + \internal + + Starts or restarts the timer used for reindexing unindexed items. +*/ +void QGraphicsSceneBspTreeIndexPrivate::startIndexTimer(int interval) +{ + Q_Q(QGraphicsSceneBspTreeIndex); + if (indexTimerId) { + restartIndexTimer = true; + } else { + indexTimerId = q->startTimer(interval); + } +} + +/*! + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::resetIndex() +{ + purgeRemovedItems(); + for (int i = 0; i < indexedItems.size(); ++i) { + if (QGraphicsItem *item = indexedItems.at(i)) { + item->d_ptr->index = -1; + Q_ASSERT(!item->d_ptr->itemDiscovered); + unindexedItems << item; + } + } + indexedItems.clear(); + freeItemIndexes.clear(); + untransformableItems.clear(); + regenerateIndex = true; + startIndexTimer(); +} + +/*! + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::climbTree(QGraphicsItem *item, int *stackingOrder) +{ + if (!item->d_ptr->children.isEmpty()) { + QList<QGraphicsItem *> childList = item->d_ptr->children; + qSort(childList.begin(), childList.end(), qt_closestLeaf); + for (int i = 0; i < childList.size(); ++i) { + QGraphicsItem *item = childList.at(i); + if (!(item->flags() & QGraphicsItem::ItemStacksBehindParent)) + climbTree(childList.at(i), stackingOrder); + } + item->d_ptr->globalStackingOrder = (*stackingOrder)++; + for (int i = 0; i < childList.size(); ++i) { + QGraphicsItem *item = childList.at(i); + if (item->flags() & QGraphicsItem::ItemStacksBehindParent) + climbTree(childList.at(i), stackingOrder); + } + } else { + item->d_ptr->globalStackingOrder = (*stackingOrder)++; + } +} + +/*! + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::_q_updateSortCache() +{ + Q_Q(QGraphicsSceneBspTreeIndex); + _q_updateIndex(); + + if (!sortCacheEnabled || !updatingSortCache) + return; + + updatingSortCache = false; + int stackingOrder = 0; + + QList<QGraphicsItem *> topLevels; + const QList<QGraphicsItem *> items = q->items(); + for (int i = 0; i < items.size(); ++i) { + QGraphicsItem *item = items.at(i); + if (item && !item->d_ptr->parent) + topLevels << item; + } + + qSort(topLevels.begin(), topLevels.end(), qt_closestLeaf); + for (int i = 0; i < topLevels.size(); ++i) + climbTree(topLevels.at(i), &stackingOrder); +} + +/*! + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::invalidateSortCache() +{ + Q_Q(QGraphicsSceneBspTreeIndex); + if (!sortCacheEnabled || updatingSortCache) + return; + + updatingSortCache = true; + QMetaObject::invokeMethod(q, "_q_updateSortCache", Qt::QueuedConnection); +} + +void QGraphicsSceneBspTreeIndexPrivate::addItem(QGraphicsItem *item, bool recursive) +{ + if (!item) + return; + + // Prevent reusing a recently deleted pointer: purge all removed item from our lists. + purgeRemovedItems(); + + // Invalidate any sort caching; arrival of a new item means we need to resort. + // Update the scene's sort cache settings. + item->d_ptr->globalStackingOrder = -1; + invalidateSortCache(); + + // Indexing requires sceneBoundingRect(), but because \a item might + // not be completely constructed at this point, we need to store it in + // a temporary list and schedule an indexing for later. + if (item->d_ptr->index == -1) { + Q_ASSERT(!unindexedItems.contains(item)); + unindexedItems << item; + startIndexTimer(0); + } else { + Q_ASSERT(indexedItems.contains(item)); + qWarning("QGraphicsSceneBspTreeIndex::addItem: item has already been added to this BSP"); + } + + if (recursive) { + for (int i = 0; i < item->d_ptr->children.size(); ++i) + addItem(item->d_ptr->children.at(i), recursive); + } +} + +void