/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** 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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \class QGraphicsScene \brief The QGraphicsScene class provides a surface for managing a large number of 2D graphical items. \since 4.2 \ingroup graphicsview-api The class serves as a container for QGraphicsItems. It is used together with QGraphicsView for visualizing graphical items, such as lines, rectangles, text, or even custom items, on a 2D surface. QGraphicsScene is part of \l{The Graphics View Framework}. QGraphicsScene also provides functionality that lets you efficiently determine both the location of items, and for determining what items are visible within an arbitrary area on the scene. With the QGraphicsView widget, you can either visualize the whole scene, or zoom in and view only parts of the scene. Example: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 0 Note that QGraphicsScene has no visual appearance of its own; it only manages the items. You need to create a QGraphicsView widget to visualize the scene. To add items to a scene, you start off by constructing a QGraphicsScene object. Then, you have two options: either add your existing QGraphicsItem objects by calling addItem(), or you can call one of the convenience functions addEllipse(), addLine(), addPath(), addPixmap(), addPolygon(), addRect(), or addText(), which all return a pointer to the newly added item. The dimensions of the items added with these functions are relative to the item's coordinate system, and the items position is initialized to (0, 0) in the scene. You can then visualize the scene using QGraphicsView. When the scene changes, (e.g., when an item moves or is transformed) QGraphicsScene emits the changed() signal. To remove an item, call removeItem(). QGraphicsScene uses an indexing algorithm to manage the location of items efficiently. By default, a BSP (Binary Space Partitioning) tree is used; an algorithm suitable for large scenes where most items remain static (i.e., do not move around). You can choose to disable this index by calling setItemIndexMethod(). For more information about the available indexing algorithms, see the itemIndexMethod property. The scene's bounding rect is set by calling setSceneRect(). Items can be placed at any position on the scene, and the size of the scene is by default unlimited. The scene rect is used only for internal bookkeeping, maintaining the scene's item index. If the scene rect is unset, QGraphicsScene will use the bounding area of all items, as returned by itemsBoundingRect(), as the scene rect. However, itemsBoundingRect() is a relatively time consuming function, as it operates by collecting positional information for every item on the scene. Because of this, you should always set the scene rect when operating on large scenes. One of QGraphicsScene's greatest strengths is its ability to efficiently determine the location of items. Even with millions of items on the scene, the items() functions can determine the location of an item within few milliseconds. There are several overloads to items(): one that finds items at a certain position, one that finds items inside or intersecting with a polygon or a rectangle, and more. The list of returned items is sorted by stacking order, with the topmost item being the first item in the list. For convenience, there is also an itemAt() function that returns the topmost item at a given position. QGraphicsScene maintains selection information for the scene. To select items, call setSelectionArea(), and to clear the current selection, call clearSelection(). Call selectedItems() to get the list of all selected items. \section1 Event Handling and Propagation Another responsibility that QGraphicsScene has, is to propagate events from QGraphicsView. To send an event to a scene, you construct an event that inherits QEvent, and then send it using, for example, QApplication::sendEvent(). event() is responsible for dispatching the event to the individual items. Some common events are handled by convenience event handlers. For example, key press events are handled by keyPressEvent(), and mouse press events are handled by mousePressEvent(). Key events are delivered to the \e {focus item}. To set the focus item, you can either call setFocusItem(), passing an item that accepts focus, or the item itself can call QGraphicsItem::setFocus(). Call focusItem() to get the current focus item. For compatibility with widgets, the scene also maintains its own focus information. By default, the scene does not have focus, and all key events are discarded. If setFocus() is called, or if an item on the scene gains focus, the scene automatically gains focus. If the scene has focus, hasFocus() will return true, and key events will be forwarded to the focus item, if any. If the scene loses focus, (i.e., someone calls clearFocus(),) while an item has focus, the scene will maintain its item focus information, and once the scene regains focus, it will make sure the last focus item regains focus. For mouse-over effects, QGraphicsScene dispatches \e {hover events}. If an item accepts hover events (see QGraphicsItem::acceptHoverEvents()), it will receive a \l {QEvent::}{GraphicsSceneHoverEnter} event when the mouse enters its area. As the mouse continues moving inside the item's area, QGraphicsScene will send it \l {QEvent::}{GraphicsSceneHoverMove} events. When the mouse leaves the item's area, the item will receive a \l {QEvent::}{GraphicsSceneHoverLeave} event. All mouse events are delivered to the current \e {mouse grabber} item. An item becomes the scene's mouse grabber if it accepts mouse events (see QGraphicsItem::acceptedMouseButtons()) and it receives a mouse press. It stays the mouse grabber until it receives a mouse release when no other mouse buttons are pressed. You can call mouseGrabberItem() to determine what item is currently grabbing the mouse. \sa QGraphicsItem, QGraphicsView */ /*! \enum QGraphicsScene::SceneLayer \since 4.3 This enum describes the rendering layers in a QGraphicsScene. When QGraphicsScene draws the scene contents, it renders each of these layers separately, in order. Each layer represents a flag that can be OR'ed together when calling functions such as invalidate() or QGraphicsView::invalidateScene(). \value ItemLayer The item layer. QGraphicsScene renders all items are in this layer by calling the virtual function drawItems(). The item layer is drawn after the background layer, but before the foreground layer. \value BackgroundLayer The background layer. QGraphicsScene renders the scene's background in this layer by calling the virtual function drawBackground(). The background layer is drawn first of all layers. \value ForegroundLayer The foreground layer. QGraphicsScene renders the scene's foreground in this layer by calling the virtual function drawForeground(). The foreground layer is drawn last of all layers. \value AllLayers All layers; this value represents a combination of all three layers. \sa invalidate(), QGraphicsView::invalidateScene() */ /*! \enum QGraphicsScene::ItemIndexMethod This enum describes the indexing algorithms QGraphicsScene provides for managing positional information about items on the scene. \value BspTreeIndex A Binary Space Partitioning tree is applied. All QGraphicsScene's item location algorithms are of an order close to logarithmic complexity, by making use of binary search. Adding, moving and removing items is logarithmic. This approach is best for static scenes (i.e., scenes where most items do not move). \value NoIndex No index is applied. Item location is of linear complexity, as all items on the scene are searched. Adding, moving and removing items, however, is done in constant time. This approach is ideal for dynamic scenes, where many items are added, moved or removed continuously. \sa setItemIndexMethod(), bspTreeDepth */ #include "qgraphicsscene.h" #ifndef QT_NO_GRAPHICSVIEW #include "qgraphicsitem.h" #include "qgraphicsitem_p.h" #include "qgraphicslayout.h" #include "qgraphicsscene_p.h" #include "qgraphicssceneevent.h" #include "qgraphicsview.h" #include "qgraphicsview_p.h" #include "qgraphicswidget.h" #include "qgraphicswidget_p.h" #include "qgraphicssceneindex_p.h" #include "qgraphicsscenebsptreeindex_p.h" #include "qgraphicsscenelinearindex_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef Q_WS_X11 #include #endif #include QT_BEGIN_NAMESPACE static void _q_hoverFromMouseEvent(QGraphicsSceneHoverEvent *hover, const QGraphicsSceneMouseEvent *mouseEvent) { hover->setWidget(mouseEvent->widget()); hover->setPos(mouseEvent->pos()); hover->setScenePos(mouseEvent->scenePos()); hover->setScreenPos(mouseEvent->screenPos()); hover->setLastPos(mouseEvent->lastPos()); hover->setLastScenePos(mouseEvent->lastScenePos()); hover->setLastScreenPos(mouseEvent->lastScreenPos()); hover->setModifiers(mouseEvent->modifiers()); hover->setAccepted(mouseEvent->isAccepted()); } int QGraphicsScenePrivate::changedSignalIndex; /*! \internal */ QGraphicsScenePrivate::QGraphicsScenePrivate() : indexMethod(QGraphicsScene::BspTreeIndex), index(0), lastItemCount(0), hasSceneRect(false), dirtyGrowingItemsBoundingRect(true), updateAll(false), calledEmitUpdated(false), processDirtyItemsEmitted(false), selectionChanging(0), needSortTopLevelItems(true), holesInTopLevelSiblingIndex(false), topLevelSequentialOrdering(true), stickyFocus(false), hasFocus(false), focusItem(0), lastFocusItem(0), tabFocusFirst(0), activePanel(0), lastActivePanel(0), activationRefCount(0), childExplicitActivation(0), lastMouseGrabberItem(0), lastMouseGrabberItemHasImplicitMouseGrab(false), dragDropItem(0), enterWidget(0), lastDropAction(Qt::IgnoreAction), allItemsIgnoreHoverEvents(true), allItemsUseDefaultCursor(true), painterStateProtection(true), sortCacheEnabled(false), style(0), allItemsIgnoreTouchEvents(true) { } /*! \internal */ void QGraphicsScenePrivate::init() { Q_Q(QGraphicsScene); index = new QGraphicsSceneBspTreeIndex(q); // Keep this index so we can check for connected slots later on. if (!changedSignalIndex) { changedSignalIndex = signalIndex("changed(QList)"); } qApp->d_func()->scene_list.append(q); q->update(); } /*! \internal */ QGraphicsScenePrivate *QGraphicsScenePrivate::get(QGraphicsScene *q) { return q->d_func(); } void QGraphicsScenePrivate::_q_emitUpdated() { Q_Q(QGraphicsScene); calledEmitUpdated = false; if (dirtyGrowingItemsBoundingRect) { if (!hasSceneRect) { const QRectF oldGrowingItemsBoundingRect = growingItemsBoundingRect; growingItemsBoundingRect |= q->itemsBoundingRect(); if (oldGrowingItemsBoundingRect != growingItemsBoundingRect) emit q->sceneRectChanged(growingItemsBoundingRect); } dirtyGrowingItemsBoundingRect = false; } // Ensure all views are connected if anything is connected. This disables // the optimization that items send updates directly to the views, but it // needs to happen in order to keep compatibility with the behavior from // Qt 4.4 and backward. if (isSignalConnected(changedSignalIndex)) { for (int i = 0; i < views.size(); ++i) { QGraphicsView *view = views.at(i); if (!view->d_func()->connectedToScene) { view->d_func()->connectedToScene = true; q->connect(q, SIGNAL(changed(QList)), views.at(i), SLOT(updateScene(QList))); } } } else { updateAll = false; for (int i = 0; i < views.size(); ++i) views.at(i)->d_func()->processPendingUpdates(); // It's important that we update all views before we dispatch, hence two for-loops. for (int i = 0; i < views.size(); ++i) views.at(i)->d_func()->dispatchPendingUpdateRequests(); return; } // Notify the changes to anybody interested. QList oldUpdatedRects; oldUpdatedRects = updateAll ? (QList() << q->sceneRect()) : updatedRects; updateAll = false; updatedRects.clear(); emit q->changed(oldUpdatedRects); } /*! \internal ### This function is almost identical to QGraphicsItemPrivate::addChild(). */ void QGraphicsScenePrivate::registerTopLevelItem(QGraphicsItem *item) { item->d_ptr->ensureSequentialSiblingIndex(); needSortTopLevelItems = true; // ### maybe false item->d_ptr->siblingIndex = topLevelItems.size(); topLevelItems.append(item); } /*! \internal ### This function is almost identical to QGraphicsItemPrivate::removeChild(). */ void QGraphicsScenePrivate::unregisterTopLevelItem(QGraphicsItem *item) { if (!holesInTopLevelSiblingIndex) holesInTopLevelSiblingIndex = item->d_ptr->siblingIndex != topLevelItems.size() - 1; if (topLevelSequentialOrdering && !holesInTopLevelSiblingIndex) topLevelItems.removeAt(item->d_ptr->siblingIndex); else topLevelItems.removeOne(item); // NB! Do not use topLevelItems.removeAt(item->d_ptr->siblingIndex) because // the item is not guaranteed to be at the index after the list is sorted // (see ensureSortedTopLevelItems()). item->d_ptr->siblingIndex = -1; if (topLevelSequentialOrdering) topLevelSequentialOrdering = !holesInTopLevelSiblingIndex; } /*! \internal */ void QGraphicsScenePrivate::_q_polishItems() { const QVariant booleanTrueVariant(true); foreach (QGraphicsItem *item, unpolishedItems) { if (!item->d_ptr->explicitlyHidden) { item->itemChange(QGraphicsItem::ItemVisibleChange, booleanTrueVariant); item->itemChange(QGraphicsItem::ItemVisibleHasChanged, booleanTrueVariant); } if (item->isWidget()) { QEvent event(QEvent::Polish); QApplication::sendEvent((QGraphicsWidget *)item, &event); } } unpolishedItems.clear(); } void QGraphicsScenePrivate::_q_processDirtyItems() { processDirtyItemsEmitted = false; if (updateAll) { Q_ASSERT(calledEmitUpdated); // No need for further processing (except resetting the dirty states). // The growingItemsBoundingRect is updated in _q_emitUpdated. for (int i = 0; i < topLevelItems.size(); ++i) resetDirtyItem(topLevelItems.at(i), /*recursive=*/true); return; } const bool wasPendingSceneUpdate = calledEmitUpdated; const QRectF oldGrowingItemsBoundingRect = growingItemsBoundingRect; // Process items recursively. for (int i = 0; i < topLevelItems.size(); ++i) processDirtyItemsRecursive(topLevelItems.at(i)); dirtyGrowingItemsBoundingRect = false; if (!hasSceneRect && oldGrowingItemsBoundingRect != growingItemsBoundingRect) emit q_func()->sceneRectChanged(growingItemsBoundingRect); if (wasPendingSceneUpdate) return; for (int i = 0; i < views.size(); ++i) views.at(i)->d_func()->processPendingUpdates(); if (calledEmitUpdated) { // We did a compatibility QGraphicsScene::update in processDirtyItemsRecursive // and we cannot wait for the control to reach the eventloop before the // changed signal is emitted, so we emit it now. _q_emitUpdated(); } // Immediately dispatch all pending update requests on the views. for (int i = 0; i < views.size(); ++i) views.at(i)->d_func()->dispatchPendingUpdateRequests(); } /*! \internal Schedules an item for removal. This function leaves some stale indexes around in the BSP tree if called from the item's destructor; these will be cleaned up the next time someone triggers purgeRemovedItems(). Note: This function might get called from QGraphicsItem's destructor. \a item is being destroyed, so we cannot call any pure virtual functions on it (such as boundingRect()). Also, it is unnecessary to update the item's own state in any way. */ void QGraphicsScenePrivate::removeItemHelper(QGraphicsItem *item) { Q_Q(QGraphicsScene); // Clear focus on the item to remove any reference in the focusWidget chain. item->clearFocus(); markDirty(item, QRectF(), false, false, false, false, /*removingItemFromScene=*/true); if (item->d_ptr->inDestructor) { // The item is actually in its destructor, we call the special method in the index. index->deleteItem(item); } else { // Can potentially call item->boundingRect() (virtual function), that's why // we only can call this function if the item is not in its destructor. index->removeItem(item); } item->d_ptr->clearSubFocus(); if (!item->d_ptr->inDestructor && item == tabFocusFirst) { QGraphicsWidget *widget = static_cast(item); widget->d_func()->fixFocusChainBeforeReparenting(0, 0); } item->d_func()->scene = 0; // Unregister focus proxy. item->d_ptr->resetFocusProxy(); // Remove from parent, or unregister from toplevels. if (QGraphicsItem *parentItem = item->parentItem()) { if (parentItem->scene()) { Q_ASSERT_X(parentItem->scene() == q, "QGraphicsScene::removeItem", "Parent item's scene is different from this item's scene"); item->d_ptr->setParentItemHelper(0); } } else { unregisterTopLevelItem(item); } // Reset the mouse grabber and focus item data. if (item == focusItem) focusItem = 0; if (item == lastFocusItem) lastFocusItem = 0; if (item == activePanel) { // ### deactivate... activePanel = 0; } if (item == lastActivePanel) lastActivePanel = 0; // Disable selectionChanged() for individual items ++selectionChanging; int oldSelectedItemsSize = selectedItems.size(); // Update selected & hovered item bookkeeping selectedItems.remove(item); hoverItems.removeAll(item); cachedItemsUnderMouse.removeAll(item); unpolishedItems.removeAll(item); resetDirtyItem(item); //We remove all references of item from the sceneEventFilter arrays QMultiMap::iterator iterator = sceneEventFilters.begin(); while (iterator != sceneEventFilters.end()) { if (iterator.value() == item || iterator.key() == item) iterator = sceneEventFilters.erase(iterator); else ++iterator; } if (!item->d_ptr->inDestructor) { // Remove all children recursively for (int i = 0; i < item->d_ptr->children.size(); ++i) q->removeItem(item->d_ptr->children.at(i)); } // Reset the mouse grabber and focus item data. if (mouseGrabberItems.contains(item)) ungrabMouse(item, /* item is dying */ item->d_ptr->inDestructor); // Reset the keyboard grabber if (keyboardGrabberItems.contains(item)) ungrabKeyboard(item, /* item is dying */ item->d_ptr->inDestructor); // Reset the last mouse grabber item if (item == lastMouseGrabberItem) lastMouseGrabberItem = 0; // Reenable selectionChanged() for individual items --selectionChanging; if (!selectionChanging && selectedItems.size() != oldSelectedItemsSize) emit q->selectionChanged(); } /*! \internal */ void QGraphicsScenePrivate::setActivePanelHelper(QGraphicsItem *item, bool duringActivationEvent) { Q_Q(QGraphicsScene); if (item && item->scene() != q) { qWarning("QGraphicsScene::setActivePanel: item %p must be part of this scene", item); return; } // Ensure the scene has focus when we change panel activation. q->setFocus(Qt::ActiveWindowFocusReason); // Find the item's panel. QGraphicsItem *panel = item ? item->panel() : 0; lastActivePanel = panel ? activePanel : 0; if (panel == activePanel || (!q->isActive() && !duringActivationEvent)) return; // Deactivate the last active panel. if (activePanel) { if (QGraphicsItem *fi = activePanel->focusItem()) { // Remove focus from the current focus item. if (fi == q->focusItem()) q->setFocusItem(0, Qt::ActiveWindowFocusReason); } QEvent event(QEvent::WindowDeactivate); q->sendEvent(activePanel, &event); } else if (panel && !duringActivationEvent) { // Deactivate the scene if changing activation to a panel. QEvent event(QEvent::WindowDeactivate); foreach (QGraphicsItem *item, q->items()) { if (item->isVisible() && !item->isPanel() && !item->parentItem()) q->sendEvent(item, &event); } } // Update activate state. activePanel = panel; QEvent event(QEvent::ActivationChange); QApplication::sendEvent(q, &event); // Activate if (panel) { QEvent event(QEvent::WindowActivate); q->sendEvent(panel, &event); // Set focus on the panel's focus item. if (QGraphicsItem *focusItem = panel->focusItem()) focusItem->setFocus(Qt::ActiveWindowFocusReason); } else if (q->isActive()) { // Activate the scene QEvent event(QEvent::WindowActivate); foreach (QGraphicsItem *item, q->items()) { if (item->isVisible() && !item->isPanel() && !item->parentItem()) q->sendEvent(item, &event); } } } /*! \internal */ void QGraphicsScenePrivate::setFocusItemHelper(QGraphicsItem *item, Qt::FocusReason focusReason) { Q_Q(QGraphicsScene); if (item == focusItem) return; // Clear focus if asked to set focus on something that can't // accept input focus. if (item && (!