/**************************************************************************** ** ** Copyright (C) 2010 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 QGraphicsSceneIndex \brief The QGraphicsSceneIndex class provides a base class to implement a custom indexing algorithm for discovering items in QGraphicsScene. \since 4.6 \ingroup graphicsview-api \internal The QGraphicsSceneIndex class provides a base class to implement a custom indexing algorithm for discovering items in QGraphicsScene. You need to subclass it and reimplement addItem, removeItem, estimateItems and items in order to have an functional indexing. \sa QGraphicsScene, QGraphicsView */ #include "qdebug.h" #include "qgraphicsscene.h" #include "qgraphicsitem_p.h" #include "qgraphicsscene_p.h" #include "qgraphicswidget.h" #include "qgraphicssceneindex_p.h" #include "qgraphicsscenebsptreeindex_p.h" #ifndef QT_NO_GRAPHICSVIEW QT_BEGIN_NAMESPACE class QGraphicsSceneIndexRectIntersector : public QGraphicsSceneIndexIntersector { public: bool intersect(const QGraphicsItem *item, const QRectF &exposeRect, Qt::ItemSelectionMode mode, const QTransform &deviceTransform) const { QRectF brect = item->boundingRect(); _q_adjustRect(&brect); // ### Add test for this (without making things slower?) Q_UNUSED(exposeRect); bool keep = true; const QGraphicsItemPrivate *itemd = QGraphicsItemPrivate::get(item); if (itemd->itemIsUntransformable()) { // Untransformable items; map the scene rect to item coordinates. const QTransform transform = item->deviceTransform(deviceTransform); QRectF itemRect = (deviceTransform * transform.inverted()).mapRect(sceneRect); if (mode == Qt::ContainsItemShape || mode == Qt::ContainsItemBoundingRect) keep = itemRect.contains(brect) && itemRect != brect; else keep = itemRect.intersects(brect); if (keep && (mode == Qt::ContainsItemShape || mode == Qt::IntersectsItemShape)) { QPainterPath itemPath; itemPath.addRect(itemRect); keep = QGraphicsSceneIndexPrivate::itemCollidesWithPath(item, itemPath, mode); } } else { Q_ASSERT(!itemd->dirtySceneTransform); const QRectF itemSceneBoundingRect = itemd->sceneTransformTranslateOnly ? brect.translated(itemd->sceneTransform.dx(), itemd->sceneTransform.dy()) : itemd->sceneTransform.mapRect(brect); if (mode == Qt::ContainsItemShape || mode == Qt::ContainsItemBoundingRect) keep = sceneRect != brect && sceneRect.contains(itemSceneBoundingRect); else keep = sceneRect.intersects(itemSceneBoundingRect); if (keep && (mode == Qt::ContainsItemShape || mode == Qt::IntersectsItemShape)) { QPainterPath rectPath; rectPath.addRect(sceneRect); if (itemd->sceneTransformTranslateOnly) rectPath.translate(-itemd->sceneTransform.dx(), -itemd->sceneTransform.dy()); else rectPath = itemd->sceneTransform.inverted().map(rectPath); keep = QGraphicsSceneIndexPrivate::itemCollidesWithPath(item, rectPath, mode); } } return keep; } QRectF sceneRect; }; class QGraphicsSceneIndexPointIntersector : public QGraphicsSceneIndexIntersector { public: bool intersect(const QGraphicsItem *item, const QRectF &exposeRect, Qt::ItemSelectionMode mode, const QTransform &deviceTransform) const { QRectF brect = item->boundingRect(); _q_adjustRect(&brect); // ### Add test for this (without making things slower?) Q_UNUSED(exposeRect); bool keep = false; const QGraphicsItemPrivate *itemd = QGraphicsItemPrivate::get(item); if (itemd->itemIsUntransformable()) { // Untransformable items; map the scene point to item coordinates. const QTransform transform = item->deviceTransform(deviceTransform); QPointF itemPoint = (deviceTransform * transform.inverted()).map(scenePoint); keep = brect.contains(itemPoint); if (keep && (mode == Qt::ContainsItemShape || mode == Qt::IntersectsItemShape)) { QPainterPath pointPath; pointPath.addRect(QRectF(itemPoint, QSizeF(1, 1))); keep = QGraphicsSceneIndexPrivate::itemCollidesWithPath(item, pointPath, mode); } } else { Q_ASSERT(!itemd->dirtySceneTransform); QRectF sceneBoundingRect = itemd->sceneTransformTranslateOnly ? brect.translated(itemd->sceneTransform.dx(), itemd->sceneTransform.dy()) : itemd->sceneTransform.mapRect(brect); keep = sceneBoundingRect.intersects(QRectF(scenePoint, QSizeF(1, 1))); if (keep) { QPointF p = itemd->sceneTransformTranslateOnly ? QPointF(scenePoint.x() - itemd->sceneTransform.dx(), scenePoint.y() - itemd->sceneTransform.dy()) : itemd->sceneTransform.inverted().map(scenePoint); keep = item->contains(p); } } return keep; } QPointF scenePoint; }; class QGraphicsSceneIndexPathIntersector : public QGraphicsSceneIndexIntersector { public: bool intersect(const QGraphicsItem *item, const QRectF &exposeRect, Qt::ItemSelectionMode mode, const QTransform &deviceTransform) const { QRectF brect = item->boundingRect(); _q_adjustRect(&brect); // ### Add test for this (without making things slower?) Q_UNUSED(exposeRect); bool keep = true; const QGraphicsItemPrivate *itemd = QGraphicsItemPrivate::get(item); if (itemd->itemIsUntransformable()) { // Untransformable items; map the scene rect to item coordinates. const QTransform transform = item->deviceTransform(deviceTransform); QPainterPath itemPath = (deviceTransform * transform.inverted()).map(scenePath); if (mode == Qt::ContainsItemShape || mode == Qt::ContainsItemBoundingRect) keep = itemPath.contains(brect); else keep = itemPath.intersects(brect); if (keep && (mode == Qt::ContainsItemShape || mode == Qt::IntersectsItemShape)) keep = QGraphicsSceneIndexPrivate::itemCollidesWithPath(item, itemPath, mode); } else { Q_ASSERT(!itemd->dirtySceneTransform); const QRectF itemSceneBoundingRect = itemd->sceneTransformTranslateOnly ? brect.translated(itemd->sceneTransform.dx(), itemd->sceneTransform.dy()) : itemd->sceneTransform.mapRect(brect); if (mode == Qt::ContainsItemShape || mode == Qt::ContainsItemBoundingRect) keep = scenePath.contains(itemSceneBoundingRect); else keep = scenePath.intersects(itemSceneBoundingRect); if (keep && (mode == Qt::ContainsItemShape || mode == Qt::IntersectsItemShape)) { QPainterPath itemPath = itemd->sceneTransformTranslateOnly ? scenePath.translated(-itemd->sceneTransform.dx(), -itemd->sceneTransform.dy()) : itemd->sceneTransform.inverted().map(scenePath); keep = QGraphicsSceneIndexPrivate::itemCollidesWithPath(item, itemPath, mode); } } return keep; } QPainterPath scenePath; }; /*! Constructs a private scene index. */ QGraphicsSceneIndexPrivate::QGraphicsSceneIndexPrivate(QGraphicsScene *scene) : scene(scene) { pointIntersector = new QGraphicsSceneIndexPointIntersector; rectIntersector = new QGraphicsSceneIndexRectIntersector; pathIntersector = new QGraphicsSceneIndexPathIntersector; } /*! Destructor of private scene index. */ QGraphicsSceneIndexPrivate::~QGraphicsSceneIndexPrivate() { delete pointIntersector; delete rectIntersector; delete pathIntersector; } /*! \internal Checks if item collides with the path and mode, but also checks that if it doesn't collide, maybe its frame rect will. */ bool QGraphicsSceneIndexPrivate::itemCollidesWithPath(const QGraphicsItem *item, const QPainterPath &path, Qt::ItemSelectionMode mode) { if (item->collidesWithPath(path, mode)) return true; if (item->isWidget()) { // Check if this is a window, and if its frame rect collides. const QGraphicsWidget *widget = static_cast(item); if (widget->isWindow()) { QRectF frameRect = widget->windowFrameRect(); QPainterPath framePath; framePath.addRect(frameRect); bool intersects = path.intersects(frameRect); if (mode == Qt::IntersectsItemShape || mode == Qt::IntersectsItemBoundingRect) return intersects || path.contains(frameRect.topLeft()) || framePath.contains(path.elementAt(0)); return !intersects && path.contains(frameRect.topLeft()); } } return false; } /*! \internal This function returns the items in ascending order. */ void QGraphicsSceneIndexPrivate::recursive_items_helper(QGraphicsItem *item, QRectF exposeRect, QGraphicsSceneIndexIntersector *intersector, QList *items, const QTransform &viewTransform, Qt::ItemSelectionMode mode, qreal parentOpacity) const { Q_ASSERT(item); if (!item->d_ptr->visible) return; const qreal opacity = item->d_ptr->combineOpacityFromParent(parentOpacity); const bool itemIsFullyTransparent = (opacity < 0.0001); const bool itemHasChildren = !item->d_ptr->children.isEmpty(); if (itemIsFullyTransparent && (!itemHasChildren || item->d_ptr->childrenCombineOpacity())) return; // Update the item's scene transform if dirty. const bool itemIsUntransformable = item->d_ptr->itemIsUntransformable(); const bool