QGraphicsSceneBspTreeIndexPrivate::removeItem(QGraphicsItem *item, bool recursive, + bool moveToUnindexedItems) +{ + if (!item) + return; + + if (item->d_ptr->index != -1) { + Q_ASSERT(item->d_ptr->index < indexedItems.size()); + Q_ASSERT(indexedItems.at(item->d_ptr->index) == item); + Q_ASSERT(!item->d_ptr->itemDiscovered); + freeItemIndexes << item->d_ptr->index; + indexedItems[item->d_ptr->index] = 0; + item->d_ptr->index = -1; + + if (item->d_ptr->itemIsUntransformable()) { + untransformableItems.removeOne(item); + } else if (item->d_ptr->inDestructor) { + // Avoid virtual function calls from the destructor. + purgePending = true; + removedItems << item; + } else if (!(item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)) { + bsp.removeItem(item, item->d_ptr->sceneEffectiveBoundingRect()); + } + } else { + unindexedItems.removeOne(item); + } + invalidateSortCache(); // ### Only do this when removing from BSP? + + Q_ASSERT(item->d_ptr->index == -1); + Q_ASSERT(!indexedItems.contains(item)); + Q_ASSERT(!unindexedItems.contains(item)); + Q_ASSERT(!untransformableItems.contains(item)); + + if (moveToUnindexedItems) + addItem(item); + + if (recursive) { + for (int i = 0; i < item->d_ptr->children.size(); ++i) + removeItem(item->d_ptr->children.at(i), recursive, moveToUnindexedItems); + } +} + +QList<QGraphicsItem *> QGraphicsSceneBspTreeIndexPrivate::estimateItems(const QRectF &rect, Qt::SortOrder order, + bool onlyTopLevelItems) +{ + Q_Q(QGraphicsSceneBspTreeIndex); + if (onlyTopLevelItems && rect.isNull()) + return q->QGraphicsSceneIndex::estimateTopLevelItems(rect, order); + + purgeRemovedItems(); + _q_updateSortCache(); + Q_ASSERT(unindexedItems.isEmpty()); + + QList<QGraphicsItem *> rectItems = bsp.items(rect, onlyTopLevelItems); + if (onlyTopLevelItems) { + for (int i = 0; i < untransformableItems.size(); ++i) { + QGraphicsItem *item = untransformableItems.at(i); + if (!item->d_ptr->parent) { + rectItems << item; + } else { + item = item->topLevelItem(); + if (!rectItems.contains(item)) + rectItems << item; + } + } + } else { + rectItems += untransformableItems; + } + + sortItems(&rectItems, order, sortCacheEnabled, onlyTopLevelItems); + return rectItems; +} + +/*! + Returns true if \a item1 is on top of \a item2. + + \internal +*/ +bool QGraphicsSceneBspTreeIndexPrivate::closestItemFirst_withoutCache(const QGraphicsItem *item1, const QGraphicsItem *item2) +{ + // Siblings? Just check their z-values. + const QGraphicsItemPrivate *d1 = item1->d_ptr.data(); + const QGraphicsItemPrivate *d2 = item2->d_ptr.data(); + if (d1->parent == d2->parent) + return qt_closestLeaf(item1, item2); + + // Find common ancestor, and each item's ancestor closest to the common + // ancestor. + int item1Depth = d1->depth(); + int item2Depth = d2->depth(); + const QGraphicsItem *p = item1; + const QGraphicsItem *t1 = item1; + while (item1Depth > item2Depth && (p = p->d_ptr->parent)) { + if (p == item2) { + // item2 is one of item1's ancestors; item1 is on top + return !(t1->d_ptr->flags & QGraphicsItem::ItemStacksBehindParent); + } + t1 = p; + --item1Depth; + } + p = item2; + const QGraphicsItem *t2 = item2; + while (item2Depth > item1Depth && (p = p->d_ptr->parent)) { + if (p == item1) { + // item1 is one of item2's ancestors; item1 is not on top + return (t2->d_ptr->flags & QGraphicsItem::ItemStacksBehindParent); + } + t2 = p; + --item2Depth; + } + + // item1Ancestor is now at the same level as item2Ancestor, but not the same. + const QGraphicsItem *a1 = t1; + const QGraphicsItem *a2 = t2; + while (a1) { + const