(item->flags() & QGraphicsItem::ItemIsFocusable) || !item->isVisible() || !item->isEnabled())) { item = 0; } // Set focus on the scene if an item requests focus. if (item) { q->setFocus(focusReason); if (item == focusItem) return; } if (focusItem) { QFocusEvent event(QEvent::FocusOut, focusReason); lastFocusItem = focusItem; focusItem = 0; sendEvent(lastFocusItem, &event); if (lastFocusItem && (lastFocusItem->flags() & QGraphicsItem::ItemAcceptsInputMethod)) { // Reset any visible preedit text QInputMethodEvent imEvent; sendEvent(lastFocusItem, &imEvent); // Close any external input method panel. This happens // automatically by removing WA_InputMethodEnabled on // the views, but if we are changing focus, we have to // do it ourselves. if (item) { for (int i = 0; i < views.size(); ++i) views.at(i)->inputContext()->reset(); } } } if (item) { focusItem = item; QFocusEvent event(QEvent::FocusIn, focusReason); sendEvent(item, &event); } updateInputMethodSensitivityInViews(); } /*! \internal */ void QGraphicsScenePrivate::addPopup(QGraphicsWidget *widget) { Q_ASSERT(widget); Q_ASSERT(!popupWidgets.contains(widget)); popupWidgets << widget; if (QGraphicsWidget *focusWidget = widget->focusWidget()) { focusWidget->setFocus(Qt::PopupFocusReason); } else { grabKeyboard((QGraphicsItem *)widget); if (focusItem && popupWidgets.size() == 1) { QFocusEvent event(QEvent::FocusOut, Qt::PopupFocusReason); sendEvent(focusItem, &event); } } grabMouse((QGraphicsItem *)widget); } /*! \internal Remove \a widget from the popup list. Important notes: \a widget is guaranteed to be in the list of popups, but it might not be the last entry; you can hide any item in the pop list before the others, and this must cause all later mouse grabbers to lose the grab. */ void QGraphicsScenePrivate::removePopup(QGraphicsWidget *widget, bool itemIsDying) { Q_ASSERT(widget); int index = popupWidgets.indexOf(widget); Q_ASSERT(index != -1); for (int i = popupWidgets.size() - 1; i >= index; --i) { QGraphicsWidget *widget = popupWidgets.takeLast(); ungrabMouse(widget, itemIsDying); if (focusItem && popupWidgets.isEmpty()) { QFocusEvent event(QEvent::FocusIn, Qt::PopupFocusReason); sendEvent(focusItem, &event); } else if (keyboardGrabberItems.contains(static_cast(widget))) { ungrabKeyboard(static_cast(widget), itemIsDying); } if (!itemIsDying && widget->isVisible()) { widget->hide(); widget->QGraphicsItem::d_ptr->explicitlyHidden = 0; } } } /*! \internal */ void QGraphicsScenePrivate::grabMouse(QGraphicsItem *item, bool implicit) { // Append to list of mouse grabber items, and send a mouse grab event. if (mouseGrabberItems.contains(item)) { if (mouseGrabberItems.last() == item) { Q_ASSERT(!implicit); if (!lastMouseGrabberItemHasImplicitMouseGrab) { qWarning("QGraphicsItem::grabMouse: already a mouse grabber"); } else { // Upgrade to an explicit mouse grab lastMouseGrabberItemHasImplicitMouseGrab = false; } } else { qWarning("QGraphicsItem::grabMouse: already blocked by mouse grabber: %p", mouseGrabberItems.last()); } return; } // Send ungrab event to the last grabber. if (!mouseGrabberItems.isEmpty()) { QGraphicsItem *last = mouseGrabberItems.last(); if (lastMouseGrabberItemHasImplicitMouseGrab) { // Implicit mouse grab is immediately lost. last->ungrabMouse(); } else { // Just send ungrab event to current grabber. QEvent ungrabEvent(QEvent::UngrabMouse); sendEvent(last, &ungrabEvent); } } mouseGrabberItems << item; lastMouseGrabberItemHasImplicitMouseGrab = implicit; // Send grab event to current grabber. QEvent grabEvent(QEvent::GrabMouse); sendEvent(item, &grabEvent); } /*! \internal */ void QGraphicsScenePrivate::ungrabMouse(QGraphicsItem *item, bool itemIsDying) { int index = mouseGrabberItems.indexOf(item); if (index == -1) { qWarning("QGraphicsItem::ungrabMouse: not a mouse grabber"); return; } if (item != mouseGrabberItems.last()) { // Recursively ungrab the next mouse grabber until we reach this item // to ensure state consistency. ungrabMouse(mouseGrabberItems.at(index + 1), itemIsDying); } if (!popupWidgets.isEmpty() && item == popupWidgets.last()) { // If the item is a popup, go via removePopup to ensure state // consistency and that it gets hidden correctly - beware that // removePopup() reenters this function to continue removing the grab. removePopup((QGraphicsWidget *)item, itemIsDying); return; } // Send notification about mouse ungrab. if (!itemIsDying) { QEvent event(QEvent::UngrabMouse); sendEvent(item, &event); } // Remove the item from the list of grabbers. Whenever this happens, we // reset the implicitGrab (there can be only ever be one implicit grabber // in a scene, and it is always the latest grabber; if the implicit grab // is lost, it is not automatically regained. mouseGrabberItems.takeLast(); lastMouseGrabberItemHasImplicitMouseGrab = false; // Send notification about mouse regrab. ### It's unfortunate that all the // items get a GrabMouse event, but this is a rare case with a simple // implementation and it does ensure a consistent state. if (!itemIsDying && !mouseGrabberItems.isEmpty()) { QGraphicsItem *last = mouseGrabberItems.last(); QEvent event(QEvent::GrabMouse); sendEvent(last, &event); } } /*! \internal */ void QGraphicsScenePrivate::clearMouseGrabber() { if (!mouseGrabberItems.isEmpty()) mouseGrabberItems.first()->ungrabMouse(); lastMouseGrabberItem = 0; } /*! \internal */ void QGraphicsScenePrivate::grabKeyboard(QGraphicsItem *item) { if (keyboardGrabberItems.contains(item)) { if (keyboardGrabberItems.last() == item) qWarning("QGraphicsItem::grabKeyboard: already a keyboard grabber"); else qWarning("QGraphicsItem::grabKeyboard: already blocked by keyboard grabber: %p", keyboardGrabberItems.last()); return; } // Send ungrab event to the last grabber. if (!keyboardGrabberItems.isEmpty()) { // Just send ungrab event to current grabber. QEvent ungrabEvent(QEvent::UngrabKeyboard); sendEvent(keyboardGrabberItems.last(), &ungrabEvent); } keyboardGrabberItems << item; // Send grab event to current grabber. QEvent grabEvent(QEvent::GrabKeyboard); sendEvent(item, &grabEvent); } /*! \internal */ void QGraphicsScenePrivate::ungrabKeyboard(QGraphicsItem *item, bool itemIsDying) { int index = keyboardGrabberItems.lastIndexOf(item); if (index == -1) { qWarning("QGraphicsItem::ungrabKeyboard: not a keyboard grabber"); return; } if (item != keyboardGrabberItems.last()) { // Recursively ungrab the topmost keyboard grabber until we reach this // item to ensure state consistency. ungrabKeyboard(keyboardGrabberItems.at(index + 1), itemIsDying); } // Send notification about keyboard ungrab. if (!itemIsDying) { QEvent event(QEvent::UngrabKeyboard); sendEvent(item, &event); } // Remove the item from the list of grabbers. keyboardGrabberItems.takeLast(); // Send notification about mouse regrab. if (!itemIsDying && !keyboardGrabberItems.isEmpty()) { QGraphicsItem *last = keyboardGrabberItems.last(); QEvent event(QEvent::GrabKeyboard); sendEvent(last, &event); } } /*! \internal */ void QGraphicsScenePrivate::clearKeyboardGrabber() { if (!keyboardGrabberItems.isEmpty()) ungrabKeyboard(keyboardGrabberItems.first()); } void QGraphicsScenePrivate::enableMouseTrackingOnViews() { foreach (QGraphicsView *view, views) view->viewport()->setMouseTracking(true); } /*! Returns all items for the screen position in \a event. */ QList QGraphicsScenePrivate::itemsAtPosition(const QPoint &screenPos, const QPointF &scenePos, QWidget *widget) const { Q_Q(const QGraphicsScene); QGraphicsView *view = widget ? qobject_cast(widget->parentWidget()) : 0; if (!view) return q->items(scenePos, Qt::IntersectsItemShape, Qt::DescendingOrder, QTransform()); const QRectF pointRect(QPointF(widget->mapFromGlobal(screenPos)), QSizeF(1, 1)); if (!view->isTransformed()) return q->items(pointRect, Qt::IntersectsItemShape, Qt::DescendingOrder); const QTransform viewTransform = view->viewportTransform(); if (viewTransform.type() <= QTransform::TxScale) { return q->items(viewTransform.inverted().mapRect(pointRect), Qt::IntersectsItemShape, Qt::DescendingOrder, viewTransform); } return q->items(viewTransform.inverted().map(pointRect), Qt::IntersectsItemShape, Qt::DescendingOrder, viewTransform); } /*! \internal */ void QGraphicsScenePrivate::storeMouseButtonsForMouseGrabber(QGraphicsSceneMouseEvent *event) { for (int i = 0x1; i <= 0x10; i <<= 1) { if (event->buttons() & i) { mouseGrabberButtonDownPos.insert(Qt::MouseButton(i), mouseGrabberItems.last()->d_ptr->genericMapFromScene(event->scenePos(), event->widget())); mouseGrabberButtonDownScenePos.insert(Qt::MouseButton(i), event->scenePos()); mouseGrabberButtonDownScreenPos.insert(Qt::MouseButton(i), event->screenPos()); } } } /*! \internal */ void QGraphicsScenePrivate::installSceneEventFilter(QGraphicsItem *watched, QGraphicsItem *filter) { sceneEventFilters.insert(watched, filter); } /*! \internal */ void QGraphicsScenePrivate::removeSceneEventFilter(QGraphicsItem *watched, QGraphicsItem *filter) { if (!sceneEventFilters.contains(watched)) return; QMultiMap::Iterator it = sceneEventFilters.lowerBound(watched); QMultiMap::Iterator end = sceneEventFilters.upperBound(watched); do { if (it.value() == filter) it = sceneEventFilters.erase(it); else ++it; } while (it != end); } /*! \internal */ bool QGraphicsScenePrivate::filterDescendantEvent(QGraphicsItem *item, QEvent *event) { if (item && (item->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorFiltersChildEvents)) { QGraphicsItem *parent = item->parentItem(); while (parent) { if (parent->d_ptr->filtersDescendantEvents && parent->sceneEventFilter(item, event)) return true; if (!(parent->d_ptr->ancestorFlags & QGraphicsItemPrivate::AncestorFiltersChildEvents)) return false; parent = parent->parentItem(); } } return false; } /*! \internal */ bool QGraphicsScenePrivate::filterEvent(QGraphicsItem *item, QEvent *event) { if (item && !sceneEventFilters.contains(item)) return false; QMultiMap::Iterator it = sceneEventFilters.lowerBound(item); QMultiMap::Iterator end = sceneEventFilters.upperBound(item); while (it != end) { // ### The filterer and filteree might both be deleted. if (it.value()->sceneEventFilter(it.key(), event)) return true; ++it; } return false; } /*! \internal This is the final dispatch point for any events from the scene to the item. It filters the event first - if the filter returns true, the event is considered to have been eaten by the filter, and is therefore stopped (the default filter returns false). Then/otherwise, if the item is enabled, the event is sent; otherwise it is stopped. */ bool QGraphicsScenePrivate::sendEvent(QGraphicsItem *item, QEvent *event) { if (filterEvent(item, event)) return false; if (filterDescendantEvent(item, event)) return false; return (item && item->isEnabled() ? item->sceneEvent(event) : false); } /*! \internal */ void QGraphicsScenePrivate::cloneDragDropEvent(QGraphicsSceneDragDropEvent *dest, QGraphicsSceneDragDropEvent *source) { dest->setWidget(source->widget()); dest->setPos(source->pos()); dest->setScenePos(source->scenePos()); dest->setScreenPos(source->screenPos()); dest->setButtons(source->buttons()); dest->setModifiers(source->modifiers()); dest->setPossibleActions(source->possibleActions()); dest->setProposedAction(source->proposedAction()); dest->setDropAction(source->dropAction()); dest->setSource(source->source()); dest->setMimeData(source->mimeData()); } /*! \internal */ void QGraphicsScenePrivate::sendDragDropEvent(QGraphicsItem *item, QGraphicsSceneDragDropEvent *dragDropEvent) { dragDropEvent->setPos(item->d_ptr->genericMapFromScene(dragDropEvent->scenePos(), dragDropEvent->widget())); sendEvent(item, dragDropEvent); } /*! \internal */ void QGraphicsScenePrivate::sendHoverEvent(QEvent::Type type, QGraphicsItem *item, QGraphicsSceneHoverEvent *hoverEvent) { QGraphicsSceneHoverEvent event(type); event.setWidget(hoverEvent->widget()); event.setPos(item->d_ptr->genericMapFromScene(hoverEvent->scenePos(), hoverEvent->widget())); event.setScenePos(hoverEvent->scenePos()); event.setScreenPos(hoverEvent->screenPos()); event.setLastPos(item->d_ptr->genericMapFromScene(hoverEvent->lastScenePos(), hoverEvent->widget())); event.setLastScenePos(hoverEvent->lastScenePos()); event.setLastScreenPos(hoverEvent->lastScreenPos()); event.setModifiers(hoverEvent->modifiers()); sendEvent(item, &event); } /*! \internal */ void QGraphicsScenePrivate::sendMouseEvent(QGraphicsSceneMouseEvent *mouseEvent) { if (mouseEvent->button() == 0 && mouseEvent->buttons() == 0 && lastMouseGrabberItemHasImplicitMouseGrab) { // ### This is a temporary fix for until we get proper mouse // grab events. clearMouseGrabber(); return; } QGraphicsItem *item = mouseGrabberItems.last(); for (int i = 0x1; i <= 0x10; i <<= 1) { Qt::MouseButton button = Qt::MouseButton(i); mouseEvent->setButtonDownPos(button, mouseGrabberButtonDownPos.value(button, item->d_ptr->genericMapFromScene(mouseEvent->scenePos(), mouseEvent->widget()))); mouseEvent->setButtonDownScenePos(button, mouseGrabberButtonDownScenePos.value(button, mouseEvent->scenePos())); mouseEvent->setButtonDownScreenPos(button, mouseGrabberButtonDownScreenPos.value(button, mouseEvent->screenPos())); } mouseEvent->setPos(item->d_ptr->genericMapFromScene(mouseEvent->scenePos(), mouseEvent->widget())); mouseEvent->setLastPos(item->d_ptr->genericMapFromScene(mouseEvent->lastScenePos(), mouseEvent->widget())); sendEvent(item, mouseEvent); } /*! \internal */ void QGraphicsScenePrivate::mousePressEventHandler(QGraphicsSceneMouseEvent *mouseEvent) { Q_Q(QGraphicsScene); // Ignore by default, unless we find a mouse grabber that accepts it. mouseEvent->ignore(); // Deliver to any existing mouse grabber. if (!mouseGrabberItems.isEmpty()) { // The event is ignored by default, but we disregard the event's // accepted state after delivery; the mouse is grabbed, after all. sendMouseEvent(mouseEvent); return; } // Start by determining the number of items at the current position. // Reuse value from earlier calculations if possible. if (cachedItemsUnderMouse.isEmpty()) { cachedItemsUnderMouse = itemsAtPosition(mouseEvent->screenPos(), mouseEvent->scenePos(), mouseEvent->widget()); } // Update window activation. QGraphicsItem *topItem = cachedItemsUnderMouse.value(0); QGraphicsWidget *newActiveWindow = topItem ? topItem->window() : 0; if (newActiveWindow != q->activeWindow()) q->setActiveWindow(newActiveWindow); // Set focus on the topmost enabled item that can take focus. bool setFocus = false; foreach (QGraphicsItem *item, cachedItemsUnderMouse) { if (item->isEnabled() && ((item->flags() & QGraphicsItem::ItemIsFocusable) && item->d_ptr->mouseSetsFocus)) { if (!item->isWidget() || ((QGraphicsWidget *)item)->focusPolicy() & Qt::ClickFocus) { setFocus = true; if (item != q->focusItem()) q->setFocusItem(item, Qt::MouseFocusReason); break; } } } // If nobody could take focus, clear it. if (!stickyFocus && !setFocus) q->setFocusItem(0, Qt::MouseFocusReason); // Find a mouse grabber by sending mouse press events to all mouse grabber // candidates one at a time, until the event is accepted. It's accepted by // default, so the receiver has to explicitly ignore it for it to pass // through. foreach (QGraphicsItem *item, cachedItemsUnderMouse) { if (!(item->acceptedMouseButtons() & mouseEvent->button())) { // Skip items that don't accept the event's mouse button. continue; } grabMouse(item, /* implicit = */ true); mouseEvent->accept(); // check if the item we are sending to are disabled (before we send the event) bool disabled = !item->isEnabled(); bool isPanel = item->isPanel(); if (mouseEvent->type() == QEvent::GraphicsSceneMouseDoubleClick && item != lastMouseGrabberItem && lastMouseGrabberItem) { // If this item is different from the item that received the last // mouse event, and mouseEvent is a doubleclick event, then the // event is converted to a press. Known limitation: // Triple-clicking will not generate a doubleclick, though. QGraphicsSceneMouseEvent mousePress(QEvent::GraphicsSceneMousePress); mousePress.spont = mouseEvent->spont; mousePress.accept(); mousePress.setButton(mouseEvent->button()); mousePress.setButtons(mouseEvent->buttons()); mousePress.setScreenPos(mouseEvent->screenPos()); mousePress.setScenePos(mouseEvent->scenePos()); mousePress.setModifiers(mouseEvent->modifiers()); mousePress.setWidget(mouseEvent->widget()); mousePress.setButtonDownPos(mouseEvent->button(), mouseEvent->buttonDownPos(mouseEvent->button())); mousePress.setButtonDownScenePos(mouseEvent->button(), mouseEvent->buttonDownScenePos(mouseEvent->button())); mousePress.setButtonDownScreenPos(mouseEvent->button(), mouseEvent->buttonDownScreenPos(mouseEvent->button())); sendMouseEvent(&mousePress); mouseEvent->setAccepted(mousePress.isAccepted()); } else { sendMouseEvent(mouseEvent); } bool dontSendUngrabEvents = mouseGrabberItems.isEmpty() || mouseGrabberItems.last() != item; if (disabled) { ungrabMouse(item, /* itemIsDying = */ dontSendUngrabEvents); break; } if (mouseEvent->isAccepted()) { if (!mouseGrabberItems.isEmpty()) storeMouseButtonsForMouseGrabber(mouseEvent); lastMouseGrabberItem = item; return; } ungrabMouse(item, /* itemIsDying = */ dontSendUngrabEvents); // Don't propagate through panels. if (isPanel) break; } // Is the event still ignored? Then the mouse press goes to the scene. // Reset the mouse grabber, clear the selection, clear focus, and leave // the event ignored so that it can propagate through the originating // view. if (!mouseEvent->isAccepted()) { clearMouseGrabber(); QGraphicsView *view = mouseEvent->widget() ? qobject_cast(mouseEvent->widget()->parentWidget()) : 0; bool dontClearSelection = view && view->dragMode() == QGraphicsView::ScrollHandDrag; if (!dontClearSelection) { // Clear the selection if the originating view isn't in scroll // hand drag mode. The view will clear the selection if no drag // happened. q->clearSelection(); } } } /*! \internal Ensures that the list of toplevels is sorted by insertion order, and that the siblingIndexes are packed (no gaps), and start at 0. ### This function is almost identical to QGraphicsItemPrivate::ensureSequentialSiblingIndex(). */ void QGraphicsScenePrivate::ensureSequentialTopLevelSiblingIndexes() { if (!topLevelSequentialOrdering) { qSort(topLevelItems.begin(), topLevelItems.end(), QGraphicsItemPrivate::insertionOrder); topLevelSequentialOrdering = true; needSortTopLevelItems = 1; } if (holesInTopLevelSiblingIndex) { holesInTopLevelSiblingIndex = 0; for (int i = 0; i < topLevelItems.size(); ++i) topLevelItems[i]->d_ptr->siblingIndex = i; } } /*! \internal Set the font and propagate the changes if the font is different from the current font. */ void QGraphicsScenePrivate::setFont_helper(const QFont &font) { if (this->font == font && this->font.resolve() == font.resolve()) return; updateFont(font); } /*! \internal Resolve the scene's font against the application font, and propagate the changes too all items in the scene. */ void QGraphicsScenePrivate::resolveFont() { QFont naturalFont = QApplication::font(); naturalFont.resolve(0); QFont resolvedFont = font.resolve(naturalFont); updateFont(resolvedFont); } /*! \internal Update the font, and whether or not it has changed, reresolve all fonts in the scene. */ void QGraphicsScenePrivate::updateFont(const QFont &font) { Q_Q(QGraphicsScene); // Update local font setting. this->font = font; // Resolve the fonts of all top-level widget items, or widget items // whose parent is not a widget. foreach (QGraphicsItem *item, q->items()) { if (!item->parentItem()) { // Resolvefont for an item is a noop operation, but // every item can be a widget, or can have a widget // childre. item->d_ptr->resolveFont(font.resolve()); } } // Send the scene a FontChange event. QEvent event(QEvent::FontChange); QApplication::sendEvent(q, &event); } /*! \internal Set the palette and propagate the changes if the palette is different from the current palette. */ void QGraphicsScenePrivate::setPalette_helper(const QPalette &palette) { if (this->palette == palette && this->palette.resolve() == palette.resolve()) return; updatePalette(palette); } /*! \internal Resolve the scene's palette against the application palette, and propagate the changes too all items in the scene. */ void QGraphicsScenePrivate::resolvePalette() { QPalette naturalPalette = QApplication::palette(); naturalPalette.resolve(0); QPalette resolvedPalette = palette.resolve(naturalPalette); updatePalette(resolvedPalette); } /*! \internal Update the palette, and whether or not it has changed, reresolve all palettes in the scene. */ void QGraphicsScenePrivate::updatePalette(const QPalette &palette) { Q_Q(QGraphicsScene); // Update local palette setting. this->palette = palette; // Resolve the palettes of all top-level widget items, or widget items // whose parent is not a widget. foreach (QGraphicsItem *item, q->items()) { if (!item->parentItem()) { // Resolvefont for an item is a noop operation, but // every item can be a widget, or can have a widget // childre. item->d_ptr->resolvePalette(palette.resolve()); } } // Send the scene a PaletteChange event. QEvent event(QEvent::PaletteChange); QApplication::sendEvent(q, &event); } /*! Constructs a QGraphicsScene object. The \a parent parameter is passed to QObject's constructor. */ QGraphicsScene::QGraphicsScene(QObject *parent) : QObject(*new QGraphicsScenePrivate, parent) { d_func()->init(); } /*! Constructs a QGraphicsScene object, using \a sceneRect for its scene rectangle. The \a parent parameter is passed to QObject's constructor. \sa sceneRect */ QGraphicsScene::QGraphicsScene(const QRectF &sceneRect, QObject *parent) : QObject(*new QGraphicsScenePrivate, parent) { d_func()->init(); setSceneRect(sceneRect); } /*! Constructs a QGraphicsScene object, using the rectangle specified by (\a x, \a y), and the given \a width and \a height for its scene rectangle. The \a parent parameter is passed to QObject's constructor. \sa sceneRect */ QGraphicsScene::QGraphicsScene(qreal x, qreal y, qreal width, qreal height, QObject *parent) : QObject(*new QGraphicsScenePrivate, parent) { d_func()->init(); setSceneRect(x, y, width, height); } /*! Destroys the QGraphicsScene object. */ QGraphicsScene::~QGraphicsScene() { Q_D(QGraphicsScene); // Remove this scene from qApp's global scene list. qApp->d_func()->scene_list.removeAll(this); clear(); // Remove this scene from all associated views. for (int j = 0; j < d->views.size(); ++j) d->views.at(j)->setScene(0); } /*! \property QGraphicsScene::sceneRect \brief the scene rectangle; the bounding rectangle of the scene The scene rectangle defines the extent of the scene. It is primarily used by QGraphicsView to determine the view's default scrollable area, and by QGraphicsScene to manage item indexing. If unset, or if set to a null QRectF, sceneRect() will return the largest bounding rect of all items on the scene since the scene was created (i.e., a rectangle that grows when items are added to or moved in the scene, but never shrinks). \sa width(), height(), QGraphicsView::sceneRect */ QRectF QGraphicsScene::sceneRect() const { Q_D(const QGraphicsScene); if (d->hasSceneRect) return d->sceneRect; if (d->dirtyGrowingItemsBoundingRect) { // Lazily update the growing items bounding rect QGraphicsScenePrivate *thatd = const_cast(d); QRectF oldGrowingBoundingRect = thatd->growingItemsBoundingRect; thatd->growingItemsBoundingRect |= itemsBoundingRect(); thatd->dirtyGrowingItemsBoundingRect = false; if (oldGrowingBoundingRect != thatd->growingItemsBoundingRect) emit const_cast(this)->sceneRectChanged(thatd->growingItemsBoundingRect); } return d->growingItemsBoundingRect; } void QGraphicsScene::setSceneRect(const QRectF &rect) { Q_D(QGraphicsScene); if (rect != d->sceneRect) { d->hasSceneRect = !rect.isNull(); d->sceneRect = rect; emit sceneRectChanged(d->hasSceneRect ? rect : d->growingItemsBoundingRect); } } /*! \fn qreal QGraphicsScene::width() const This convenience function is equivalent to calling sceneRect().width(). \sa height() */ /*! \fn qreal QGraphicsScene::height() const This convenience function is equivalent to calling \c sceneRect().height(). \sa width() */ /*! Renders the \a source rect from scene into \a target, using \a painter. This function is useful for capturing the contents of the scene onto a paint device, such as a QImage (e.g., to take a screenshot), or for printing with QPrinter. For example: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 1 If \a source is a null rect, this function will use sceneRect() to determine what to render. If \a target is a null rect, the dimensions of \a painter's paint device will be used. The source rect contents will be transformed according to \a aspectRatioMode to fit into the target rect. By default, the aspect ratio is kept, and \a source is scaled to fit in \a target. \sa QGraphicsView::render() */ void QGraphicsScene::render(QPainter *painter, const QRectF &target, const QRectF &source, Qt::AspectRatioMode aspectRatioMode) { // ### Switch to using the recursive rendering algorithm instead. // Default source rect = scene rect QRectF sourceRect = source; if (sourceRect.isNull()) sourceRect = sceneRect(); // Default target rect = device rect QRectF targetRect = target; if (targetRect.isNull()) { if (painter->device()->devType() == QInternal::Picture) targetRect = sourceRect; else targetRect.setRect(0, 0, painter->device()->width(), painter->device()->height()); } // Find the ideal x / y scaling ratio to fit \a source into \a target. qreal xratio = targetRect.width() / sourceRect.width(); qreal yratio = targetRect.height() / sourceRect.height(); // Scale according to the aspect ratio mode. switch (aspectRatioMode) { case Qt::KeepAspectRatio: xratio = yratio = qMin(xratio, yratio); break; case Qt::KeepAspectRatioByExpanding: xratio = yratio = qMax(xratio, yratio); break; case Qt::IgnoreAspectRatio: break; } // Find all items to draw, and reverse the list (we want to draw // in reverse order). QList itemList = items(sourceRect, Qt::IntersectsItemBoundingRect); QGraphicsItem **itemArray = new QGraphicsItem *[itemList.size()]; int numItems = itemList.size(); for (int i = 0; i < numItems; ++i) itemArray[numItems - i - 1] = itemList.at(i); itemList.clear(); painter->save(); // Transform the painter. painter->setClipRect(targetRect); QTransform painterTransform; painterTransform *= QTransform() .translate(targetRect.left(), targetRect.top()) .scale(xratio, yratio) .translate(-sourceRect.left(), -sourceRect.top()); painter->setWorldTransform(painterTransform, true); // Two unit vectors. QLineF v1(0, 0, 1, 0); QLineF v2(0, 0, 0, 1); // Generate the style options QStyleOptionGraphicsItem *styleOptionArray = new QStyleOptionGraphicsItem[numItems]; for (int i = 0; i < numItems; ++i) itemArray[i]->d_ptr->initStyleOption(&styleOptionArray[i], painterTransform, targetRect.toRect()); // Render the scene. drawBackground(painter, sourceRect); drawItems(painter, numItems, itemArray, styleOptionArray); drawForeground(painter, sourceRect); delete [] itemArray; delete [] styleOptionArray; painter->restore(); } /*! \property QGraphicsScene::itemIndexMethod \brief the item indexing method. QGraphicsScene applies an indexing algorithm to the scene, to speed up item discovery functions like items() and itemAt(). Indexing is most efficient for static scenes (i.e., where items don't move around). For dynamic scenes, or scenes with many animated items, the index bookkeeping can outweight the fast lookup speeds. For the common case, the default index method BspTreeIndex works fine. If your scene uses many animations and you are experiencing slowness, you can disable indexing by calling \c setItemIndexMethod(NoIndex). \sa bspTreeDepth */ QGraphicsScene::ItemIndexMethod QGraphicsScene::itemIndexMethod() const { Q_D(const QGraphicsScene); return d->indexMethod; } void QGraphicsScene::setItemIndexMethod(ItemIndexMethod method) { Q_D(QGraphicsScene); if (d->indexMethod == method) return; d->indexMethod = method; QList oldItems = d->index->items(Qt::DescendingOrder); delete d->index; if (method == BspTreeIndex) d->index = new QGraphicsSceneBspTreeIndex(this); else d->index = new QGraphicsSceneLinearIndex(this); for (int i = oldItems.size() - 1; i >= 0; --i) d->index->addItem(oldItems.at(i)); } /*! \property QGraphicsScene::bspTreeDepth \brief the depth of QGraphicsScene's BSP index tree \since 4.3 This property has no effect when NoIndex is used. This value determines the depth of QGraphicsScene's BSP tree. The depth directly affects QGraphicsScene's performance and memory usage; the latter growing exponentially with the depth of the tree. With an optimal tree depth, QGraphicsScene 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 QGraphicsScene 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: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 2 The BSP tree has an optimal size when each segment contains between 0 and 10 items. \sa itemIndexMethod */ int QGraphicsScene::bspTreeDepth() const { Q_D(const QGraphicsScene); QGraphicsSceneBspTreeIndex *bspTree = qobject_cast(d->index); return bspTree ? bspTree->bspTreeDepth() : 0; } void QGraphicsScene::setBspTreeDepth(int depth) { Q_D(QGraphicsScene); if (depth < 0) { qWarning("QGraphicsScene::setBspTreeDepth: invalid depth %d ignored; must be >= 0", depth); return; } QGraphicsSceneBspTreeIndex *bspTree = qobject_cast(d->index); if (!bspTree) { qWarning("QGraphicsScene::setBspTreeDepth: can not apply if indexing method is not BSP"); return; } bspTree->setBspTreeDepth(depth); } /*! \property QGraphicsScene::sortCacheEnabled \brief whether sort caching is enabled \since 4.5 \obsolete Since Qt 4.6, this property has no effect. */ bool QGraphicsScene::isSortCacheEnabled() const { Q_D(const QGraphicsScene); return d->sortCacheEnabled; } void QGraphicsScene::setSortCacheEnabled(bool enabled) { Q_D(QGraphicsScene); if (d->sortCacheEnabled == enabled) return; d->sortCacheEnabled = enabled; } /*! Calculates and returns the bounding rect of all items on the scene. This function works by iterating over all items, and because if this, it can be slow for large scenes. \sa sceneRect() */ QRectF QGraphicsScene::itemsBoundingRect() const { // Does not take untransformable items into account. QRectF boundingRect; foreach (QGraphicsItem *item, items()) boundingRect |= item->sceneBoundingRect(); return boundingRect; } /*! Returns a list of all items on the scene, in no particular order. \sa addItem(), removeItem() */ QList QGraphicsScene::items() const { Q_D(const QGraphicsScene); return d->index->items(Qt::DescendingOrder); } /*! Returns an ordered list of all items on the scene. \a order decides the sorting. \sa addItem(), removeItem() */ QList QGraphicsScene::items(Qt::SortOrder order) const { Q_D(const QGraphicsScene); return d->index->items(order); } /*! \obsolete Returns all visible items at position \a pos in the scene. The items are listed in descending stacking order (i.e., the first item in the list is the top-most item, and the last item is the bottom-most item). This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \sa itemAt() */ QList QGraphicsScene::items(const QPointF &pos) const { Q_D(const QGraphicsScene); return d->index->items(pos, Qt::IntersectsItemShape, Qt::DescendingOrder); } /*! \overload \obsolete Returns all visible items that, depending on \a mode, are either inside or intersect with the specified \a rectangle. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a rectangle are returned. This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \sa itemAt() */ QList QGraphicsScene::items(const QRectF &rectangle, Qt::ItemSelectionMode mode) const { Q_D(const QGraphicsScene); return d->index->items(rectangle, mode, Qt::DescendingOrder); } /*! \fn QList QGraphicsScene::items(qreal x, qreal y, qreal w, qreal h, Qt::ItemSelectionMode mode) const \obsolete \since 4.3 This convenience function is equivalent to calling items(QRectF(\a x, \a y, \a w, \a h), \a mode). This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. */ /*! \fn QList QGraphicsScene::items(qreal x, qreal y, qreal w, qreal h, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const \overload \since 4.6 Returns all visible items that, depending on \a mode, are either inside or intersect with the rectangle defined by \a x, \a y, \a w and \a h, in a list sorted using \a order. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. */ /*! \overload \obsolete Returns all visible items that, depending on \a mode, are either inside or intersect with the polygon \a polygon. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a polygon are returned. This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \sa itemAt() */ QList QGraphicsScene::items(const QPolygonF &polygon, Qt::ItemSelectionMode mode) const { Q_D(const QGraphicsScene); return d->index->items(polygon, mode, Qt::DescendingOrder); } /*! \overload \obsolete Returns all visible items that, depending on \a path, are either inside or intersect with the path \a path. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a path are returned. This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \sa itemAt() */ QList QGraphicsScene::items(const QPainterPath &path, Qt::ItemSelectionMode mode) const { Q_D(const QGraphicsScene); return d->index->items(path, mode, Qt::DescendingOrder); } /*! \since 4.6 Returns all visible items that, depending on \a mode, are at the specified \a pos in a list sorted using \a order. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with \a pos are returned. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \sa itemAt() */ QList QGraphicsScene::items(const QPointF &pos, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsScene); return d->index->items(pos, mode, order, deviceTransform); } /*! \overload \since 4.6 Returns all visible items that, depending on \a mode, are either inside or intersect with the specified \a rect and return a list sorted using \a order. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a rect are returned. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \sa itemAt() */ QList QGraphicsScene::items(const QRectF &rect, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsScene); return d->index->items(rect, mode, order, deviceTransform); } /*! \overload \since 4.6 Returns all visible items that, depending on \a mode, are either inside or intersect with the specified \a polygon and return a list sorted using \a order. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a polygon are returned. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \sa itemAt() */ QList QGraphicsScene::items(const QPolygonF &polygon, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsScene); return d->index->items(polygon, mode, order, deviceTransform); } /*! \overload \since 4.6 Returns all visible items that, depending on \a mode, are either inside or intersect with the specified \a path and return a list sorted using \a order. The default value for \a mode is Qt::IntersectsItemShape; all items whose exact shape intersects with or is contained by \a path are returned. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \sa itemAt() */ QList QGraphicsScene::items(const QPainterPath &path, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsScene); return d->index->items(path, mode, order, deviceTransform); } /*! Returns a list of all items that collide with \a item. Collisions are determined by calling QGraphicsItem::collidesWithItem(); the collision detection is determined by \a mode. By default, all items whose shape intersects \a item or is contained inside \a item's shape are returned. The items are returned in descending Z order (i.e., the first item in the list is the top-most item, and the last item is the bottom-most item). \sa items(), itemAt(), QGraphicsItem::collidesWithItem() */ QList QGraphicsScene::collidingItems(const QGraphicsItem *item, Qt::ItemSelectionMode mode) const { Q_D(const QGraphicsScene); if (!item) { qWarning("QGraphicsScene::collidingItems: cannot find collisions for null item"); return QList(); } // Does not support ItemIgnoresTransformations. QList tmp; foreach (QGraphicsItem *itemInVicinity, d->index->estimateItems(item->sceneBoundingRect(), Qt::DescendingOrder)) { if (item != itemInVicinity && item->collidesWithItem(itemInVicinity, mode)) tmp << itemInVicinity; } return tmp; } /*! \overload \obsolete Returns the topmost visible item at the specified \a position, or 0 if there are no items at this position. \note The topmost item is the one with the highest Z-value. This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \sa items(), collidingItems(), QGraphicsItem::setZValue() */ QGraphicsItem *QGraphicsScene::itemAt(const QPointF &position) const { QList itemsAtPoint = items(position); return itemsAtPoint.isEmpty() ? 0 : itemsAtPoint.first(); } /*! \since 4.6 Returns the topmost visible item at the specified \a position, or 0 if there are no items at this position. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \note The topmost item is the one with the highest Z-value. \sa items(), collidingItems(), QGraphicsItem::setZValue() */ QGraphicsItem *QGraphicsScene::itemAt(const QPointF &position, const QTransform &deviceTransform) const { QList itemsAtPoint = items(position, Qt::IntersectsItemShape, Qt::DescendingOrder, deviceTransform); return itemsAtPoint.isEmpty() ? 0 : itemsAtPoint.first(); } /*! \fn QGraphicsScene::itemAt(qreal x, qreal y, const QTransform &deviceTransform) const \overload \since 4.6 Returns the topmost item at the position specified by (\a x, \a y), or 0 if there are no items at this position. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. This convenience function is equivalent to calling \c {itemAt(QPointF(x, y), deviceTransform)}. \note The topmost item is the one with the highest Z-value. */ /*! \fn QGraphicsScene::itemAt(qreal x, qreal y) const \overload \obsolete Returns the topmost item at the position specified by (\a x, \a y), or 0 if there are no items at this position. This convenience function is equivalent to calling \c {itemAt(QPointF(x, y))}. This function is deprecated and returns incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. \note The topmost item is the one with the highest Z-value. */ /*! Returns a list of all currently selected items. The items are returned in no particular order. \sa setSelectionArea() */ QList QGraphicsScene::selectedItems() const { Q_D(const QGraphicsScene); // Optimization: Lazily removes items that are not selected. QGraphicsScene *that = const_cast(this); QSet actuallySelectedSet; foreach (QGraphicsItem *item, that->d_func()->selectedItems) { if (item->isSelected()) actuallySelectedSet << item; } that->d_func()->selectedItems = actuallySelectedSet; return d->selectedItems.values(); } /*! Returns the selection area that was previously set with setSelectionArea(), or an empty QPainterPath if no selection area has been set. \sa setSelectionArea() */ QPainterPath QGraphicsScene::selectionArea() const { Q_D(const QGraphicsScene); return d->selectionArea; } /*! \since 4.6 Sets the selection area to \a path. All items within this area are immediately selected, and all items outside are unselected. You can get the list of all selected items by calling selectedItems(). \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. For an item to be selected, it must be marked as \e selectable (QGraphicsItem::ItemIsSelectable). \sa clearSelection(), selectionArea() */ void QGraphicsScene::setSelectionArea(const QPainterPath &path, const QTransform &deviceTransform) { setSelectionArea(path, Qt::IntersectsItemShape, deviceTransform); } /*! \obsolete \overload Sets the selection area to \a path. This function is deprecated and leads to incorrect results if the scene contains items that ignore transformations. Use the overload that takes a QTransform instead. */ void QGraphicsScene::setSelectionArea(const QPainterPath &path) { setSelectionArea(path, Qt::IntersectsItemShape, QTransform()); } /*! \obsolete \overload \since 4.3 Sets the selection area to \a path using \a mode to determine if items are included in the selection area. \sa clearSelection(), selectionArea() */ void QGraphicsScene::setSelectionArea(const QPainterPath &path, Qt::ItemSelectionMode mode) { setSelectionArea(path, mode, QTransform()); } /*! \overload \since 4.6 Sets the selection area to \a path using \a mode to determine if items are included in the selection area. \a deviceTransform is the transformation that applies to the view, and needs to be provided if the scene contains items that ignore transformations. \sa clearSelection(), selectionArea() */ void QGraphicsScene::setSelectionArea(const QPainterPath &path, Qt::ItemSelectionMode mode, const QTransform &deviceTransform) { Q_D(QGraphicsScene); // Note: with boolean path operations, we can improve performance here // quite a lot by "growing" the old path instead of replacing it. That // allows us to only check the intersect area for changes, instead of // reevaluating the whole path over again. d->selectionArea = path; QSet unselectItems = d->selectedItems; // Disable emitting selectionChanged() for individual