wasDirtyParentSceneTransform = item->d_ptr->dirtySceneTransform && !itemIsUntransformable; if (wasDirtyParentSceneTransform) { item->d_ptr->updateSceneTransformFromParent(); Q_ASSERT(!item->d_ptr->dirtySceneTransform); } const bool itemClipsChildrenToShape = (item->d_ptr->flags & QGraphicsItem::ItemClipsChildrenToShape); bool processItem = !itemIsFullyTransparent; if (processItem) { processItem = intersector->intersect(item, exposeRect, mode, viewTransform); if (!processItem && (!itemHasChildren || itemClipsChildrenToShape)) { if (wasDirtyParentSceneTransform) item->d_ptr->invalidateChildrenSceneTransform(); return; } } // else we know for sure this item has children we must process. int i = 0; if (itemHasChildren) { // Sort children. item->d_ptr->ensureSortedChildren(); // Clip to shape. if (itemClipsChildrenToShape && !itemIsUntransformable) { QPainterPath mappedShape = item->d_ptr->sceneTransformTranslateOnly ? item->shape().translated(item->d_ptr->sceneTransform.dx(), item->d_ptr->sceneTransform.dy()) : item->d_ptr->sceneTransform.map(item->shape()); exposeRect &= mappedShape.controlPointRect(); } // Process 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; recursive_items_helper(child, exposeRect, intersector, items, viewTransform, mode, opacity); } } // Process item if (processItem) items->append(item); // Process 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; recursive_items_helper(child, exposeRect, intersector, items, viewTransform, mode, opacity); } } } void QGraphicsSceneIndexPrivate::init() { if (!scene) return; QObject::connect(scene, SIGNAL(sceneRectChanged(QRectF)), q_func(), SLOT(updateSceneRect(QRectF))); } /*! Constructs an abstract scene index for a given \a scene. */ QGraphicsSceneIndex::QGraphicsSceneIndex(QGraphicsScene *scene) : QObject(*new QGraphicsSceneIndexPrivate(scene), scene) { d_func()->init(); } /*! \internal */ QGraphicsSceneIndex::QGraphicsSceneIndex(QGraphicsSceneIndexPrivate &dd, QGraphicsScene *scene) : QObject(dd, scene) { d_func()->init(); } /*! Destroys the scene index. */ QGraphicsSceneIndex::~QGraphicsSceneIndex() { } /*! Returns the scene of this index. */ QGraphicsScene* QGraphicsSceneIndex::scene() const { Q_D(const QGraphicsSceneIndex); return d->scene; } /*! \fn QList QGraphicsSceneIndex::items(const QPointF &pos, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const Returns all visible items that, depending on \a mode, are at the specified \a pos and return 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 apply to the view. This method use the estimation of the index (estimateItems) and refine the list to get an exact result. If you want to implement your own refinement algorithm you can reimplement this method. \sa estimateItems() */ QList QGraphicsSceneIndex::items(const QPointF &pos, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsSceneIndex); QList itemList; d->pointIntersector->scenePoint = pos; d->items_helper(QRectF(pos, QSizeF(1, 1)), d->pointIntersector, &itemList, deviceTransform, mode, order); return itemList; } /*! \fn QList QGraphicsSceneIndex::items(const QRectF &rect, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const \overload 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 apply to the view. This method use the estimation of the index (estimateItems) and refine the list to get an exact result. If you want to implement your own refinement algorithm you can reimplement this method. \sa estimateItems() */ QList QGraphicsSceneIndex::items(const QRectF &rect, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsSceneIndex); QRectF exposeRect = rect; _q_adjustRect(&exposeRect); QList itemList; d->rectIntersector->sceneRect = rect; d->items_helper(exposeRect, d->rectIntersector, &itemList, deviceTransform, mode, order); return itemList; } /*! \fn QList QGraphicsSceneIndex::items(const QPolygonF &polygon, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const \overload 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 apply to the view. This method use the estimation of the index (estimateItems) and refine the list to get an exact result. If you want to implement your own refinement algorithm you can reimplement this method. \sa estimateItems() */ QList