QGraphicsItem *p1 = a1; + const QGraphicsItem *p2 = a2; + a1 = a1->parentItem(); + a2 = a2->parentItem(); + if (a1 && a1 == a2) + return qt_closestLeaf(p1, p2); + } + + // No common ancestor? Then just compare the items' toplevels directly. + return qt_closestLeaf(t1->topLevelItem(), t2->topLevelItem()); +} + +/*! + Returns true if \a item2 is on top of \a item1. + + \internal +*/ +bool QGraphicsSceneBspTreeIndexPrivate::closestItemLast_withoutCache(const QGraphicsItem *item1, const QGraphicsItem *item2) +{ + return closestItemFirst_withoutCache(item2, item1); +} + +/*! + Sort a list of \a itemList in a specific \a order and use the cache if requested. + + \internal +*/ +void QGraphicsSceneBspTreeIndexPrivate::sortItems(QList<QGraphicsItem *> *itemList, Qt::SortOrder order, + bool sortCacheEnabled, bool onlyTopLevelItems) +{ + if (order == Qt::SortOrder(-1)) + return; + + if (onlyTopLevelItems) { + if (order == Qt::AscendingOrder) + qSort(itemList->begin(), itemList->end(), qt_closestLeaf); + else if (order == Qt::DescendingOrder) + qSort(itemList->begin(), itemList->end(), qt_notclosestLeaf); + return; + } + + if (sortCacheEnabled) { + if (order == Qt::AscendingOrder) { + qSort(itemList->begin(), itemList->end(), closestItemFirst_withCache); + } else if (order == Qt::DescendingOrder) { + qSort(itemList->begin(), itemList->end(), closestItemLast_withCache); + } + } else { + if (order == Qt::AscendingOrder) { + qSort(itemList->begin(), itemList->end(), closestItemFirst_withoutCache); + } else if (order == Qt::DescendingOrder) { + qSort(itemList->begin(), itemList->end(), closestItemLast_withoutCache); + } + } +} + +/*! + Constructs a BSP scene index for the given \a scene. +*/ +QGraphicsSceneBspTreeIndex::QGraphicsSceneBspTreeIndex(QGraphicsScene *scene) + : QGraphicsSceneIndex(*new QGraphicsSceneBspTreeIndexPrivate(scene), scene) +{ + +} + +QGraphicsSceneBspTreeIndex::~QGraphicsSceneBspTreeIndex() +{ + Q_D(QGraphicsSceneBspTreeIndex); + for (int i = 0; i < d->indexedItems.size(); ++i) { + // Ensure item bits are reset properly. + if (QGraphicsItem *item = d->indexedItems.at(i)) { + Q_ASSERT(!item->d_ptr->itemDiscovered); + item->d_ptr->index = -1; + } + } +} + +/*! + \internal + Clear the all the BSP index. +*/ +void QGraphicsSceneBspTreeIndex::clear() +{ + Q_D(QGraphicsSceneBspTreeIndex); + d->bsp.clear(); + d->lastItemCount = 0; + d->freeItemIndexes.clear(); + for (int i = 0; i < d->indexedItems.size(); ++i) { + // Ensure item bits are reset properly. + if (QGraphicsItem *item = d->indexedItems.at(i)) { + Q_ASSERT(!item->d_ptr->itemDiscovered); + item->d_ptr->index = -1; + } + } + d->indexedItems.clear(); + d->unindexedItems.clear(); + d->untransformableItems.clear(); + d->regenerateIndex = true; +} + +/*! + Add the \a item into the BSP index. +*/ +void QGraphicsSceneBspTreeIndex::addItem(QGraphicsItem *item) +{ + Q_D(QGraphicsSceneBspTreeIndex); + d->addItem(item); +} + +/*! + Remove the \a item from the BSP index. +*/ +void QGraphicsSceneBspTreeIndex::removeItem(QGraphicsItem *item) +{ + Q_D(QGraphicsSceneBspTreeIndex); + d->removeItem(item); +} + +/*! + \internal + Update the BSP when the \a item 's bounding rect has changed. +*/ +void QGraphicsSceneBspTreeIndex::prepareBoundingRectChange(const QGraphicsItem *item) +{ + if (!item) + return; + + if (item->d_ptr->index == -1 || item->d_ptr->itemIsUntransformable() + || (item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)) { + return; // Item is not in BSP tree; nothing to