items. ++d->selectionChanging; bool changed = false; // Set all items in path to selected. foreach (QGraphicsItem *item, items(path, mode, Qt::DescendingOrder, deviceTransform)) { if (item->flags() & QGraphicsItem::ItemIsSelectable) { if (!item->isSelected()) changed = true; unselectItems.remove(item); item->setSelected(true); } } // Unselect all items outside path. foreach (QGraphicsItem *item, unselectItems) { item->setSelected(false); changed = true; } // Reenable emitting selectionChanged() for individual items. --d->selectionChanging; if (!d->selectionChanging && changed) emit selectionChanged(); } /*! Clears the current selection. \sa setSelectionArea(), selectedItems() */ void QGraphicsScene::clearSelection() { Q_D(QGraphicsScene); // Disable emitting selectionChanged ++d->selectionChanging; bool changed = !d->selectedItems.isEmpty(); foreach (QGraphicsItem *item, d->selectedItems) item->setSelected(false); d->selectedItems.clear(); // Reenable emitting selectionChanged() for individual items. --d->selectionChanging; if (!d->selectionChanging && changed) emit selectionChanged(); } /*! \since 4.4 Removes and deletes all items from the scene, but otherwise leaves the state of the scene unchanged. \sa addItem() */ void QGraphicsScene::clear() { Q_D(QGraphicsScene); // NB! We have to clear the index before deleting items; otherwise the // index might try to access dangling item pointers. d->index->clear(); const QList items = d->topLevelItems; qDeleteAll(items); Q_ASSERT(d->topLevelItems.isEmpty()); d->lastItemCount = 0; d->allItemsIgnoreHoverEvents = true; d->allItemsUseDefaultCursor = true; d->allItemsIgnoreTouchEvents = true; } /*! Groups all items in \a items into a new QGraphicsItemGroup, and returns a pointer to the group. The group is created with the common ancestor of \a items as its parent, and with position (0, 0). The items are all reparented to the group, and their positions and transformations are mapped to the group. If \a items is empty, this function will return an empty top-level QGraphicsItemGroup. QGraphicsScene has ownership of the group item; you do not need to delete it. To dismantle (ungroup) a group, call destroyItemGroup(). \sa destroyItemGroup(), QGraphicsItemGroup::addToGroup() */ QGraphicsItemGroup *QGraphicsScene::createItemGroup(const QList &items) { // Build a list of the first item's ancestors QList ancestors; int n = 0; if (!items.isEmpty()) { QGraphicsItem *parent = items.at(n++); while ((parent = parent->parentItem())) ancestors.append(parent); } // Find the common ancestor for all items QGraphicsItem *commonAncestor = 0; if (!ancestors.isEmpty()) { while (n < items.size()) { int commonIndex = -1; QGraphicsItem *parent = items.at(n++); do { int index = ancestors.indexOf(parent, qMax(0, commonIndex)); if (index != -1) { commonIndex = index; break; } } while ((parent = parent->parentItem())); if (commonIndex == -1) { commonAncestor = 0; break; } commonAncestor = ancestors.at(commonIndex); } } // Create a new group at that level QGraphicsItemGroup *group = new QGraphicsItemGroup(commonAncestor); if (!commonAncestor) addItem(group); foreach (QGraphicsItem *item, items) group->addToGroup(item); return group; } /*! Reparents all items in \a group to \a group's parent item, then removes \a group from the scene, and finally deletes it. The items' positions and transformations are mapped from the group to the group's parent. \sa createItemGroup(), QGraphicsItemGroup::removeFromGroup() */ void QGraphicsScene::destroyItemGroup(QGraphicsItemGroup *group) { foreach (QGraphicsItem *item, group->children()) group->removeFromGroup(item); removeItem(group); delete group; } /*! Adds or moves the item \a item and all its childen to the scene. If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. If the item is already in a different scene, it will first be removed from its old scene, and then added to this scene as a top-level. QGraphicsScene will send ItemSceneChange notifications to \a item while it is added to the scene. If item does not currently belong to a scene, only one notification is sent. If it does belong to scene already (i.e., it is moved to this scene), QGraphicsScene will send an addition notification as the item is removed from its previous scene. If the item is a panel, the scene is active, and there is no active panel in the scene, then the item will be activated. \sa removeItem(), addEllipse(), addLine(), addPath(), addPixmap(), addRect(), addText(), addWidget() */ void QGraphicsScene::addItem(QGraphicsItem *item) { Q_D(QGraphicsScene); if (!item) { qWarning("QGraphicsScene::addItem: cannot add null item"); return; } if (item->scene() == this) { qWarning("QGraphicsScene::addItem: item has already been added to this scene"); return; } // Remove this item from its existing scene if (QGraphicsScene *oldScene = item->scene()) oldScene->removeItem(item); // Notify the item that its scene is changing, and allow the item to // react. const QVariant newSceneVariant(item->itemChange(QGraphicsItem::ItemSceneChange, qVariantFromValue(this))); QGraphicsScene *targetScene = qVariantValue(newSceneVariant); if (targetScene != this) { if (targetScene && item->scene() != targetScene) targetScene->addItem(item); return; } // Detach this item from its parent if the parent's scene is different // from this scene. if (QGraphicsItem *itemParent = item->parentItem()) { if (itemParent->scene() != this) item->setParentItem(0); } // Add the item to this scene item->d_func()->scene = targetScene; // Add the item in the index d->index->addItem(item); // Add to list of toplevels if this item is a toplevel. if (!item->d_ptr->parent) d->registerTopLevelItem(item); // Add to list of items that require an update. We cannot assume that the // item is fully constructed, so calling item->update() can lead to a pure // virtual function call to boundingRect(). d->markDirty(item); d->dirtyGrowingItemsBoundingRect = true; // Disable selectionChanged() for individual items ++d->selectionChanging; int oldSelectedItemSize = d->selectedItems.size(); // Enable mouse tracking if the item accepts hover events or has a cursor set. if (d->allItemsIgnoreHoverEvents && d->itemAcceptsHoverEvents_helper(item)) { d->allItemsIgnoreHoverEvents = false; d->enableMouseTrackingOnViews(); } #ifndef QT_NO_CURSOR if (d->allItemsUseDefaultCursor && item->hasCursor()) { d->allItemsUseDefaultCursor = false; if (d->allItemsIgnoreHoverEvents) // already enabled otherwise d->enableMouseTrackingOnViews(); } #endif //QT_NO_CURSOR // Enable touch events if the item accepts touch events. if (d->allItemsIgnoreTouchEvents && item->acceptTouchEvents()) { d->allItemsIgnoreTouchEvents = false; d->enableTouchEventsOnViews(); } // Update selection lists if (item->isSelected()) d->selectedItems << item; if (item->isWidget() && item->isVisible() && static_cast(item)->windowType() == Qt::Popup) d->addPopup(static_cast(item)); // Update creation order focus chain. Make sure to leave the widget's // internal tab order intact. if (item->isWidget()) { QGraphicsWidget *widget = static_cast(item); if (!d->tabFocusFirst) { // No first tab focus widget - make this the first tab focus // widget. d->tabFocusFirst = widget; } else if (!widget->parentWidget()) { // Adding a widget that is not part of a tab focus chain. QGraphicsWidget *last = d->tabFocusFirst->d_func()->focusPrev; QGraphicsWidget *lastNew = widget->d_func()->focusPrev; last->d_func()->focusNext = widget; widget->d_func()->focusPrev = last; d->tabFocusFirst->d_func()->focusPrev = lastNew; lastNew->d_func()->focusNext = d->tabFocusFirst; } } // Add all children recursively foreach (QGraphicsItem *child, item->children()) addItem(child); // Resolve font and palette. item->d_ptr->resolveFont(d->font.resolve()); item->d_ptr->resolvePalette(d->palette.resolve()); if (!item->d_ptr->explicitlyHidden) { if (d->unpolishedItems.isEmpty()) QMetaObject::invokeMethod(this, "_q_polishItems", Qt::QueuedConnection); d->unpolishedItems << item; } // Reenable selectionChanged() for individual items --d->selectionChanging; if (!d->selectionChanging && d->selectedItems.size() != oldSelectedItemSize) emit selectionChanged(); // Deliver post-change notification item->itemChange(QGraphicsItem::ItemSceneHasChanged, newSceneVariant); // Update explicit activation bool autoActivate = true; if (!d->childExplicitActivation && item->d_ptr->explicitActivate) d->childExplicitActivation = item->d_ptr->wantsActive ? 1 : 2; if (d->childExplicitActivation && item->isPanel()) { if (d->childExplicitActivation == 1) setActivePanel(item); else autoActivate = false; d->childExplicitActivation = 0; } else if (!item->d_ptr->parent) { d->childExplicitActivation = 0; } // Auto-activate this item's panel if nothing else has been activated if (autoActivate) { if (!d->lastActivePanel && !d->activePanel && item->isPanel()) { if (isActive()) setActivePanel(item); else d->lastActivePanel = item; } } // Ensure that newly added items that have subfocus set, gain // focus automatically if there isn't a focus item already. if (!d->focusItem && item != d->lastFocusItem && item->focusItem() == item) item->focusItem()->setFocus(); d->updateInputMethodSensitivityInViews(); } /*! Creates and adds an ellipse item to the scene, and returns the item pointer. The geometry of the ellipse is defined by \a rect, and its pen and brush are initialized to \a pen and \a brush. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addLine(), addPath(), addPixmap(), addRect(), addText(), addItem(), addWidget() */ QGraphicsEllipseItem *QGraphicsScene::addEllipse(const QRectF &rect, const QPen &pen, const QBrush &brush) { QGraphicsEllipseItem *item = new QGraphicsEllipseItem(rect); item->setPen(pen); item->setBrush(brush); addItem(item); return item; } /*! \fn QGraphicsEllipseItem *QGraphicsScene::addEllipse(qreal x, qreal y, qreal w, qreal h, const QPen &pen, const QBrush &brush) \since 4.3 This convenience function is equivalent to calling addEllipse(QRectF(\a x, \a y, \a w, \a h), \a pen, \a brush). */ /*! Creates and adds a line item to the scene, and returns the item pointer. The geometry of the line is defined by \a line, and its pen is initialized to \a pen. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addPath(), addPixmap(), addRect(), addText(), addItem(), addWidget() */ QGraphicsLineItem *QGraphicsScene::addLine(const QLineF &line, const QPen &pen) { QGraphicsLineItem *item = new QGraphicsLineItem(line); item->setPen(pen); addItem(item); return item; } /*! \fn QGraphicsLineItem *QGraphicsScene::addLine(qreal x1, qreal y1, qreal x2, qreal y2, const QPen &pen) \since 4.3 This convenience function is equivalent to calling addLine(QLineF(\a x1, \a y1, \a x2, \a y2), \a pen). */ /*! Creates and adds a path item to the scene, and returns the item pointer. The geometry of the path is defined by \a path, and its pen and brush are initialized to \a pen and \a brush. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPixmap(), addRect(), addText(), addItem(), addWidget() */ QGraphicsPathItem *QGraphicsScene::addPath(const QPainterPath &path, const QPen &pen, const QBrush &brush) { QGraphicsPathItem *item = new QGraphicsPathItem(path); item->setPen(pen); item->setBrush(brush); addItem(item); return item; } /*! Creates and adds a pixmap item to the scene, and returns the item pointer. The pixmap is defined by \a pixmap. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPath(), addRect(), addText(), addItem(), addWidget() */ QGraphicsPixmapItem *QGraphicsScene::addPixmap(const QPixmap &pixmap) { QGraphicsPixmapItem *item = new QGraphicsPixmapItem(pixmap); addItem(item); return item; } /*! Creates and adds a polygon item to the scene, and returns the item pointer. The polygon is defined by \a polygon, and its pen and brush are initialized to \a pen and \a brush. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPath(), addRect(), addText(), addItem(), addWidget() */ QGraphicsPolygonItem *QGraphicsScene::addPolygon(const QPolygonF &polygon, const QPen &pen, const QBrush &brush) { QGraphicsPolygonItem *item = new QGraphicsPolygonItem(polygon); item->setPen(pen); item->setBrush(brush); addItem(item); return item; } /*! Creates and adds a rectangle item to the scene, and returns the item pointer. The geometry of the rectangle is defined by \a rect, and its pen and brush are initialized to \a pen and \a brush. Note that the item's geometry is provided in item coordinates, and its position is initialized to (0, 0). For example, if a QRect(50, 50, 100, 100) is added, its top-left corner will be at (50, 50) relative to the origin in the items coordinate system. If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPixmap(), addPixmap(), addText(), addItem(), addWidget() */ QGraphicsRectItem *QGraphicsScene::addRect(const QRectF &rect, const QPen &pen, const QBrush &brush) { QGraphicsRectItem *item = new QGraphicsRectItem(rect); item->setPen(pen); item->setBrush(brush); addItem(item); return item; } /*! \fn QGraphicsRectItem *QGraphicsScene::addRect(qreal x, qreal y, qreal w, qreal h, const QPen &pen, const QBrush &brush) \since 4.3 This convenience function is equivalent to calling addRect(QRectF(\a x, \a y, \a w, \a h), \a pen, \a brush). */ /*! Creates and adds a text item to the scene, and returns the item pointer. The text string is initialized to \a text, and its font is initialized to \a font. The item's position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPixmap(), addPixmap(), addRect(), addItem(), addWidget() */ QGraphicsTextItem *QGraphicsScene::addText(const QString &text, const QFont &font) { QGraphicsTextItem *item = new QGraphicsTextItem(text); item->setFont(font); addItem(item); return item; } /*! Creates and adds a QGraphicsSimpleTextItem to the scene, and returns the item pointer. The text string is initialized to \a text, and its font is initialized to \a font. The item's position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. \sa addEllipse(), addLine(), addPixmap(), addPixmap(), addRect(), addItem(), addWidget() */ QGraphicsSimpleTextItem *QGraphicsScene::addSimpleText(const QString &text, const QFont &font) { QGraphicsSimpleTextItem *item = new QGraphicsSimpleTextItem(text); item->setFont(font); addItem(item); return item; } /*! Creates a new QGraphicsProxyWidget for \a widget, adds it to the scene, and returns a pointer to the proxy. \a wFlags set the default window flags for the embedding proxy widget. The item's position is initialized to (0, 0). If the item is visible (i.e., QGraphicsItem::isVisible() returns true), QGraphicsScene will emit changed() once control goes back to the event loop. Note that widgets with the Qt::WA_PaintOnScreen widget attribute set and widgets that wrap an external application or controller are not supported. Examples are QGLWidget and QAxWidget. \sa addEllipse(), addLine(), addPixmap(), addPixmap(), addRect(), addText(), addSimpleText(), addItem() */ QGraphicsProxyWidget *QGraphicsScene::addWidget(QWidget *widget, Qt::WindowFlags wFlags) { QGraphicsProxyWidget *proxy = new QGraphicsProxyWidget(0, wFlags); proxy->setWidget(widget); addItem(proxy); return proxy; } /*! Removes the item \a item and all its children from the scene. The ownership of \a item is passed on to the caller (i.e., QGraphicsScene will no longer delete \a item when destroyed). \sa addItem() */ void QGraphicsScene::removeItem(QGraphicsItem *item) { // ### Refactoring: This function shares much functionality with _q_removeItemLater() Q_D(QGraphicsScene); if (!item) { qWarning("QGraphicsScene::removeItem: cannot remove 0-item"); return; } if (item->scene() != this) { qWarning("QGraphicsScene::removeItem: item %p's scene (%p)" " is different from this scene (%p)", item, item->scene(), this); return; } // Notify the item that it's scene is changing to 0, allowing the item to // react. const QVariant newSceneVariant(item->itemChange(QGraphicsItem::ItemSceneChange, qVariantFromValue(0))); QGraphicsScene *targetScene = qVariantValue(newSceneVariant); if (targetScene != 0 && targetScene != this) { targetScene->addItem(item); return; } d->removeItemHelper(item); // Deliver post-change notification item->itemChange(QGraphicsItem::ItemSceneHasChanged, newSceneVariant); d->updateInputMethodSensitivityInViews(); } /*! Returns the scene's current focus item, or 0 if no item currently has focus. The focus item receives keyboard input when the scene receives a key event. \sa setFocusItem(), QGraphicsItem::hasFocus() */ QGraphicsItem *QGraphicsScene::focusItem() const { Q_D(const QGraphicsScene); return d->focusItem; } /*! Sets the scene's focus item to \a item, with the focus reason \a focusReason, after removing focus from any previous item that may have had focus. If \a item is 0, or if it either does not accept focus (i.e., it does not have the QGraphicsItem::ItemIsFocusable flag enabled), or is not visible or not enabled, this function only removes focus from any previous focusitem. If item is not 0, and the scene does not currently have focus (i.e., hasFocus() returns false), this function will call setFocus() automatically. \sa focusItem(), hasFocus(), setFocus() */ void QGraphicsScene::setFocusItem(QGraphicsItem *item, Qt::FocusReason focusReason) { Q_D(QGraphicsScene); if (item) item->setFocus(focusReason); else d->setFocusItemHelper(item, focusReason); } /*! Returns true if the scene has focus; otherwise returns false. If the scene has focus, it will will forward key events from QKeyEvent to any item that has focus. \sa setFocus(), setFocusItem() */ bool QGraphicsScene::hasFocus() const { Q_D(const QGraphicsScene); return d->hasFocus; } /*! Sets focus on the scene by sending a QFocusEvent to the scene, passing \a focusReason as the reason. If the scene regains focus after having previously lost it while an item had focus, the last focus item will receive focus with \a focusReason as the reason. If the scene already has focus, this function does nothing. \sa hasFocus(), clearFocus(), setFocusItem() */ void QGraphicsScene::setFocus(Qt::FocusReason focusReason) { Q_D(QGraphicsScene); if (d->hasFocus || !isActive()) return; QFocusEvent event(QEvent::FocusIn, focusReason); QCoreApplication::sendEvent(this, &event); } /*! Clears focus from the scene. If any item has focus when this function is called, it will lose focus, and regain focus again once the scene regains focus. A scene that does not have focus ignores key events. \sa hasFocus(), setFocus(), setFocusItem() */ void QGraphicsScene::clearFocus() { Q_D(QGraphicsScene); if (d->hasFocus) { d->hasFocus = false; setFocusItem(0, Qt::OtherFocusReason); } } /*! \property QGraphicsScene::stickyFocus \brief whether clicking into the scene background will clear focus \since 4.6 In a QGraphicsScene with stickyFocus set to true, focus will remain unchanged when the user clicks into the scene background or on an item that does not accept focus. Otherwise, focus will be cleared. By default, this property is false. Focus changes in response to a mouse press. You can reimplement mousePressEvent() in a subclass of QGraphicsScene to toggle this property based on where the user has clicked. \sa clearFocus(), setFocusItem() */ void QGraphicsScene::setStickyFocus(bool enabled) { Q_D(QGraphicsScene); d->stickyFocus = enabled; } bool QGraphicsScene::stickyFocus() const { Q_D(const QGraphicsScene); return d->stickyFocus; } /*! Returns the current mouse grabber item, or 0 if no item is currently grabbing the mouse. The mouse grabber item is the item that receives all mouse events sent to the scene. An item becomes a mouse grabber when it receives and accepts a mouse press event, and it stays the mouse grabber until either of the following events occur: \list \o If the item receives a mouse release event when there are no other buttons pressed, it loses the mouse grab. \o If the item becomes invisible (i.e., someone calls \c {item->setVisible(false))}, or if it becomes disabled (i.e., someone calls \c {item->setEnabled(false))}, it loses the mouse grab. \o If the item is removed from the scene, it loses the mouse grab. \endlist If the item loses its mouse grab, the scene will ignore all mouse events until a new item grabs the mouse (i.e., until a new item receives a mouse press event). */ QGraphicsItem *QGraphicsScene::mouseGrabberItem() const { Q_D(const QGraphicsScene); return !d->mouseGrabberItems.isEmpty() ? d->mouseGrabberItems.last() : 0; } /*! \property QGraphicsScene::backgroundBrush \brief the background brush of the scene. Set this property to changes the scene's background to a different color, gradient or texture. The default background brush is Qt::NoBrush. The background is drawn before (behind) the items. Example: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 3 QGraphicsScene::render() calls drawBackground() to draw the scene background. For more detailed control over how the background is drawn, you can reimplement drawBackground() in a subclass of QGraphicsScene. */ QBrush QGraphicsScene::backgroundBrush() const { Q_D(const QGraphicsScene); return d->backgroundBrush; } void QGraphicsScene::setBackgroundBrush(const QBrush &brush) { Q_D(QGraphicsScene); d->backgroundBrush = brush; foreach (QGraphicsView *view, d->views) { view->resetCachedContent(); view->viewport()->update(); } update(); } /*! \property QGraphicsScene::foregroundBrush \brief the foreground brush of the scene. Change this property to set the scene's foreground to a different color, gradient or texture. The foreground is drawn after (on top of) the items. The default foreground brush is Qt::NoBrush ( i.e. the foreground is not drawn). Example: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 4 QGraphicsScene::render() calls drawForeground() to draw the scene foreground. For more detailed control over how the foreground is drawn, you can reimplement the drawForeground() function in a QGraphicsScene subclass. */ QBrush QGraphicsScene::foregroundBrush() const { Q_D(const QGraphicsScene); return d->foregroundBrush; } void QGraphicsScene::setForegroundBrush(const QBrush &brush) { Q_D(QGraphicsScene); d->foregroundBrush = brush; foreach (QGraphicsView *view, views()) view->viewport()->update(); update(); } /*! This method is used by input methods to query a set of properties of the scene to be able to support complex input method operations as support for surrounding text and reconversions. The \a query parameter specifies which property is queried. \sa QWidget::inputMethodQuery() */ QVariant QGraphicsScene::inputMethodQuery(Qt::InputMethodQuery query) const { Q_D(const QGraphicsScene); if (!d->focusItem || !