QGraphicsSceneIndex::items(const QPolygonF &polygon, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsSceneIndex); QList itemList; QRectF exposeRect = polygon.boundingRect(); _q_adjustRect(&exposeRect); QPainterPath path; path.addPolygon(polygon); d->pathIntersector->scenePath = path; d->items_helper(exposeRect, d->pathIntersector, &itemList, deviceTransform, mode, order); return itemList; } /*! \fn QList QGraphicsSceneIndex::items(const QPainterPath &path, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const \overload 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 apply to the view. This method use the estimation of the index (estimateItems) and refine the list to get an exact result. If you want to implement your own refinement algorithm you can reimplement this method. \sa estimateItems() */ QList QGraphicsSceneIndex::items(const QPainterPath &path, Qt::ItemSelectionMode mode, Qt::SortOrder order, const QTransform &deviceTransform) const { Q_D(const QGraphicsSceneIndex); QList itemList; QRectF exposeRect = path.controlPointRect(); _q_adjustRect(&exposeRect); d->pathIntersector->scenePath = path; d->items_helper(exposeRect, d->pathIntersector, &itemList, deviceTransform, mode, order); return itemList; } /*! This virtual function return an estimation of items at position \a point. This method return a list sorted using \a order. */ QList QGraphicsSceneIndex::estimateItems(const QPointF &point, Qt::SortOrder order) const { return estimateItems(QRectF(point, QSize(1, 1)), order); } QList QGraphicsSceneIndex::estimateTopLevelItems(const QRectF &rect, Qt::SortOrder order) const { Q_D(const QGraphicsSceneIndex); Q_UNUSED(rect); QGraphicsScenePrivate *scened = d->scene->d_func(); scened->ensureSortedTopLevelItems(); if (order == Qt::DescendingOrder) { QList sorted; for (int i = scened->topLevelItems.size() - 1; i >= 0; --i) sorted << scened->topLevelItems.at(i); return sorted; } return scened->topLevelItems; } /*! \fn QList QGraphicsSceneIndex::items(Qt::SortOrder order = Qt::DescendingOrder) const This pure virtual function all items in the index and sort them using \a order. */ /*! Notifies the index that the scene's scene rect has changed. \a rect is thew new scene rect. \sa QGraphicsScene::sceneRect() */ void QGraphicsSceneIndex::updateSceneRect(const QRectF &rect) { Q_UNUSED(rect); } /*! This virtual function removes all items in the scene index. */ void QGraphicsSceneIndex::clear() { const QList allItems = items(); for (int i = 0 ; i < allItems.size(); ++i) removeItem(allItems.at(i)); } /*! \fn virtual void QGraphicsSceneIndex::addItem(QGraphicsItem *item) = 0 This pure virtual function inserts an \a item to the scene index. \sa removeItem(), deleteItem() */ /*! \fn virtual void QGraphicsSceneIndex::removeItem(QGraphicsItem *item) = 0 This pure virtual function removes an \a item to the scene index. \sa addItem(), deleteItem() */ /*! This method is called when an \a item has been deleted. The default implementation call removeItem. Be carefull, if your implementation of removeItem use pure virtual method of QGraphicsItem like boundingRect(), then you should reimplement this method. \sa addItem(), removeItem() */ void QGraphicsSceneIndex::deleteItem(QGraphicsItem *item) { removeItem(item); } /*! This virtual function is called by QGraphicsItem to notify the index that some part of the \a item 's state changes. By reimplementing this function, your can react to a change, and in some cases, (depending on \a change,) adjustments in the index can be made. \a change is the parameter of the item that is changing. \a value is the value that changed; the type of the value depends on \a change. The default implementation does nothing. \sa QGraphicsItem::GraphicsItemChange */ void QGraphicsSceneIndex::itemChange(const QGraphicsItem *item, QGraphicsItem::GraphicsItemChange change, const QVariant &value) { Q_UNUSED(item); Q_UNUSED(change); Q_UNUSED(value); } /*! Notify the index for a geometry change of an \a item. \sa QGraphicsItem::prepareGeometryChange() */ void QGraphicsSceneIndex::prepareBoundingRectChange(const QGraphicsItem *item) { Q_UNUSED(item); } QT_END_NAMESPACE #include "moc_qgraphicssceneindex_p.cpp" #endif // QT_NO_GRAPHICSVIEW