do. + } + + Q_D(QGraphicsSceneBspTreeIndex); + QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item); + d->removeItem(thatItem, /*recursive=*/false, /*moveToUnindexedItems=*/true); + for (int i = 0; i < item->d_ptr->children.size(); ++i) // ### Do we really need this? + prepareBoundingRectChange(item->d_ptr->children.at(i)); +} + +/*! + Returns an estimation visible items that are either inside or + intersect with the specified \a rect and return a list sorted using \a order. + + \a deviceTransform is the transformation apply to the view. + +*/ +QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::estimateItems(const QRectF &rect, Qt::SortOrder order) const +{ + Q_D(const QGraphicsSceneBspTreeIndex); + return const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->estimateItems(rect, order); +} + +QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::estimateTopLevelItems(const QRectF &rect, Qt::SortOrder order) const +{ + Q_D(const QGraphicsSceneBspTreeIndex); + return const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->estimateItems(rect, order, /*onlyTopLevels=*/true); +} + +/*! + \fn QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::items(Qt::SortOrder order = Qt::AscendingOrder) const; + + Return all items in the BSP index and sort them using \a order. +*/ +QList<QGraphicsItem *> QGraphicsSceneBspTreeIndex::items(Qt::SortOrder order) const +{ + Q_D(const QGraphicsSceneBspTreeIndex); + const_cast<QGraphicsSceneBspTreeIndexPrivate*>(d)->purgeRemovedItems(); + QList<QGraphicsItem *> itemList; + + // If freeItemIndexes is empty, we know there are no holes in indexedItems and + // unindexedItems. + if (d->freeItemIndexes.isEmpty()) { + if (d->unindexedItems.isEmpty()) { + itemList = d->indexedItems; + } else { + itemList = d->indexedItems + d->unindexedItems; + } + } else { + // Rebuild the list of items to avoid holes. ### We could also just + // compress the item lists at this point. + foreach (QGraphicsItem *item, d->indexedItems + d->unindexedItems) { + if (item) + itemList << item; + } + } + if (order != -1) { + //We sort descending order + d->sortItems(&itemList, order, d->sortCacheEnabled); + } + return itemList; +} + +/*! + \property QGraphicsSceneBspTreeIndex::bspTreeDepth + \brief the depth of the BSP index tree + \since 4.6 + + This value determines the depth of BSP tree. The depth + directly affects performance and memory usage; the latter + growing exponentially with the depth of the tree. With an optimal tree + depth, the index can instantly determine the locality of items, even + for scenes with thousands or millions of items. This also greatly improves + rendering performance. + + By default, the value is 0, in which case Qt will guess a reasonable + default depth based on the size, location and number of items in the + scene. If these parameters change frequently, however, you may experience + slowdowns as the index retunes the depth internally. You can avoid + potential slowdowns by fixating the tree depth through setting this + property. + + The depth of the tree and the size of the scene rectangle decide the + granularity of the scene's partitioning. The size of each scene segment is + determined by the following algorithm: + + The BSP tree has an optimal size when each segment contains between 0 and + 10 items. + +*/ +int QGraphicsSceneBspTreeIndex::bspTreeDepth() +{ + Q_D(const QGraphicsSceneBspTreeIndex); + return d->bspTreeDepth; +} + +void QGraphicsSceneBspTreeIndex::setBspTreeDepth(int depth) +{ + Q_D(QGraphicsSceneBspTreeIndex); + if (d->bspTreeDepth == depth) + return; + d->bspTreeDepth = depth; + d->resetIndex(); +} + +/*! + \internal + + This method react to the \a rect change of the scene and + reset the BSP tree index. +*/ +void QGraphicsSceneBspTreeIndex::updateSceneRect(const QRectF &rect) +{ + Q_D(QGraphicsSceneBspTreeIndex); + d->sceneRect = rect; + d->resetIndex(); +} + +/*! + \internal + + This method react to the \a change of the \a item and use the \a value to + update the BSP tree if necessary. +*/ +void QGraphicsSceneBspTreeIndex::itemChange(const QGraphicsItem *item, QGraphicsItem::GraphicsItemChange change, const QVariant &value) +{ + Q_D(QGraphicsSceneBspTreeIndex); + switch (change) { + case QGraphicsItem::ItemFlagsChange: { + // Handle ItemIgnoresTransformations + bool ignoredTransform = item->d_ptr->flags & QGraphicsItem::ItemIgnoresTransformations; + bool willIgnoreTransform = value.toUInt() & QGraphicsItem::ItemIgnoresTransformations; + bool clipsChildren = item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape; + bool willClipChildren = value.toUInt() & QGraphicsItem::ItemClipsChildrenToShape; + if ((ignoredTransform != willIgnoreTransform) || (clipsChildren != willClipChildren)) { + QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item); + // Remove item and its descendants from the index and append + // them to the list of unindexed items. Then, when the index + // is updated, they will be put into the bsp-tree or the list + // of untransformable items. + d->removeItem(thatItem, /*recursive=*/true, /*moveToUnidexedItems=*/true); + } + break; + } + case QGraphicsItem::ItemZValueChange: + d->invalidateSortCache(); + break; + case QGraphicsItem::ItemParentChange: { + d->invalidateSortCache(); + // Handle ItemIgnoresTransformations + QGraphicsItem *newParent = qVariantValue<QGraphicsItem *>(value); + bool ignoredTransform = item->d_ptr->itemIsUntransformable(); + bool willIgnoreTransform = (item->d_ptr->flags & QGraphicsItem::ItemIgnoresTransformations) + || (newParent && newParent->d_ptr->itemIsUntransformable()); + bool ancestorClippedChildren = item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren; + bool ancestorWillClipChildren = newParent + && ((newParent->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape) + || (newParent->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorClipsChildren)); + if ((ignoredTransform != willIgnoreTransform) || (ancestorClippedChildren != ancestorWillClipChildren)) { + QGraphicsItem *thatItem = const_cast<QGraphicsItem *>(item); + // Remove item and its descendants from the index and append + // them to the list of unindexed items. Then, when the index + // is updated, they will be put into the bsp-tree or the list + // of untransformable items. + d->removeItem(thatItem, /*recursive=*/true, /*moveToUnidexedItems=*/true); + } + break; + } + default: + break; + } + return QGraphicsSceneIndex::itemChange(item, change, value); +} +/*! + \reimp + + Used to catch the timer event. + + \internal +*/ +bool QGraphicsSceneBspTreeIndex::event(QEvent *event) +{ + Q_D(QGraphicsSceneBspTreeIndex); + switch (event->type()) { + case QEvent::Timer: + if (d->indexTimerId && static_cast<QTimerEvent *>(event)->timerId() == d->indexTimerId) { + if (d->restartIndexTimer) { + d->restartIndexTimer = false; + } else { + // this call will kill the timer + d->_q_updateIndex(); + } + } + // Fallthrough intended - support timers in subclasses. + default: + return QObject::event(event); + } + return true; +} + +QT_END_NAMESPACE + +#include "moc_qgraphicsscenebsptreeindex_p.cpp" + +#endif // QT_NO_GRAPHICSVIEW + |