(d->focusItem->flags() & QGraphicsItem::ItemAcceptsInputMethod)) return QVariant(); const QTransform matrix = d->focusItem->sceneTransform(); QVariant value = d->focusItem->inputMethodQuery(query); if (value.type() == QVariant::RectF) value = matrix.mapRect(value.toRectF()); else if (value.type() == QVariant::PointF) value = matrix.map(value.toPointF()); else if (value.type() == QVariant::Rect) value = matrix.mapRect(value.toRect()); else if (value.type() == QVariant::Point) value = matrix.map(value.toPoint()); return value; } /*! \fn void QGraphicsScene::update(const QRectF &rect) Schedules a redraw of the area \a rect on the scene. \sa sceneRect(), changed() */ void QGraphicsScene::update(const QRectF &rect) { Q_D(QGraphicsScene); if (d->updateAll || (rect.isEmpty() && !rect.isNull())) return; // Check if anyone's connected; if not, we can send updates directly to // the views. Otherwise or if there are no views, use old behavior. bool directUpdates = !(d->isSignalConnected(d->changedSignalIndex)) && !d->views.isEmpty(); if (rect.isNull()) { d->updateAll = true; d->updatedRects.clear(); if (directUpdates) { // Update all views. for (int i = 0; i < d->views.size(); ++i) d->views.at(i)->d_func()->fullUpdatePending = true; } } else { if (directUpdates) { // Update all views. for (int i = 0; i < d->views.size(); ++i) { QGraphicsView *view = d->views.at(i); view->d_func()->updateRegion(QRegion(view->mapFromScene(rect).boundingRect())); } } else { d->updatedRects << rect; } } if (!d->calledEmitUpdated) { d->calledEmitUpdated = true; QMetaObject::invokeMethod(this, "_q_emitUpdated", Qt::QueuedConnection); } } /*! \fn void QGraphicsScene::update(qreal x, qreal y, qreal w, qreal h) \overload \since 4.3 This function is equivalent to calling update(QRectF(\a x, \a y, \a w, \a h)); */ /*! Invalidates and schedules a redraw of the \a layers in \a rect on the scene. Any cached content in \a layers is unconditionally invalidated and redrawn. You can use this function overload to notify QGraphicsScene of changes to the background or the foreground of the scene. This function is commonly used for scenes with tile-based backgrounds to notify changes when QGraphicsView has enabled \l{QGraphicsView::CacheBackground}{CacheBackground}. Example: \snippet doc/src/snippets/code/src_gui_graphicsview_qgraphicsscene.cpp 5 Note that QGraphicsView currently supports background caching only (see QGraphicsView::CacheBackground). This function is equivalent to calling update() if any layer but BackgroundLayer is passed. \sa QGraphicsView::resetCachedContent() */ void QGraphicsScene::invalidate(const QRectF &rect, SceneLayers layers) { foreach (QGraphicsView *view, views()) view->invalidateScene(rect, layers); update(rect); } /*! \fn void QGraphicsScene::invalidate(qreal x, qreal y, qreal w, qreal h, SceneLayers layers) \overload \since 4.3 This convenience function is equivalent to calling invalidate(QRectF(\a x, \a y, \a w, \a h), \a layers); */ /*! Returns a list of all the views that display this scene. \sa QGraphicsView::scene() */ QList QGraphicsScene::views() const { Q_D(const QGraphicsScene); return d->views; } /*! This slot \e advances the scene by one step, by calling QGraphicsItem::advance() for all items on the scene. This is done in two phases: in the first phase, all items are notified that the scene is about to change, and in the second phase all items are notified that they can move. In the first phase, QGraphicsItem::advance() is called passing a value of 0 as an argument, and 1 is passed in the second phase. \sa QGraphicsItem::advance(), QGraphicsItemAnimation, QTimeLine */ void QGraphicsScene::advance() { for (int i = 0; i < 2; ++i) { foreach (QGraphicsItem *item, items()) item->advance(i); } } /*! Processes the event \a event, and dispatches it to the respective event handlers. In addition to calling the convenience event handlers, this function is responsible for converting mouse move events to hover events for when there is no mouse grabber item. Hover events are delivered directly to items; there is no convenience function for them. Unlike QWidget, QGraphicsScene does not have the convenience functions \l{QWidget::}{enterEvent()} and \l{QWidget::}{leaveEvent()}. Use this function to obtain those events instead. \sa contextMenuEvent(), keyPressEvent(), keyReleaseEvent(), mousePressEvent(), mouseMoveEvent(), mouseReleaseEvent(), mouseDoubleClickEvent(), focusInEvent(), focusOutEvent() */ bool QGraphicsScene::event(QEvent *event) { Q_D(QGraphicsScene); switch (event->type()) { case QEvent::GraphicsSceneMousePress: case QEvent::GraphicsSceneMouseMove: case QEvent::GraphicsSceneMouseRelease: case QEvent::GraphicsSceneMouseDoubleClick: case QEvent::GraphicsSceneHoverEnter: case QEvent::GraphicsSceneHoverLeave: case QEvent::GraphicsSceneHoverMove: case QEvent::TouchBegin: case QEvent::TouchUpdate: case QEvent::TouchEnd: // Reset the under-mouse list to ensure that this event gets fresh // item-under-mouse data. Be careful about this list; if people delete // items from inside event handlers, this list can quickly end up // having stale pointers in it. We need to clear it before dispatching // events that use it. // ### this should only be cleared if we received a new mouse move event, // which relies on us fixing the replay mechanism in QGraphicsView. d->cachedItemsUnderMouse.clear(); default: break; } switch (event->type()) { case QEvent::GraphicsSceneDragEnter: dragEnterEvent(static_cast(event)); break; case QEvent::GraphicsSceneDragMove: dragMoveEvent(static_cast(event)); break; case QEvent::GraphicsSceneDragLeave: dragLeaveEvent(static_cast(event)); break; case QEvent::GraphicsSceneDrop: dropEvent(static_cast(event)); break; case QEvent::GraphicsSceneContextMenu: contextMenuEvent(static_cast(event)); break; case QEvent::KeyPress: if (!d->focusItem) { QKeyEvent *k = static_cast(event); if (k->key() == Qt::Key_Tab || k->key() == Qt::Key_Backtab) { if (!(k->modifiers() & (Qt::ControlModifier | Qt::AltModifier))) { //### Add MetaModifier? bool res = false; if (k->key() == Qt::Key_Backtab || (k->key() == Qt::Key_Tab && (k->modifiers() & Qt::ShiftModifier))) { res = focusNextPrevChild(false); } else if (k->key() == Qt::Key_Tab) { res = focusNextPrevChild(true); } if (!res) event->ignore(); return true; } } } keyPressEvent(static_cast(event)); break; case QEvent::KeyRelease: keyReleaseEvent(static_cast(event)); break; case QEvent::ShortcutOverride: { QGraphicsItem *parent = focusItem(); while (parent) { d->sendEvent(parent, event); if (event->isAccepted()) return true; parent = parent->parentItem(); } } return false; case QEvent::GraphicsSceneMouseMove: mouseMoveEvent(static_cast(event)); break; case QEvent::GraphicsSceneMousePress: mousePressEvent(static_cast(event)); break; case QEvent::GraphicsSceneMouseRelease: mouseReleaseEvent(static_cast(event)); break; case QEvent::GraphicsSceneMouseDoubleClick: mouseDoubleClickEvent(static_cast(event)); break; case QEvent::GraphicsSceneWheel: wheelEvent(static_cast(event)); break; case QEvent::FocusIn: focusInEvent(static_cast(event)); break; case QEvent::FocusOut: focusOutEvent(static_cast(event)); break; case QEvent::GraphicsSceneHoverEnter: case QEvent::GraphicsSceneHoverLeave: case QEvent::GraphicsSceneHoverMove: d->dispatchHoverEvent(static_cast(event)); break; case QEvent::Leave: d->leaveScene(); break; case QEvent::GraphicsSceneHelp: helpEvent(static_cast(event)); break; case QEvent::InputMethod: inputMethodEvent(static_cast(event)); break; case QEvent::WindowActivate: if (!d->activationRefCount++) { if (d->lastActivePanel) { // Activate the last panel. d->setActivePanelHelper(d->lastActivePanel, true); } else if (d->tabFocusFirst && d->tabFocusFirst->isPanel()) { // Activate the panel of the first item in the tab focus // chain. d->setActivePanelHelper(d->tabFocusFirst, true); } else { // Activate all toplevel items. QEvent event(QEvent::WindowActivate); foreach (QGraphicsItem *item, items()) { if (item->isVisible() && !item->isPanel() && !item->parentItem()) sendEvent(item, &event); } } } break; case QEvent::WindowDeactivate: if (!--d->activationRefCount) { if (d->activePanel) { // Deactivate the active panel (but keep it so we can // reactivate it later). QGraphicsItem *lastActivePanel = d->activePanel; d->setActivePanelHelper(0, true); d->lastActivePanel = lastActivePanel; } else { // Activate all toplevel items. QEvent event(QEvent::WindowDeactivate); foreach (QGraphicsItem *item, items()) { if (item->isVisible() && !item->isPanel() && !item->parentItem()) sendEvent(item, &event); } } } break; case QEvent::ApplicationFontChange: { // Resolve the existing scene font. d->resolveFont(); break; } case QEvent::FontChange: // Update the entire scene when the font changes. update(); break; case QEvent::ApplicationPaletteChange: { // Resolve the existing scene palette. d->resolvePalette(); break; } case QEvent::PaletteChange: // Update the entire scene when the palette changes. update(); break; case QEvent::StyleChange: // Reresolve all widgets' styles. Update all top-level widgets' // geometries that do not have an explicit style set. update(); break; case QEvent::TouchBegin: case QEvent::TouchUpdate: case QEvent::TouchEnd: d->touchEventHandler(static_cast(event)); break; default: return QObject::event(event); } return true; } /*! \reimp QGraphicsScene filters QApplication's events to detect palette and font changes. */ bool QGraphicsScene::eventFilter(QObject *watched, QEvent *event) { if (watched != qApp) return false; switch (event->type()) { case QEvent::ApplicationPaletteChange: QApplication::postEvent(this, new QEvent(QEvent::ApplicationPaletteChange)); break; case QEvent::ApplicationFontChange: QApplication::postEvent(this, new QEvent(QEvent::ApplicationFontChange)); break; default: break; } return false; } /*! This event handler, for event \a contextMenuEvent, can be reimplemented in a subclass to receive context menu events. The default implementation forwards the event to the topmost item that accepts context menu events at the position of the event. If no items accept context menu events at this position, the event is ignored. \sa QGraphicsItem::contextMenuEvent() */ void QGraphicsScene::contextMenuEvent(QGraphicsSceneContextMenuEvent *contextMenuEvent) { Q_D(QGraphicsScene); // Ignore by default. contextMenuEvent->ignore(); // Send the event to all items at this position until one item accepts the // event. foreach (QGraphicsItem *item, d->itemsAtPosition(contextMenuEvent->screenPos(), contextMenuEvent->scenePos(), contextMenuEvent->widget())) { contextMenuEvent->setPos(item->d_ptr->genericMapFromScene(contextMenuEvent->scenePos(), contextMenuEvent->widget())); contextMenuEvent->accept(); if (!d->sendEvent(item, contextMenuEvent)) break; if (contextMenuEvent->isAccepted()) break; } } /*! This event handler, for event \a event, can be reimplemented in a subclass to receive drag enter events for the scene. The default implementation accepts the event and prepares the scene to accept drag move events. \sa QGraphicsItem::dragEnterEvent(), dragMoveEvent(), dragLeaveEvent(), dropEvent() */ void QGraphicsScene::dragEnterEvent(QGraphicsSceneDragDropEvent *event) { Q_D(QGraphicsScene); d->dragDropItem = 0; d->lastDropAction = Qt::IgnoreAction; event->accept(); } /*! This event handler, for event \a event, can be reimplemented in a subclass to receive drag move events for the scene. \sa QGraphicsItem::dragMoveEvent(), dragEnterEvent(), dragLeaveEvent(), dropEvent() */ void QGraphicsScene::dragMoveEvent(QGraphicsSceneDragDropEvent *event) { Q_D(QGraphicsScene); event->ignore(); if (!d->mouseGrabberItems.isEmpty()) { // Mouse grabbers that start drag events lose the mouse grab. d->clearMouseGrabber(); d->mouseGrabberButtonDownPos.clear(); d->mouseGrabberButtonDownScenePos.clear(); d->mouseGrabberButtonDownScreenPos.clear(); } bool eventDelivered = false; // Find the topmost enabled items under the cursor. They are all // candidates for accepting drag & drop events. foreach (QGraphicsItem *item, d->itemsAtPosition(event->screenPos(), event->scenePos(), event->widget())) { if (!item->isEnabled() || !item->acceptDrops()) continue; if (item != d->dragDropItem) { // Enter the new drag drop item. If it accepts the event, we send // the leave to the parent item. QGraphicsSceneDragDropEvent dragEnter(QEvent::GraphicsSceneDragEnter); d->cloneDragDropEvent(&dragEnter, event); dragEnter.setDropAction(event->proposedAction()); d->sendDragDropEvent(item, &dragEnter); event->setAccepted(dragEnter.isAccepted()); event->setDropAction(dragEnter.dropAction()); if (!event->isAccepted()) { // Propagate to the item under continue; } d->lastDropAction = event->dropAction(); if (d->dragDropItem) { // Leave the last drag drop item. A perfect implementation // would set the position of this event to the point where // this event and the last event intersect with the item's // shape, but that's not easy to do. :-) QGraphicsSceneDragDropEvent dragLeave(QEvent::GraphicsSceneDragLeave); d->cloneDragDropEvent(&dragLeave, event); d->sendDragDropEvent(d->dragDropItem, &dragLeave); } // We've got a new drag & drop item d->dragDropItem = item; } // Send the move event. event->setDropAction(d->lastDropAction); event->accept(); d->sendDragDropEvent(item, event); if (event->isAccepted()) d->lastDropAction = event->dropAction(); eventDelivered = true; break; } if (!eventDelivered) { if (d->dragDropItem) { // Leave the last drag drop item QGraphicsSceneDragDropEvent dragLeave(QEvent::GraphicsSceneDragLeave); d->cloneDragDropEvent(&dragLeave, event); d->sendDragDropEvent(d->dragDropItem, &dragLeave); d->dragDropItem = 0; } // Propagate event->setDropAction(Qt::IgnoreAction); } } /*! This event handler, for event \a event, can be reimplemented in a subclass to receive drag leave events for the scene. \sa QGraphicsItem::dragLeaveEvent(), dragEnterEvent(), dragMoveEvent(), dropEvent() */ void QGraphicsScene::dragLeaveEvent(QGraphicsSceneDragDropEvent *event) { Q_D(QGraphicsScene); if (d->dragDropItem) { // Leave the last drag drop item d->sendDragDropEvent(d->dragDropItem, event); d->dragDropItem = 0; } } /*! This event handler, for event \a event, can be reimplemented in a subclass to receive drop events for the scene. \sa QGraphicsItem::dropEvent(), dragEnterEvent(), dragMoveEvent(), dragLeaveEvent() */ void QGraphicsScene::dropEvent(QGraphicsSceneDragDropEvent *event) { Q_UNUSED(event); Q_D(QGraphicsScene); if (d->dragDropItem) { // Drop on the last drag drop item d->sendDragDropEvent(d->dragDropItem, event); d->dragDropItem = 0; } } /*! This event handler, for event \a focusEvent, can be reimplemented in a subclass to receive focus in events. The default implementation sets focus on the scene, and then on the last focus item. \sa QGraphicsItem::focusOutEvent() */ void QGraphicsScene::focusInEvent(QFocusEvent *focusEvent) { Q_D(QGraphicsScene); d->hasFocus = true; switch (focusEvent->reason()) { case Qt::TabFocusReason: if (!focusNextPrevChild(true)) focusEvent->ignore(); break; case Qt::BacktabFocusReason: if (!focusNextPrevChild(false)) focusEvent->ignore(); break; default: if (d->lastFocusItem) { // Set focus on the last focus item setFocusItem(d->lastFocusItem, focusEvent->reason()); } break; } } /*! This event handler, for event \a focusEvent, can be reimplemented in a subclass to receive focus out events. The default implementation removes focus from any focus item, then removes focus from the scene. \sa QGraphicsItem::focusInEvent() */ void QGraphicsScene::focusOutEvent(QFocusEvent *focusEvent) { Q_D(QGraphicsScene); d->hasFocus = false; setFocusItem(0, focusEvent->reason()); // Remove all popups when the scene loses focus. if (!d->popupWidgets.isEmpty()) d->removePopup(d->popupWidgets.first()); } /*! This event handler, for event \a helpEvent, can be reimplemented in a subclass to receive help events. The events are of type QEvent::ToolTip, which are created when a tooltip is requested. The default implementation shows the tooltip of the topmost item, i.e., the item with the highest z-value, at the mouse cursor position. If no item has a tooltip set, this function does nothing. \sa QGraphicsItem::toolTip(), QGraphicsSceneHelpEvent */ void QGraphicsScene::helpEvent(QGraphicsSceneHelpEvent *helpEvent) { #ifdef QT_NO_TOOLTIP Q_UNUSED(helpEvent); #else // Find the first item that does tooltips Q_D(QGraphicsScene); QList itemsAtPos = d->itemsAtPosition(helpEvent->screenPos(), helpEvent->scenePos(), helpEvent->widget()); QGraphicsItem *toolTipItem = 0; for (int i = 0; i < itemsAtPos.size(); ++i) { QGraphicsItem *tmp = itemsAtPos.at(i); if (!tmp->toolTip().isEmpty()) { toolTipItem = tmp; break; } } // Show or hide the tooltip QString text; QPoint point; if (toolTipItem && !toolTipItem->toolTip().isEmpty()) { text = toolTipItem->toolTip(); point = helpEvent->screenPos(); } QToolTip::showText(point, text, helpEvent->widget()); helpEvent->setAccepted(!text.isEmpty()); #endif } bool QGraphicsScenePrivate::itemAcceptsHoverEvents_helper(const QGraphicsItem *item) const { return item->acceptHoverEvents() || (item->isWidget() && static_cast(item)->d_func()->hasDecoration()); } /*! This event handler, for event \a hoverEvent, can be reimplemented in a subclass to receive hover enter events. The default implementation forwards the event to the topmost item that accepts hover events at the scene position from the event. \sa QGraphicsItem::hoverEvent(), QGraphicsItem::setAcceptHoverEvents() */ bool QGraphicsScenePrivate::dispatchHoverEvent(QGraphicsSceneHoverEvent *hoverEvent) { if (allItemsIgnoreHoverEvents) return false; // Find the first item that accepts hover events, reusing earlier // calculated data is possible. if (cachedItemsUnderMouse.isEmpty()) { cachedItemsUnderMouse = itemsAtPosition(hoverEvent->screenPos(), hoverEvent->scenePos(), hoverEvent->widget()); } QGraphicsItem *item = 0; for (int i = 0; i < cachedItemsUnderMouse.size(); ++i) { QGraphicsItem *tmp = cachedItemsUnderMouse.at(i); if (itemAcceptsHoverEvents_helper(tmp)) { item = tmp; break; } } // Find the common ancestor item for the new topmost hoverItem and the // last item in the hoverItem list. QGraphicsItem *commonAncestorItem = (item && !hoverItems.isEmpty()) ? item->commonAncestorItem(hoverItems.last()) : 0; while (commonAncestorItem && !itemAcceptsHoverEvents_helper(commonAncestorItem)) commonAncestorItem = commonAncestorItem->parentItem(); if (commonAncestorItem && commonAncestorItem->panel() != item->panel()) { // The common ancestor isn't in the same panel as the two hovered // items. commonAncestorItem = 0; } // Check if the common ancestor item is known. int index = commonAncestorItem ? hoverItems.indexOf(commonAncestorItem) : -1; // Send hover leaves to any existing hovered children of the common // ancestor item. for (int i = hoverItems.size() - 1; i > index; --i) { QGraphicsItem *lastItem = hoverItems.takeLast(); if (itemAcceptsHoverEvents_helper(lastItem)) sendHoverEvent(QEvent::GraphicsSceneHoverLeave, lastItem, hoverEvent); } // Item is a child of a known item. Generate enter events for the // missing links. QList parents; QGraphicsItem *parent = item; while (parent && parent != commonAncestorItem) { parents.prepend(parent); if (parent->isPanel()) { // Stop at the panel - we don't deliver beyond this point. break; } parent = parent->parentItem(); } for (int i = 0; i < parents.size(); ++i) { parent = parents.at(i); hoverItems << parent; if (itemAcceptsHoverEvents_helper(parent)) sendHoverEvent(QEvent::GraphicsSceneHoverEnter, parent, hoverEvent); } // Generate a move event for the item itself if (item && !hoverItems.isEmpty() && item == hoverItems.last()) { sendHoverEvent(QEvent::GraphicsSceneHoverMove, item, hoverEvent); return true; } return false; } /*! \internal Handles all actions necessary to clean up the scene when the mouse leaves the view. */ void QGraphicsScenePrivate::leaveScene() { Q_Q(QGraphicsScene); #ifndef QT_NO_TOOLTIP QToolTip::hideText(); #endif // Send HoverLeave events to all existing hover items, topmost first. QGraphicsView *senderWidget = qobject_cast(q->sender()); QGraphicsSceneHoverEvent hoverEvent; hoverEvent.setWidget(senderWidget); if (senderWidget) { QPoint cursorPos = QCursor::pos(); hoverEvent.setScenePos(senderWidget->mapToScene(senderWidget->mapFromGlobal(cursorPos))); hoverEvent.setLastScenePos(hoverEvent.scenePos()); hoverEvent.setScreenPos(cursorPos); hoverEvent.setLastScreenPos(hoverEvent.screenPos()); } while (!hoverItems.isEmpty()) { QGraphicsItem *lastItem = hoverItems.takeLast(); if (lastItem->acceptHoverEvents() || (lastItem->isWidget() && static_cast(lastItem)->d_func()->hasDecoration())) sendHoverEvent(QEvent::GraphicsSceneHoverLeave, lastItem, &hoverEvent); } } /*! This event handler, for event \a keyEvent, can be reimplemented in a subclass to receive keypress events. The default implementation forwards the event to current focus item. \sa QGraphicsItem::keyPressEvent(), focusItem() */ void QGraphicsScene::keyPressEvent(QKeyEvent *keyEvent) { // ### Merge this function with keyReleaseEvent; they are identical // ### (except this comment). Q_D(QGraphicsScene); QGraphicsItem *item = !d->keyboardGrabberItems.isEmpty() ? d->keyboardGrabberItems.last() : 0; if (!item) item = focusItem(); if (item) { QGraphicsItem *p = item; do { // Accept the event by default keyEvent->accept(); // Send it; QGraphicsItem::keyPressEvent ignores it. If the event // is filtered out, stop propagating it. if (!d->sendEvent(p, keyEvent)) break; } while (!keyEvent->isAccepted() && !p->isPanel() && (p = p->parentItem())); } else { keyEvent->ignore(); } } /*! This event handler, for event \a keyEvent, can be reimplemented in a subclass to receive key release events. The default implementation forwards the event to current focus item. \sa QGraphicsItem::keyReleaseEvent(), focusItem() */ void QGraphicsScene::keyReleaseEvent(QKeyEvent *keyEvent) { // ### Merge this function with keyPressEvent; they are identical (except // ### this comment). Q_D(QGraphicsScene); QGraphicsItem *item = !d->keyboardGrabberItems.isEmpty() ? d->keyboardGrabberItems.last() : 0; if (!item) item = focusItem(); if (item) { QGraphicsItem *p = item; do { // Accept the event by default keyEvent->accept(); // Send it; QGraphicsItem::keyPressEvent ignores it. If the event // is filtered out, stop propagating it. if (!d->sendEvent(p, keyEvent)) break; } while (!keyEvent->isAccepted() && !p->isPanel() && (p = p->parentItem())); } else { keyEvent->ignore(); } } /*! This event handler, for event \a mouseEvent, can be reimplemented in a subclass to receive mouse press events for the scene. The default implementation depends on the state of the scene. If there is a mouse grabber item, then the event is sent to the mouse grabber. Otherwise, it is forwarded to the topmost item that accepts mouse events at the scene position from the event, and that item promptly becomes the mouse grabber item. If there is no item at the given position on the scene, the selection area is reset, any focus item loses its input focus, and the event is then ignored. \sa QGraphicsItem::mousePressEvent(), QGraphicsItem::setAcceptedMouseButtons() */ void QGraphicsScene::mousePressEvent(QGraphicsSceneMouseEvent *mouseEvent) { Q_D(QGraphicsScene); if (d->mouseGrabberItems.isEmpty()) { // Dispatch hover events QGraphicsSceneHoverEvent hover; _q_hoverFromMouseEvent(&hover, mouseEvent); d->dispatchHoverEvent(&hover); } d->mousePressEventHandler(mouseEvent); } /*! This event handler, for event \a mouseEvent, can be reimplemented in a subclass to receive mouse move events for the scene. The default implementation depends on the mouse grabber state. If there is a mouse grabber item, the event is sent to the mouse grabber. If there are any items that accept hover events at the current position, the event is translated into a hover event and accepted; otherwise it's ignored. \sa QGraphicsItem::mousePressEvent(), QGraphicsItem::mouseReleaseEvent(), QGraphicsItem::mouseDoubleClickEvent(), QGraphicsItem::setAcceptedMouseButtons() */ void QGraphicsScene::mouseMoveEvent(QGraphicsSceneMouseEvent *mouseEvent) { Q_D(QGraphicsScene); if (d->mouseGrabberItems.isEmpty()) { if (mouseEvent->buttons()) return; QGraphicsSceneHoverEvent hover; _q_hoverFromMouseEvent(&hover, mouseEvent); mouseEvent->setAccepted(d->dispatchHoverEvent(&hover)); return; } // Forward the event to the mouse grabber d->sendMouseEvent(mouseEvent); mouseEvent->accept(); } /*! This event handler, for event \a mouseEvent, can be reimplemented in a subclass to receive mouse release events for the scene. The default implementation depends on the mouse grabber state. If there is no mouse grabber, the event is ignored. Otherwise, if there is a mouse grabber item, the event is sent to the mouse grabber. If this mouse release represents the last pressed button on the mouse, the mouse grabber item then loses the mouse grab. \sa QGraphicsItem::mousePressEvent(), QGraphicsItem::mouseMoveEvent(), QGraphicsItem::mouseDoubleClickEvent(), QGraphicsItem::setAcceptedMouseButtons() */ void QGraphicsScene::mouseReleaseEvent(QGraphicsSceneMouseEvent *mouseEvent) { Q_D(QGraphicsScene); if (d->mouseGrabberItems.isEmpty()) { mouseEvent->ignore(); return; } // Forward the event to the mouse grabber d->sendMouseEvent(mouseEvent); mouseEvent->accept(); // Reset the mouse grabber when the last mouse button has been released. if (!mouseEvent->buttons()) { if (!d->mouseGrabberItems.isEmpty()) { d->lastMouseGrabberItem = d->mouseGrabberItems.last(); if (d->lastMouseGrabberItemHasImplicitMouseGrab) d->mouseGrabberItems.last()->ungrabMouse(); } else { d->lastMouseGrabberItem = 0; } // Generate a hoverevent QGraphicsSceneHoverEvent hoverEvent; _q_hoverFromMouseEvent(&hoverEvent, mouseEvent); d->dispatchHoverEvent(&hoverEvent); } } /*! This event handler, for event \a mouseEvent, can be reimplemented in a subclass to receive mouse doubleclick events for the scene. If someone doubleclicks on the scene, the scene will first receive a mouse press event, followed by a release event (i.e., a click), then a doubleclick event, and finally a release event. If the doubleclick event is delivered to a different item than the one that received the first press and release, it will be delivered as a press event. However, tripleclick events are not delivered as doubleclick events in this case. The default implementation is similar to mousePressEvent(). \sa QGraphicsItem::mousePressEvent(), QGraphicsItem::mouseMoveEvent(), QGraphicsItem::mouseReleaseEvent(), QGraphicsItem::setAcceptedMouseButtons() */ void QGraphicsScene::mouseDoubleClickEvent(QGraphicsSceneMouseEvent *mouseEvent) { Q_D(QGraphicsScene); d->mousePressEventHandler(mouseEvent); } /*! This event handler, for event \a wheelEvent, can be reimplemented in a subclass to receive mouse wheel events for the scene. By default, the event is delivered to the topmost visible item under the cursor. If ignored, the event propagates to the item beneath, and again until the event is accepted, or it reaches the scene. If no items accept the event, it is ignored. \sa QGraphicsItem::wheelEvent() */ void QGraphicsScene::wheelEvent(QGraphicsSceneWheelEvent *wheelEvent) { Q_D(QGraphicsScene); QList wheelCandidates = d->itemsAtPosition(wheelEvent->screenPos(), wheelEvent->scenePos(), wheelEvent->widget()); bool hasSetFocus = false; foreach (QGraphicsItem *item, wheelCandidates) { if (!hasSetFocus && item->isEnabled() && ((item->flags() & QGraphicsItem::ItemIsFocusable) && item->d_ptr->mouseSetsFocus)) { if (item->isWidget() && static_cast(item)->focusPolicy() == Qt::WheelFocus) { hasSetFocus = true; if (item != focusItem()) setFocusItem(item, Qt::MouseFocusReason); } } wheelEvent->setPos(item->d_ptr->genericMapFromScene(wheelEvent->scenePos(), wheelEvent->widget())); wheelEvent->accept(); bool isPanel = item->isPanel(); d->sendEvent(item, wheelEvent); if (isPanel || wheelEvent->isAccepted()) break; } } /*! This event handler, for event \a event, can be reimplemented in a subclass to receive input method events for the scene. The default implementation forwards the event to the focusItem(). If no item currently has focus or the current focus item does not accept input methods, this function does nothing. \sa QGraphicsItem::inputMethodEvent() */ void QGraphicsScene::inputMethodEvent(QInputMethodEvent *event) { Q_D(QGraphicsScene); if (d->focusItem && (d->focusItem->flags() & QGraphicsItem::ItemAcceptsInputMethod)) d->sendEvent(d->focusItem, event); } /*! Draws the background of the scene using \a painter, before any items and the foreground are drawn. Reimplement this function to provide a custom background for the scene. All painting is done in \e scene coordinates. The \a rect parameter is the exposed rectangle. If all you want is to define a color, texture, or gradient for the background, you can call setBackgroundBrush() instead. \sa drawForeground(), drawItems() */ void QGraphicsScene::drawBackground(QPainter *painter, const QRectF &rect) { Q_D(QGraphicsScene); if (d->backgroundBrush.style() != Qt::NoBrush) { if (d->painterStateProtection) painter->save(); painter->setBrushOrigin(0, 0); painter->fillRect(rect, backgroundBrush()); if (d->painterStateProtection) painter->restore(); } } /*! Draws the foreground of the scene using \a painter, after the background and all items have been drawn. Reimplement this function to provide a custom foreground for the scene. All painting is done in \e scene coordinates. The \a rect parameter is the exposed rectangle. If all you want is to define a color, texture or gradient for the foreground, you can call setForegroundBrush() instead. \sa drawBackground(), drawItems() */ void QGraphicsScene::drawForeground(QPainter *painter, const QRectF &rect) { Q_D(QGraphicsScene); if (d->foregroundBrush.style() != Qt::NoBrush) { if (d->painterStateProtection) painter->save(); painter->setBrushOrigin(0, 0); painter->fillRect(rect, foregroundBrush()); if (d->painterStateProtection) painter->restore(); } } static void _q_paintItem(QGraphicsItem *item, QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget, bool useWindowOpacity, bool painterStateProtection) { if (!item->isWidget()) { item->paint(painter, option, widget); return; } QGraphicsWidget *widgetItem = static_cast(item); QGraphicsProxyWidget *proxy = qobject_cast(widgetItem); const qreal windowOpacity = (proxy && proxy->widget() && useWindowOpacity) ? proxy->widget()->windowOpacity() : 1.0; const qreal oldPainterOpacity = painter->opacity(); if (qFuzzyIsNull(windowOpacity)) return; // Set new painter opacity. if (windowOpacity < 1.0) painter->setOpacity(oldPainterOpacity * windowOpacity); // set layoutdirection on the painter Qt::LayoutDirection oldLayoutDirection = painter->layoutDirection(); painter->setLayoutDirection(widgetItem->layoutDirection()); if (widgetItem->isWindow() && widgetItem->windowType() != Qt::Popup && widgetItem->windowType() != Qt::ToolTip && !(widgetItem->windowFlags() & Qt::FramelessWindowHint)) { if (painterStateProtection) painter->save(); widgetItem->paintWindowFrame(painter, option, widget); if (painterStateProtection) painter->restore(); } widgetItem->paint(painter, option, widget); // Restore layoutdirection on the painter. painter->setLayoutDirection(oldLayoutDirection); // Restore painter opacity. if (windowOpacity < 1.0) painter->setOpacity(oldPainterOpacity); } static void _q_paintIntoCache(QPixmap *pix, QGraphicsItem *item, const QRegion &pixmapExposed, const QTransform &itemToPixmap, QPainter::RenderHints renderHints, const QStyleOptionGraphicsItem *option, bool painterStateProtection) { QPixmap subPix; QPainter pixmapPainter; QRect br = pixmapExposed.boundingRect(); // Don't use subpixmap if we get a full update. if (pixmapExposed.isEmpty() || (pixmapExposed.numRects() == 1 && br.contains(pix->rect()))) { pix->fill(Qt::transparent); pixmapPainter.begin(pix); } else { subPix = QPixmap(br.size()); subPix.fill(Qt::transparent); pixmapPainter.begin(&subPix); pixmapPainter.translate(-br.topLeft()); if (!pixmapExposed.isEmpty()) { // Applied to subPix; paint is adjusted to the coordinate space is // correct. pixmapPainter.setClipRegion(pixmapExposed); } } pixmapPainter.setRenderHints(pixmapPainter.renderHints(), false); pixmapPainter.setRenderHints(renderHints, true); pixmapPainter.setWorldTransform(itemToPixmap, true); // Render. _q_paintItem(item, &pixmapPainter, option, 0, false, painterStateProtection); pixmapPainter.end(); if (!subPix.isNull()) { // Blit the subpixmap into the main pixmap. pixmapPainter.begin(pix); pixmapPainter.setCompositionMode(QPainter::CompositionMode_Source); pixmapPainter.setClipRegion(pixmapExposed); pixmapPainter.drawPixmap(br.topLeft(), subPix); pixmapPainter.end(); } } /*! \internal Draws items directly, or using cache. */ void QGraphicsScenePrivate::drawItemHelper(QGraphicsItem *item, QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget, bool painterStateProtection) { QGraphicsItemPrivate *itemd = item->d_ptr.data(); QGraphicsItem::CacheMode cacheMode = QGraphicsItem::CacheMode(itemd->cacheMode); // Render directly, using no cache. if (cacheMode == QGraphicsItem::NoCache #ifdef Q_WS_X11 || !X11->use_xrender #endif ) { _q_paintItem(static_cast(item), painter, option, widget, true, painterStateProtection); return; } const qreal oldPainterOpacity = painter->opacity(); qreal newPainterOpacity = oldPainterOpacity; QGraphicsProxyWidget *proxy = item->isWidget() ? qobject_cast(static_cast(item)) : 0; if (proxy && proxy->widget()) { const qreal windowOpacity = proxy->widget()->windowOpacity(); if (windowOpacity < 1.0) newPainterOpacity *= windowOpacity; } // Item's (local) bounding rect QRectF brect = item->boundingRect(); QRectF adjustedBrect(brect); _q_adjustRect(&adjustedBrect); if (adjustedBrect.isEmpty()) return; // Fetch the off-screen transparent buffer and exposed area info. QPixmapCache::Key pixmapKey; QPixmap pix; bool pixmapFound; QGraphicsItemCache *itemCache = itemd->extraItemCache(); if (cacheMode == QGraphicsItem::ItemCoordinateCache) { if (itemCache->boundingRect != brect.toRect()) { itemCache->boundingRect = brect.toRect(); itemCache->allExposed = true; itemCache->exposed.clear(); } pixmapKey = itemCache->key; } else { pixmapKey = itemCache->deviceData.value(widget).key; } // Find pixmap in cache. pixmapFound = QPixmapCache::find(pixmapKey, &pix); // Render using item coordinate cache mode. if (cacheMode == QGraphicsItem::ItemCoordinateCache) { QSize pixmapSize; bool fixedCacheSize = false; QRectF brectAligned = brect.toAlignedRect(); if ((fixedCacheSize = itemCache->fixedSize.isValid())) { pixmapSize = itemCache->fixedSize; } else { pixmapSize = brectAligned.size().toSize(); } // Create or recreate the pixmap. int adjust = itemCache->fixedSize.isValid() ? 0 : 2; QSize adjustSize(adjust*2, adjust*2); QRectF br = brectAligned.adjusted(-adjust, -adjust, adjust, adjust); if (pix.isNull() || (!fixedCacheSize && (pixmapSize + adjustSize) != pix.size())) { pix = QPixmap(pixmapSize + adjustSize); itemCache->exposed.clear(); itemCache->allExposed = true; } // Redraw any newly exposed areas. if (itemCache->allExposed || !itemCache->exposed.isEmpty()) { //We know that we will modify the pixmap, removing it from the cache //will detach the one we have and avoid a deep copy if (pixmapFound) QPixmapCache::remove(pixmapKey); // Fit the item's bounding rect into the pixmap's coordinates. QTransform itemToPixmap; if (fixedCacheSize) { const QPointF scale(pixmapSize.width() / brect.width(), pixmapSize.height() / brect.height()); itemToPixmap.scale(scale.x(), scale.y()); } itemToPixmap.translate(-br.x(), -br.y()); // Generate the item's exposedRect and map its list of expose // rects to device coordinates. styleOptionTmp = *option; QRegion pixmapExposed; QRectF exposedRect; if (!itemCache->allExposed) { for (int i = 0; i < itemCache->exposed.size(); ++i) { QRectF r = itemCache->exposed.at(i); exposedRect |= r; pixmapExposed += itemToPixmap.mapRect(r).toAlignedRect(); } } else { exposedRect = brect; } styleOptionTmp.exposedRect = exposedRect; // Render. _q_paintIntoCache(&pix, item, pixmapExposed, itemToPixmap, painter->renderHints(), &styleOptionTmp, painterStateProtection); // insert this pixmap into the cache. itemCache->key = QPixmapCache::insert(pix); // Reset expose data. itemCache->allExposed = false; itemCache->exposed.clear(); } // Redraw the exposed area using the transformed painter. Depending on // the hardware, this may be a server-side operation, or an expensive // qpixmap-image-transform-pixmap roundtrip. if (newPainterOpacity != oldPainterOpacity) { painter->setOpacity(newPainterOpacity); painter->drawPixmap(br, pix, QRectF(QPointF(), pix.size())); painter->setOpacity(oldPainterOpacity); } else { painter->drawPixmap(br, pix, QRectF(QPointF(), pix.size())); } return; } // Render using device coordinate cache mode. if (cacheMode == QGraphicsItem::DeviceCoordinateCache) { // Find the item's bounds in device coordinates. QRectF deviceBounds = painter->worldTransform().mapRect(brect); QRect deviceRect = deviceBounds.toRect().adjusted(-1, -1, 1, 1); if (deviceRect.isEmpty()) return; QRect viewRect = widget ? widget->rect() : QRect(); if (widget && !viewRect.intersects(deviceRect)) return; // Resort to direct rendering if the device rect exceeds the // (optional) maximum bounds. (QGraphicsSvgItem uses this). QSize maximumCacheSize = itemd->extra(QGraphicsItemPrivate::ExtraMaxDeviceCoordCacheSize).toSize(); if (!maximumCacheSize.isEmpty() && (deviceRect.width() > maximumCacheSize.width() || deviceRect.height() > maximumCacheSize.height())) { _q_paintItem(static_cast(item), painter, option, widget, oldPainterOpacity != newPainterOpacity, painterStateProtection); return; } // Create or reuse offscreen pixmap, possibly scroll/blit from the old one. bool pixModified = false; QGraphicsItemCache::DeviceData *deviceData = &itemCache->deviceData[widget]; bool invertable = true; QTransform diff = deviceData->lastTransform.inverted(&invertable); if (invertable) diff *= painter->worldTransform(); deviceData->lastTransform = painter->worldTransform(); if (!invertable || diff.type() > QTransform::TxTranslate) { pixModified = true; itemCache->allExposed = true; itemCache->exposed.clear(); pix = QPixmap(); } // ### This is a pretty bad way to determine when to start partial // exposure for DeviceCoordinateCache but it's the least intrusive // approach for now. #if 0 // Only if the device rect isn't fully contained. bool allowPartialCacheExposure = !viewRect.contains(deviceRect); #else // Only if deviceRect is 20% taller or wider than the desktop. QRect desktopRect = QApplication::desktop()->availableGeometry(widget); bool allowPartialCacheExposure = (desktopRect.width() * 1.2 < deviceRect.width() || desktopRect.height() * 1.2 < deviceRect.height()); #endif QRegion scrollExposure; if (deviceData->cacheIndent != QPoint() || allowPartialCacheExposure) { // Part of pixmap is drawn. Either device contains viewrect (big // item covers whole screen) or parts of device are outside the // viewport. In either case the device rect must be the intersect // between the two. int dx = deviceRect.left() < viewRect.left() ? viewRect.left() - deviceRect.left() : 0; int dy = deviceRect.top() < viewRect.top() ? viewRect.top() - deviceRect.top() : 0; QPoint newCacheIndent(dx, dy); deviceRect &= viewRect; if (pix.isNull()) { deviceData->cacheIndent = QPoint(); itemCache->allExposed = true; itemCache->exposed.clear(); pixModified = true; } // Copy / "scroll" the old pixmap onto the new ole and calculate // scrolled exposure. if (newCacheIndent != deviceData->cacheIndent || deviceRect.size() != pix.size()) { QPoint diff = newCacheIndent - deviceData->cacheIndent; QPixmap newPix(deviceRect.size()); // ### Investigate removing this fill (test with Plasma and // graphicssystem raster). newPix.fill(Qt::transparent); if (!pix.isNull()) { QPainter newPixPainter(&newPix); newPixPainter.drawPixmap(-diff, pix); newPixPainter.end(); } QRegion exposed; exposed += newPix.rect(); if (!pix.isNull()) exposed -= QRect(-diff, pix.size()); scrollExposure = exposed; pix = newPix; pixModified = true; } deviceData->cacheIndent = newCacheIndent; } else { // Full pixmap is drawn. deviceData->cacheIndent = QPoint(); // Auto-adjust the pixmap size. if (deviceRect.size() != pix.size()) { // exposed needs to cover the whole pixmap pix = QPixmap(deviceRect.size()); pixModified = true; itemCache->allExposed = true; itemCache->exposed.clear(); } } // Check for newly invalidated areas. if (itemCache->allExposed || !itemCache->exposed.isEmpty() || !scrollExposure.isEmpty()) { //We know that we will modify the pixmap, removing it from the cache //will detach the one we have and avoid a deep copy if (pixmapFound) QPixmapCache::remove(pixmapKey); // Construct an item-to-pixmap transform. QPointF p = deviceRect.topLeft(); QTransform itemToPixmap = painter->worldTransform(); if (!p.isNull()) itemToPixmap *= QTransform::fromTranslate(-p.x(), -p.y()); // Map the item's logical expose to pixmap coordinates. QRegion pixmapExposed = scrollExposure; if (!itemCache->allExposed) { const QVector &exposed = itemCache->exposed; for (int i = 0; i < exposed.size(); ++i) pixmapExposed += itemToPixmap.mapRect(exposed.at(i)).toRect().adjusted(-1, -1, 1, 1); } // Calculate the style option's exposedRect. QRectF br; if (itemCache->allExposed) { br = item->boundingRect(); } else { const QVector &exposed = itemCache->exposed; for (int i = 0; i < exposed.size(); ++i) br |= exposed.at(i); QTransform pixmapToItem = itemToPixmap.inverted(); foreach (QRect r, scrollExposure.rects()) br |= pixmapToItem.mapRect(r); } styleOptionTmp = *option; styleOptionTmp.exposedRect = br.adjusted(-1, -1, 1, 1); // Render the exposed areas. _q_paintIntoCache(&pix, item, pixmapExposed, itemToPixmap, painter->renderHints(), &styleOptionTmp, painterStateProtection); // Reset expose data. pixModified = true; itemCache->allExposed = false; itemCache->exposed.clear(); } if (pixModified) { // Insert this pixmap into the cache. deviceData->key = QPixmapCache::insert(pix); } // Redraw the exposed area using an untransformed painter. This // effectively becomes a bitblit that does not transform the cache. QTransform restoreTransform = painter->worldTransform(); painter->setWorldTransform(QTransform()); if (newPainterOpacity != oldPainterOpacity) { painter->setOpacity(newPainterOpacity); painter->drawPixmap(deviceRect.topLeft(), pix); painter->setOpacity(oldPainterOpacity); } else { painter->drawPixmap(deviceRect.topLeft(), pix); } painter->setWorldTransform(restoreTransform); return; } } void QGraphicsScenePrivate::drawItems(QPainter *painter, const QTransform *const viewTransform, QRegion *exposedRegion, QWidget *widget) { QRectF exposedSceneRect; if (exposedRegion && indexMethod != QGraphicsScene::NoIndex) { exposedSceneRect = exposedRegion->boundingRect().adjusted(-1, -1, 1, 1); if (viewTransform) exposedSceneRect = viewTransform->inverted().mapRect(exposedSceneRect); } const QList tli = index->estimateTopLevelItems(exposedSceneRect, Qt::AscendingOrder); for (int i = 0; i < tli.size(); ++i) drawSubtreeRecursive(tli.at(i), painter, viewTransform, exposedRegion, widget); } void QGraphicsScenePrivate::drawSubtreeRecursive(QGraphicsItem *item, QPainter *painter, const QTransform *const viewTransform, QRegion *exposedRegion, QWidget *widget, qreal parentOpacity, const QTransform *const effectTransform) { Q_ASSERT(item); if (!item->d_ptr->visible) return; const bool itemHasContents = !(item->d_ptr->flags & QGraphicsItem::ItemHasNoContents); const bool itemHasChildren = !item->d_ptr->children.isEmpty(); if (!itemHasContents && !itemHasChildren) return; // Item has neither contents nor children!(?) const qreal opacity = item->d_ptr->combineOpacityFromParent(parentOpacity); const bool itemIsFullyTransparent = (opacity < 0.0001); if (itemIsFullyTransparent && (!itemHasChildren || item->d_ptr->childrenCombineOpacity())) return; QTransform transform(Qt::Uninitialized); QTransform *transformPtr = 0; bool translateOnlyTransform = false; #define ENSURE_TRANSFORM_PTR \ if (!transformPtr) { \ Q_ASSERT(!itemIsUntransformable); \ if (viewTransform) { \ transform = item->d_ptr->sceneTransform; \ transform *= *viewTransform; \ transformPtr = &transform; \ } else { \ transformPtr = &item->d_ptr->sceneTransform; \ translateOnlyTransform = item->d_ptr->sceneTransformTranslateOnly; \ } \ } // Update the item's scene transform if the item is transformable; // otherwise calculate the full transform, bool wasDirtyParentSceneTransform = false; const bool itemIsUntransformable = item->d_ptr->itemIsUntransformable(); if (itemIsUntransformable) { transform = item->deviceTransform(viewTransform ? *viewTransform : QTransform()); transformPtr = &transform; } else if (item->d_ptr->dirtySceneTransform) { item->d_ptr->updateSceneTransformFromParent(); Q_ASSERT(!item->d_ptr->dirtySceneTransform); wasDirtyParentSceneTransform = true; } const bool itemClipsChildrenToShape = (item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape); bool drawItem = itemHasContents && !itemIsFullyTransparent; if (drawItem) { const QRectF brect = adjustedItemEffectiveBoundingRect(item); ENSURE_TRANSFORM_PTR QRect viewBoundingRect = translateOnlyTransform ? brect.translated(transformPtr->dx(), transformPtr->dy()).toRect() : transformPtr->mapRect(brect).toRect(); if (widget) item->d_ptr->paintedViewBoundingRects.insert(widget, viewBoundingRect); viewBoundingRect.adjust(-1, -1, 1, 1); drawItem = exposedRegion ? exposedRegion->intersects(viewBoundingRect) : !viewBoundingRect.isEmpty(); if (!drawItem) { if (!itemHasChildren) return; if (itemClipsChildrenToShape) { if (wasDirtyParentSceneTransform) item->d_ptr->invalidateChildrenSceneTransform(); return; } } } // else we know for sure this item has children we must process. if (itemHasChildren && itemClipsChildrenToShape) ENSURE_TRANSFORM_PTR; if (item->d_ptr->graphicsEffect && item->d_ptr->graphicsEffect->isEnabled()) { ENSURE_TRANSFORM_PTR; QGraphicsItemPaintInfo info(viewTransform, transformPtr, effectTransform, exposedRegion, widget, &styleOptionTmp, painter, opacity, wasDirtyParentSceneTransform, drawItem); QGraphicsEffectSource *source = item->d_ptr->graphicsEffect->d_func()->source; QGraphicsItemEffectSourcePrivate *sourced = static_cast (source->d_func()); sourced->info = &info; const QTransform restoreTransform = painter->worldTransform(); if (effectTransform) painter->setWorldTransform(*transformPtr * *effectTransform); else painter->setWorldTransform(*transformPtr); painter->setOpacity(opacity); item->d_ptr->graphicsEffect->draw(painter, source); painter->setWorldTransform(restoreTransform); sourced->info = 0; } else { draw(item, painter, viewTransform, transformPtr, exposedRegion, widget, opacity, effectTransform, wasDirtyParentSceneTransform, drawItem); } } void QGraphicsScenePrivate::draw(QGraphicsItem *item, QPainter *painter, const QTransform *const viewTransform, const QTransform *const transformPtr, QRegion *exposedRegion, QWidget *widget, qreal opacity, const QTransform *effectTransform, bool wasDirtyParentSceneTransform, bool drawItem) { const bool itemIsFullyTransparent = (opacity < 0.0001); const bool itemClipsChildrenToShape = (item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape); const bool itemHasChildren = !item->d_ptr->children.isEmpty(); int i = 0; if (itemHasChildren) { item->d_ptr->ensureSortedChildren(); if (itemClipsChildrenToShape) { painter->save(); Q_ASSERT(transformPtr); if (effectTransform) painter->setWorldTransform(*transformPtr * *effectTransform); else painter->setWorldTransform(*transformPtr); painter->setClipPath(item->shape(), Qt::IntersectClip); } // Draw children behind for (i = 0; i < item->d_ptr->children.size(); ++i) { QGraphicsItem *child = item->d_ptr->children.at(i); if (wasDirtyParentSceneTransform) child->d_ptr->dirtySceneTransform = 1; if (!(child->d_ptr->flags & QGraphicsItem::ItemStacksBehindParent)) break; if (itemIsFullyTransparent && !(child->d_ptr->flags & QGraphicsItem::ItemIgnoresParentOpacity)) continue; drawSubtreeRecursive(child, painter, viewTransform, exposedRegion, widget, opacity, effectTransform); } } // Draw item if (drawItem) { Q_ASSERT(!itemIsFullyTransparent); Q_ASSERT(!(item->d_ptr->flags & QGraphicsItem::ItemHasNoContents)); Q_ASSERT(transformPtr); item->d_ptr->initStyleOption(&styleOptionTmp, *transformPtr, exposedRegion ? *exposedRegion : QRegion(), exposedRegion == 0); const bool itemClipsToShape = item->d_ptr->flags & QGraphicsItem::ItemClipsToShape; const bool savePainter = itemClipsToShape || painterStateProtection; if (savePainter) painter->save(); if (!itemHasChildren || !itemClipsChildrenToShape) { if (effectTransform) painter->setWorldTransform(*transformPtr * *effectTransform); else painter->setWorldTransform(*transformPtr); } if (itemClipsToShape) painter->setClipPath(item->shape(), Qt::IntersectClip); painter->setOpacity(opacity); if (!item->d_ptr->cacheMode && !item->d_ptr->isWidget) item->paint(painter, &styleOptionTmp, widget); else drawItemHelper(item, painter, &styleOptionTmp, widget, painterStateProtection); if (savePainter) painter->restore(); } // Draw children in front if (itemHasChildren) { for (; i < item->d_ptr->children.size(); ++i) { QGraphicsItem *child = item->d_ptr->children.at(i); if (wasDirtyParentSceneTransform) child->d_ptr->dirtySceneTransform = 1; if (itemIsFullyTransparent && !(child->d_ptr->flags & QGraphicsItem::ItemIgnoresParentOpacity)) continue; drawSubtreeRecursive(child, painter, viewTransform, exposedRegion, widget, opacity, effectTransform); } } // Restore child clip if (itemHasChildren && itemClipsChildrenToShape) painter->restore(); } void QGraphicsScenePrivate::markDirty(QGraphicsItem *item, const QRectF &rect, bool invalidateChildren, bool maybeDirtyClipPath, bool force, bool ignoreOpacity, bool removingItemFromScene) { Q_ASSERT(item); if (updateAll) return; if (item->d_ptr->discardUpdateRequest(/*ignoreClipping=*/maybeDirtyClipPath, /*ignoreVisibleBit=*/force, /*ignoreDirtyBit=*/removingItemFromScene || invalidateChildren, /*ignoreOpacity=*/ignoreOpacity)) { if (item->d_ptr->dirty) { // The item is already marked as dirty and will be processed later. However, // we have to make sure ignoreVisible and ignoreOpacity are set properly; // otherwise things like: item->update(); item->hide() (force is now true) // won't work as expected. if (force) item->d_ptr->ignoreVisible = 1; if (ignoreOpacity) item->d_ptr->ignoreOpacity = 1; } return; } const bool fullItemUpdate = rect.isNull(); if (!fullItemUpdate && rect.isEmpty()) return; if (!processDirtyItemsEmitted) { QMetaObject::invokeMethod(q_ptr, "_q_processDirtyItems", Qt::QueuedConnection); processDirtyItemsEmitted = true; } if (removingItemFromScene) { // Note that this function can be called from the item's destructor, so // do NOT call any virtual functions on it within this block. if (isSignalConnected(changedSignalIndex) || views.isEmpty()) { // This block of code is kept for compatibility. Since 4.5, by default // QGraphicsView does not connect the signal and we use the below // method of delivering updates. q_func()->update(); return; } for (int i = 0; i < views.size(); ++i) { QGraphicsViewPrivate *viewPrivate = views.at(i)->d_func(); QRect rect = item->d_ptr->paintedViewBoundingRects.value(viewPrivate->viewport); rect.translate(viewPrivate->dirtyScrollOffset); viewPrivate->updateRect(rect); } return; } bool hasNoContents = item->d_ptr->flags & QGraphicsItem::ItemHasNoContents && !item->d_ptr->graphicsEffect; if (!hasNoContents) { item->d_ptr->dirty = 1; if (fullItemUpdate) item->d_ptr->fullUpdatePending = 1; else if (!item->d_ptr->fullUpdatePending) item->d_ptr->needsRepaint |= rect; } if (invalidateChildren) { item->d_ptr->allChildrenDirty = 1; item->d_ptr->dirtyChildren = 1; } if (force) item->d_ptr->ignoreVisible = 1; if (ignoreOpacity) item->d_ptr->ignoreOpacity = 1; QGraphicsItem *p = item->d_ptr->parent; while (p) { p->d_ptr->dirtyChildren = 1; if (p->d_ptr->graphicsEffect && p->d_ptr->graphicsEffect->isEnabled()) { p->d_ptr->dirty = 1; p->d_ptr->fullUpdatePending = 1; } p = p->d_ptr->parent; } } static inline bool updateHelper(QGraphicsViewPrivate *view, QGraphicsItemPrivate *item, const QRectF &rect, bool itemIsUntransformable) { Q_ASSERT(view); Q_ASSERT(item); QGraphicsItem *itemq = static_cast(item->q_ptr); QGraphicsView *viewq = static_cast(view->q_ptr); if (itemIsUntransformable) { const QTransform xform = itemq->deviceTransform(viewq->viewportTransform()); if (!item->hasBoundingRegionGranularity) return view->updateRect(xform.mapRect(rect).toRect()); return view->updateRegion(xform.map(QRegion(rect.toRect()))); } if (item->sceneTransformTranslateOnly && view->identityMatrix) { const qreal dx = item->sceneTransform.dx(); const qreal dy = item->sceneTransform.dy(); if (!item->hasBoundingRegionGranularity) { QRectF r(rect); r.translate(dx - view->horizontalScroll(), dy - view->verticalScroll()); return view->updateRect(r.toRect()); } QRegion r(rect.toRect()); r.translate(qRound(dx) - view->horizontalScroll(), qRound(dy) - view->verticalScroll()); return view->updateRegion(r); } if (!viewq->isTransformed()) { if (!item->hasBoundingRegionGranularity) return view->updateRect(item->sceneTransform.mapRect(rect).toRect()); return view->updateRegion(item->sceneTransform.map(QRegion(rect.toRect()))); } QTransform xform = item->sceneTransform; xform *= viewq->viewportTransform(); if (!item->hasBoundingRegionGranularity) return view->updateRect(xform.mapRect(rect).toRect()); return view->updateRegion(xform.map(QRegion(rect.toRect()))); } void QGraphicsScenePrivate::processDirtyItemsRecursive(QGraphicsItem *item, bool dirtyAncestorContainsChildren, qreal parentOpacity) { Q_Q(QGraphicsScene); Q_ASSERT(item); Q_ASSERT(!updateAll); if (!item->d_ptr->dirty && !item->d_ptr->dirtyChildren) { resetDirtyItem(item); return; } const bool itemIsHidden = !item->d_ptr->ignoreVisible && !item->d_ptr->visible; if (itemIsHidden) { resetDirtyItem(item, /*recursive=*/true); return; } bool itemHasContents = !(item->d_ptr->flags & QGraphicsItem::ItemHasNoContents); const bool itemHasChildren = !item->d_ptr->children.isEmpty(); if (!itemHasContents) { if (!itemHasChildren) { resetDirtyItem(item); return; // Item has neither contents nor children!(?) } if (item->d_ptr->graphicsEffect) itemHasContents = true; } const qreal opacity = item->d_ptr->combineOpacityFromParent(parentOpacity); const bool itemIsFullyTransparent = !item->d_ptr->ignoreOpacity && opacity < 0.0001; if (itemIsFullyTransparent && (!itemHasChildren || item->d_ptr->childrenCombineOpacity())) { resetDirtyItem(item, /*recursive=*/itemHasChildren); return; } bool wasDirtyParentSceneTransform = item->d_ptr->dirtySceneTransform; const bool itemIsUntransformable = item->d_ptr->itemIsUntransformable(); if (wasDirtyParentSceneTransform && !itemIsUntransformable) { item->d_ptr->updateSceneTransformFromParent(); Q_ASSERT(!item->d_ptr->dirtySceneTransform); } const bool wasDirtyParentViewBoundingRects = item->d_ptr->paintedViewBoundingRectsNeedRepaint; if (itemIsFullyTransparent || !itemHasContents || dirtyAncestorContainsChildren) { // Make sure we don't process invisible items or items with no content. item->d_ptr->dirty = 0; item->d_ptr->fullUpdatePending = 0; // Might have a dirty view bounding rect otherwise. if (itemIsFullyTransparent || !itemHasContents) item->d_ptr->paintedViewBoundingRectsNeedRepaint = 0; } if (!hasSceneRect && item->d_ptr->geometryChanged && item->d_ptr->visible) { // Update growingItemsBoundingRect. if (item->d_ptr->sceneTransformTranslateOnly) { growingItemsBoundingRect |= item->boundingRect().translated(item->d_ptr->sceneTransform.dx(), item->d_ptr->sceneTransform.dy()); } else { growingItemsBoundingRect |= item->d_ptr->sceneTransform.mapRect(item->boundingRect()); } } // Process item. if (item->d_ptr->dirty || item->d_ptr->paintedViewBoundingRectsNeedRepaint) { const bool useCompatUpdate = views.isEmpty() || isSignalConnected(changedSignalIndex); const QRectF itemBoundingRect = adjustedItemEffectiveBoundingRect(item); if (useCompatUpdate && !itemIsUntransformable && qFuzzyIsNull(item->boundingRegionGranularity())) { // This block of code is kept for compatibility. Since 4.5, by default // QGraphicsView does not connect the signal and we use the below // method of delivering updates. if (item->d_ptr->sceneTransformTranslateOnly) { q->update(itemBoundingRect.translated(item->d_ptr->sceneTransform.dx(), item->d_ptr->sceneTransform.dy())); } else { q->update(item->d_ptr->sceneTransform.mapRect(itemBoundingRect)); } } else { QRectF dirtyRect; bool uninitializedDirtyRect = true; for (int j = 0; j < views.size(); ++j) { QGraphicsView *view = views.at(j); QGraphicsViewPrivate *viewPrivate = view->d_func(); QRect &paintedViewBoundingRect = item->d_ptr->paintedViewBoundingRects[viewPrivate->viewport]; if (viewPrivate->fullUpdatePending || viewPrivate->viewportUpdateMode == QGraphicsView::NoViewportUpdate) { // Okay, if we have a full update pending or no viewport update, this item's // paintedViewBoundingRect will be updated correctly in the next paintEvent if // it is inside the viewport, but for now we can pretend that it is outside. paintedViewBoundingRect = QRect(-1, -1, -1, -1); continue; } if (item->d_ptr->paintedViewBoundingRectsNeedRepaint && !paintedViewBoundingRect.isEmpty()) { paintedViewBoundingRect.translate(viewPrivate->dirtyScrollOffset); if (!viewPrivate->updateRect(paintedViewBoundingRect)) paintedViewBoundingRect = QRect(-1, -1, -1, -1); // Outside viewport. } if (!item->d_ptr->dirty) continue; if (!item->d_ptr->paintedViewBoundingRectsNeedRepaint && paintedViewBoundingRect.x() == -1 && paintedViewBoundingRect.y() == -1 && paintedViewBoundingRect.width() == -1 && paintedViewBoundingRect.height() == -1) { continue; // Outside viewport. } if (uninitializedDirtyRect) { dirtyRect = itemBoundingRect; if (!item->d_ptr->fullUpdatePending) { _q_adjustRect(&item->d_ptr->needsRepaint); dirtyRect &= item->d_ptr->needsRepaint; } uninitializedDirtyRect = false; } if (dirtyRect.isEmpty()) continue; // Discard updates outside the bounding rect. if (!updateHelper(viewPrivate, item->d_ptr.data(), dirtyRect, itemIsUntransformable) && item->d_ptr->paintedViewBoundingRectsNeedRepaint) { paintedViewBoundingRect = QRect(-1, -1, -1, -1); // Outside viewport. } } } } // Process children. if (itemHasChildren && item->d_ptr->dirtyChildren) { if (!dirtyAncestorContainsChildren) { dirtyAncestorContainsChildren = item->d_ptr->fullUpdatePending && (item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape); } const bool allChildrenDirty = item->d_ptr->allChildrenDirty; const bool parentIgnoresVisible = item->d_ptr->ignoreVisible; const bool parentIgnoresOpacity = item->d_ptr->ignoreOpacity; for (int i = 0; i < item->d_ptr->children.size(); ++i) { QGraphicsItem *child = item->d_ptr->children.at(i); if (wasDirtyParentSceneTransform) child->d_ptr->dirtySceneTransform = 1; if (wasDirtyParentViewBoundingRects) child->d_ptr->paintedViewBoundingRectsNeedRepaint = 1; if (parentIgnoresVisible) child->d_ptr->ignoreVisible = 1; if (parentIgnoresOpacity) child->d_ptr->ignoreOpacity = 1; if (allChildrenDirty) { child->d_ptr->dirty = 1; child->d_ptr->fullUpdatePending = 1; child->d_ptr->dirtyChildren = 1; child->d_ptr->allChildrenDirty = 1; } processDirtyItemsRecursive(child, dirtyAncestorContainsChildren, opacity); } } else if (wasDirtyParentSceneTransform) { item->d_ptr->invalidateChildrenSceneTransform(); } resetDirtyItem(item); } /*! Paints the given \a items using the provided \a painter, after the background has been drawn, and before the foreground has been drawn. All painting is done in \e scene coordinates. Before drawing each item, the painter must be transformed using QGraphicsItem::sceneTransform(). The \a options parameter is the list of style option objects for each item in \a items. The \a numItems parameter is the number of items in \a items and options in \a options. The \a widget parameter is optional; if specified, it should point to the widget that is being painted on. The default implementation prepares the painter matrix, and calls QGraphicsItem::paint() on all items. Reimplement this function to provide custom painting of all items for the scene; gaining complete control over how each item is drawn. In some cases this can increase drawing performance significantly. Example: \snippet doc/src/snippets/graphicssceneadditemsnippet.cpp 0 \sa drawBackground(), drawForeground() */ void QGraphicsScene::drawItems(QPainter *painter, int numItems, QGraphicsItem *items[], const QStyleOptionGraphicsItem options[], QWidget *widget) { Q_D(QGraphicsScene); QTransform viewTransform = painter->worldTransform(); Q_UNUSED(options); // Determine view, expose and flags. QGraphicsView *view = widget ? qobject_cast(widget->parentWidget()) : 0; QRegion *expose = 0; if (view) expose = &view->d_func()->exposedRegion; // Find all toplevels, they are already sorted. QList topLevelItems; for (int i = 0; i < numItems; ++i) { QGraphicsItem *item = items[i]->topLevelItem(); if (!item->d_ptr->itemDiscovered) { topLevelItems << item; item->d_ptr->itemDiscovered = 1; d->drawSubtreeRecursive(item, painter, &viewTransform, expose, widget); } } // Reset discovery bits. for (int i = 0; i < topLevelItems.size(); ++i) topLevelItems.at(i)->d_ptr->itemDiscovered = 0; painter->setWorldTransform(viewTransform); } /*! \since 4.4 Finds a new widget to give the keyboard focus to, as appropriate for Tab and Shift+Tab, and returns true if it can find a new widget, or false if it cannot. If \a next is true, this function searches forward; if \a next is false, it searches backward. You can reimplement this function in a subclass of QGraphicsScene to provide fine-grained control over how tab focus passes inside your scene. The default implementation is based on the tab focus chain defined by QGraphicsWidget::setTabOrder(). */ bool QGraphicsScene::focusNextPrevChild(bool next) { Q_D(QGraphicsScene); QGraphicsItem *item = focusItem(); if (item && !item->isWidget()) { // Tab out of the scene. return false; } if (!item) { if (d->lastFocusItem && !d->lastFocusItem->isWidget()) { // Restore focus to the last focusable non-widget item that had // focus. setFocusItem(d->lastFocusItem, next ? Qt::TabFocusReason : Qt::BacktabFocusReason); return true; } } if (!d->tabFocusFirst) { // No widgets... return false; } // The item must be a widget. QGraphicsWidget *widget = 0; if (!item) { widget = next ? d->tabFocusFirst : d->tabFocusFirst->d_func()->focusPrev; } else { QGraphicsWidget *test = static_cast(item); widget = next ? test->d_func()->focusNext : test->d_func()->focusPrev; if ((next && widget == d->tabFocusFirst) || (!next && widget == d->tabFocusFirst->d_func()->focusPrev)) return false; } QGraphicsWidget *widgetThatHadFocus = widget; // Run around the focus chain until we find a widget that can take tab focus. do { if (widget->flags() & QGraphicsItem::ItemIsFocusable && widget->isEnabled() && widget->isVisibleTo(0) && (widget->focusPolicy() & Qt::TabFocus) && (!item || !item->isPanel() || item->isAncestorOf(widget)) ) { setFocusItem(widget, next ? Qt::TabFocusReason : Qt::BacktabFocusReason); return true; } widget = next ? widget->d_func()->focusNext : widget->d_func()->focusPrev; if ((next && widget == d->tabFocusFirst) || (!next && widget == d->tabFocusFirst->d_func()->focusPrev)) return false; } while (widget != widgetThatHadFocus); return false; } /*! \fn QGraphicsScene::changed(const QList ®ion) This signal is emitted by QGraphicsScene when control reaches the event loop, if the scene content changes. The \a region parameter contains a list of scene rectangles that indicate the area that has been changed. \sa QGraphicsView::updateScene() */ /*! \fn QGraphicsScene::sceneRectChanged(const QRectF &rect) This signal is emitted by QGraphicsScene whenever the scene rect changes. The \a rect parameter is the new scene rectangle. \sa QGraphicsView::updateSceneRect() */ /*! \fn QGraphicsScene::selectionChanged() \since 4.3 This signal is emitted by QGraphicsScene whenever the selection changes. You can call selectedItems() to get the new list of selected items. The selection changes whenever an item is selected or unselected, a selection area is set, cleared or otherwise changed, if a preselected item is added to the scene, or if a selected item is removed from the scene. QGraphicsScene emits this signal only once for group selection operations. For example, if you set a selection area, select or unselect a QGraphicsItemGroup, or if you add or remove from the scene a parent item that contains several selected items, selectionChanged() is emitted only once after the operation has completed (instead of once for each item). \sa setSelectionArea(), selectedItems(), QGraphicsItem::setSelected() */ /*! \since 4.4 Returns the scene's style, or the same as QApplication::style() if the scene has not been explicitly assigned a style. \sa setStyle() */ QStyle *QGraphicsScene::style() const { Q_D(const QGraphicsScene); // ### This function, and the use of styles in general, is non-reentrant. return d->style ? d->style : QApplication::style(); } /*! \since 4.4 Sets or replaces the style of the scene to \a style, and reparents the style to this scene. Any previously assigned style is deleted. The scene's style defaults to QApplication::style(), and serves as the default for all QGraphicsWidget items in the scene. Changing the style, either directly by calling this function, or indirectly by calling QApplication::setStyle(), will automatically update the style for all widgets in the scene that do not have a style explicitly assigned to them. If \a style is 0, QGraphicsScene will revert to QApplication::style(). \sa style() */ void QGraphicsScene::setStyle(QStyle *style) { Q_D(QGraphicsScene); // ### This function, and the use of styles in general, is non-reentrant. if (style == d->style) return; // Delete the old style, delete d->style; if ((d->style = style)) d->style->setParent(this); // Notify the scene. QEvent event(QEvent::StyleChange); QApplication::sendEvent(this, &event); // Notify all widgets that don't have a style explicitly set. foreach (QGraphicsItem *item, items()) { if (item->isWidget()) { QGraphicsWidget *widget = static_cast(item); if (!widget->testAttribute(Qt::WA_SetStyle)) QApplication::sendEvent(widget, &event); } } } /*! \property QGraphicsScene::font \since 4.4 \brief the scene's default font This property provides the scene's font. The scene font defaults to, and resolves all its entries from, QApplication::font. If the scene's font changes, either directly through setFont() or indirectly when the application font changes, QGraphicsScene first sends itself a \l{QEvent::FontChange}{FontChange} event, and it then sends \l{QEvent::FontChange}{FontChange} events to all top-level widget items in the scene. These items respond by resolving their own fonts to the scene, and they then notify their children, who again notify their children, and so on, until all widget items have updated their fonts. Changing the scene font, (directly or indirectly through QApplication::setFont(),) automatically schedules a redraw the entire scene. \sa QWidget::font, QApplication::setFont(), palette, style() */ QFont QGraphicsScene::font() const { Q_D(const QGraphicsScene); return d->font; } void QGraphicsScene::setFont(const QFont &font) { Q_D(QGraphicsScene); QFont naturalFont = QApplication::font(); naturalFont.resolve(0); QFont resolvedFont = font.resolve(naturalFont); d->setFont_helper(resolvedFont); } /*! \property QGraphicsScene::palette \since 4.4 \brief the scene's default palette This property provides the scene's palette. The scene palette defaults to, and resolves all its entries from, QApplication::palette. If the scene's palette changes, either directly through setPalette() or indirectly when the application palette changes, QGraphicsScene first sends itself a \l{QEvent::PaletteChange}{PaletteChange} event, and it then sends \l{QEvent::PaletteChange}{PaletteChange} events to all top-level widget items in the scene. These items respond by resolving their own palettes to the scene, and they then notify their children, who again notify their children, and so on, until all widget items have updated their palettes. Changing the scene palette, (directly or indirectly through QApplication::setPalette(),) automatically schedules a redraw the entire scene. \sa QWidget::palette, QApplication::setPalette(), font, style() */ QPalette QGraphicsScene::palette() const { Q_D(const QGraphicsScene); return d->palette; } void QGraphicsScene::setPalette(const QPalette &palette) { Q_D(QGraphicsScene); QPalette naturalPalette = QApplication::palette(); naturalPalette.resolve(0); QPalette resolvedPalette = palette.resolve(naturalPalette); d->setPalette_helper(resolvedPalette); } /*! \since 4.6 Returns true if the scene is active (e.g., it's viewed by at least one QGraphicsView that is active); otherwise returns false. \sa QGraphicsItem::isActive(), QWidget::isActiveWindow() */ bool QGraphicsScene::isActive() const { Q_D(const QGraphicsScene); return d->activationRefCount > 0; } /*! \since 4.6 Returns the current active panel, or 0 if no panel is currently active. \sa QGraphicsScene::setActivePanel() */ QGraphicsItem *QGraphicsScene::activePanel() const { Q_D(const QGraphicsScene); return d->activePanel; } /*! \since 4.6 Activates \a item, which must be an item in this scene. You can also pass 0 for \a item, in which case QGraphicsScene will deactivate any currently active panel. If the scene is currently inactive, \a item remains inactive until the scene becomes active (or, ir \a item is 0, no item will be activated). \sa activePanel(), isActive(), QGraphicsItem::isActive() */ void QGraphicsScene::setActivePanel(QGraphicsItem *item) { Q_D(QGraphicsScene); d->setActivePanelHelper(item, false); } /*! \since 4.4 Returns the current active window, or 0 if there is no window is currently active. \sa QGraphicsScene::setActiveWindow() */ QGraphicsWidget *QGraphicsScene::activeWindow() const { Q_D(const QGraphicsScene); if (d->activePanel && d->activePanel->isWindow()) return static_cast(d->activePanel); return 0; } /*! \since 4.4 Activates \a widget, which must be a widget in this scene. You can also pass 0 for \a widget, in which case QGraphicsScene will deactivate any currently active window. \sa activeWindow(), QGraphicsWidget::isActiveWindow() */ void QGraphicsScene::setActiveWindow(QGraphicsWidget *widget) { if (widget && widget->scene() != this) { qWarning("QGraphicsScene::setActiveWindow: widget %p must be part of this scene", widget); return; } // Activate the widget's panel (all windows are panels). QGraphicsItem *panel = widget ? widget->panel() : 0; setActivePanel(panel); // Raise if (panel) { QList siblingWindows; QGraphicsItem *parent = panel->parentItem(); // Raise ### inefficient for toplevels foreach (QGraphicsItem *sibling, parent ? parent->children() : items()) { if (sibling != panel && sibling->isWindow()) siblingWindows << sibling; } // Find the highest z value. qreal z = panel->zValue(); for (int i = 0; i < siblingWindows.size(); ++i) z = qMax(z, siblingWindows.at(i)->zValue()); // This will probably never overflow. const qreal litt = qreal(0.001); panel->setZValue(z + litt); } } /*! \since 4.6 Sends event \a event to item \a item through possible event filters. The event is sent only if the item is enabled. Returns \c false if the event was filtered or if the item is disabled. Otherwise returns the value that was returned from the event handler. \sa QGraphicsItem::sceneEvent(), QGraphicsItem::sceneEventFilter() */ bool QGraphicsScene::sendEvent(QGraphicsItem *item, QEvent *event) { Q_D(QGraphicsScene); if (!item) { qWarning("QGraphicsScene::sendEvent: cannot send event to a null item"); return false; } if (item->scene() != this) { qWarning("QGraphicsScene::sendEvent: item %p's scene (%p)" " is different from this scene (%p)", item, item->scene(), this); return false; } return d->sendEvent(item, event); } void QGraphicsScenePrivate::addView(QGraphicsView *view) { views << view; } void QGraphicsScenePrivate::removeView(QGraphicsView *view) { views.removeAll(view); } void QGraphicsScenePrivate::updateTouchPointsForItem(QGraphicsItem *item, QTouchEvent *touchEvent) { QList touchPoints = touchEvent->touchPoints(); for (int i = 0; i < touchPoints.count(); ++i) { QTouchEvent::TouchPoint &touchPoint = touchPoints[i]; touchPoint.setRect(item->mapFromScene(touchPoint.sceneRect()).boundingRect()); touchPoint.setStartPos(item->d_ptr->genericMapFromScene(touchPoint.startScenePos(), touchEvent->widget())); touchPoint.setLastPos(item->d_ptr->genericMapFromScene(touchPoint.lastScenePos(), touchEvent->widget())); } touchEvent->setTouchPoints(touchPoints); } int QGraphicsScenePrivate::findClosestTouchPointId(const QPointF &scenePos) { int closestTouchPointId = -1; qreal closestDistance = qreal(0.); foreach (const QTouchEvent::TouchPoint &touchPoint, sceneCurrentTouchPoints) { qreal distance = QLineF(scenePos, touchPoint.scenePos()).length(); if (closestTouchPointId == -1|| distance < closestDistance) { closestTouchPointId = touchPoint.id(); closestDistance = distance; } } return closestTouchPointId; } void QGraphicsScenePrivate::touchEventHandler(QTouchEvent *sceneTouchEvent) { typedef QPair > StatesAndTouchPoints; QHash itemsNeedingEvents; for (int i = 0; i < sceneTouchEvent->touchPoints().count(); ++i) { const QTouchEvent::TouchPoint &touchPoint = sceneTouchEvent->touchPoints().at(i); // update state QGraphicsItem *item = 0; if (touchPoint.state() == Qt::TouchPointPressed) { if (sceneTouchEvent->deviceType() == QTouchEvent::TouchPad) { // on touch-pad devices, send all touch points to the same item item = itemForTouchPointId.isEmpty() ? 0 : itemForTouchPointId.constBegin().value(); } if (!item) { // determine which item this touch point will go to cachedItemsUnderMouse = itemsAtPosition(touchPoint.screenPos().toPoint(), touchPoint.scenePos(), sceneTouchEvent->widget()); item = cachedItemsUnderMouse.isEmpty() ? 0 : cachedItemsUnderMouse.first(); } if (sceneTouchEvent->deviceType() == QTouchEvent::TouchScreen) { // on touch-screens, combine this touch point with the closest one we find if it // is a a direct descendent or ancestor ( int closestTouchPointId = findClosestTouchPointId(touchPoint.scenePos()); QGraphicsItem *closestItem = itemForTouchPointId.value(closestTouchPointId); if (!item || (closestItem && (item->isAncestorOf(closestItem) || closestItem->isAncestorOf(item)))) { item = closestItem; } } if (!item) continue; itemForTouchPointId.insert(touchPoint.id(), item); sceneCurrentTouchPoints.insert(touchPoint.id(), touchPoint); } else if (touchPoint.state() == Qt::TouchPointReleased) { item = itemForTouchPointId.take(touchPoint.id()); if (!item) continue; sceneCurrentTouchPoints.remove(touchPoint.id()); } else { item = itemForTouchPointId.value(touchPoint.id()); if (!item) continue; Q_ASSERT(sceneCurrentTouchPoints.contains(touchPoint.id())); sceneCurrentTouchPoints[touchPoint.id()] = touchPoint; } StatesAndTouchPoints &statesAndTouchPoints = itemsNeedingEvents[item]; statesAndTouchPoints.first |= touchPoint.state(); statesAndTouchPoints.second.append(touchPoint); } if (itemsNeedingEvents.isEmpty()) { sceneTouchEvent->ignore(); return; } bool acceptSceneTouchEvent = false; QHash::ConstIterator it = itemsNeedingEvents.constBegin(); const QHash::ConstIterator end = itemsNeedingEvents.constEnd(); for (; it != end; ++it) { QGraphicsItem *item = it.key(); // determine event type from the state mask QEvent::Type eventType; switch (it.value().first) { case Qt::TouchPointPressed: // all touch points have pressed state eventType = QEvent::TouchBegin; break; case Qt::TouchPointReleased: // all touch points have released state eventType = QEvent::TouchEnd; break; case Qt::TouchPointStationary: // don't send the event if nothing changed continue; default: // all other combinations eventType = QEvent::TouchUpdate; break; } QTouchEvent touchEvent(eventType); touchEvent.setWidget(sceneTouchEvent->widget()); touchEvent.setDeviceType(sceneTouchEvent->deviceType()); touchEvent.setModifiers(sceneTouchEvent->modifiers()); touchEvent.setTouchPointStates(it.value().first); touchEvent.setTouchPoints(it.value().second); switch (touchEvent.type()) { case QEvent::TouchBegin: { // if the TouchBegin handler recurses, we assume that means the event // has been implicitly accepted and continue to send touch events item->d_ptr->acceptedTouchBeginEvent = true; bool res = sendTouchBeginEvent(item, &touchEvent) && touchEvent.isAccepted(); acceptSceneTouchEvent = acceptSceneTouchEvent || res; break; } default: if (item->d_ptr->acceptedTouchBeginEvent) { updateTouchPointsForItem(item, &touchEvent); (void) sendEvent(item, &touchEvent); acceptSceneTouchEvent = true; } break; } } sceneTouchEvent->setAccepted(acceptSceneTouchEvent); } bool QGraphicsScenePrivate::sendTouchBeginEvent(QGraphicsItem *origin, QTouchEvent *touchEvent) { Q_Q(QGraphicsScene); if (cachedItemsUnderMouse.isEmpty() || cachedItemsUnderMouse.first() != origin) { const QTouchEvent::TouchPoint &firstTouchPoint = touchEvent->touchPoints().first(); cachedItemsUnderMouse = itemsAtPosition(firstTouchPoint.screenPos().toPoint(), firstTouchPoint.scenePos(), touchEvent->widget()); } Q_ASSERT(cachedItemsUnderMouse.first() == origin); // Set focus on the topmost enabled item that can take focus. bool setFocus = false; foreach (QGraphicsItem *item, cachedItemsUnderMouse) { if (item->isEnabled() && ((item->flags() & QGraphicsItem::ItemIsFocusable) && item->d_ptr->mouseSetsFocus)) { if (!item->isWidget() || ((QGraphicsWidget *)item)->focusPolicy() & Qt::ClickFocus) { setFocus = true; if (item != q->focusItem()) q->setFocusItem(item, Qt::MouseFocusReason); break; } } } // If nobody could take focus, clear it. if (!stickyFocus && !setFocus) q->setFocusItem(0, Qt::MouseFocusReason); bool res = false; bool eventAccepted = touchEvent->isAccepted(); foreach (QGraphicsItem *item, cachedItemsUnderMouse) { // first, try to deliver the touch event updateTouchPointsForItem(item, touchEvent); bool acceptTouchEvents = item->acceptTouchEvents(); touchEvent->setAccepted(acceptTouchEvents); res = acceptTouchEvents && sendEvent(item, touchEvent); eventAccepted = touchEvent->isAccepted(); item->d_ptr->acceptedTouchBeginEvent = (res && eventAccepted); touchEvent->spont = false; if (res && eventAccepted) { // the first item to accept the TouchBegin gets an implicit grab. for (int i = 0; i < touchEvent->touchPoints().count(); ++i) { const QTouchEvent::TouchPoint &touchPoint = touchEvent->touchPoints().at(i); itemForTouchPointId[touchPoint.id()] = item; } break; } } touchEvent->setAccepted(eventAccepted); return res; } void QGraphicsScenePrivate::enableTouchEventsOnViews() { foreach (QGraphicsView *view, views) view->viewport()->setAttribute(Qt::WA_AcceptTouchEvents, true); } void QGraphicsScenePrivate::updateInputMethodSensitivityInViews() { for (int i = 0; i < views.size(); ++i) views.at(i)->d_func()->updateInputMethodSensitivity(); } QT_END_NAMESPACE #include "moc_qgraphicsscene.cpp" #endif // QT_NO_GRAPHICSVIEW