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<?xml version="1.0" encoding="UTF-8"?>
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<li>Qt 5.2</li>
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<li><a href="qtquick-module.html">C++ Classes</a></li>
<li>QSGNode</li>
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Qt 5.2.1 Reference Documentation</li>
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<h3><a name="toc">Contents</a></h3>
<ul>
<li class="level1"><a href="#public-types">Public Types</a></li>
<li class="level1"><a href="#public-functions">Public Functions</a></li>
<li class="level1"><a href="#details">Detailed Description</a></li>
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<h1 class="title">QSGNode Class</h1>
<!-- $$$QSGNode-brief -->
<p>The QSGNode class is the base class for all nodes in the scene graph. <a href="#details">More...</a></p>
<!-- @@@QSGNode -->
<table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> </b><tt><span class="preprocessor">#include &lt;QSGNode&gt;</span>
</tt></td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> <tt>QT += quick</tt></td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherited By:</td><td class="memItemRight bottomAlign"> <p><a href="qsgbasicgeometrynode.html">QSGBasicGeometryNode</a>, <a href="qsgopacitynode.html">QSGOpacityNode</a>, and <a href="qsgtransformnode.html">QSGTransformNode</a>.</p>
</td></tr></table><ul>
<li><a href="qsgnode-members.html">List of all members, including inherited members</a></li>
</ul>
<a name="public-types"></a>
<h2>Public Types</h2>
<table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#DirtyStateBit-enum">DirtyState</a></b></td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#DirtyStateBit-enum">DirtyStateBit</a></b> { DirtyMatrix, DirtyNodeAdded, DirtyNodeRemoved, DirtyGeometry, DirtyMaterial, DirtyOpacity }</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#Flag-enum">Flag</a></b> { OwnedByParent, UsePreprocess, OwnsGeometry, OwnsMaterial, OwnsOpaqueMaterial }</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#Flag-enum">Flags</a></b></td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#NodeType-enum">NodeType</a></b> { BasicNodeType, GeometryNodeType, TransformNodeType, ClipNodeType, OpacityNodeType }</td></tr>
</table>
<a name="public-functions"></a>
<h2>Public Functions</h2>
<table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#QSGNode">QSGNode</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#dtor.QSGNode">~QSGNode</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#appendChildNode">appendChildNode</a></b>(QSGNode *<i> node</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#childAtIndex">childAtIndex</a></b>(int<i> i</i>) const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> int </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#childCount">childCount</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#firstChild">firstChild</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> Flags </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#flags">flags</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#insertChildNodeAfter">insertChildNodeAfter</a></b>(QSGNode *<i> node</i>, QSGNode *<i> after</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#insertChildNodeBefore">insertChildNodeBefore</a></b>(QSGNode *<i> node</i>, QSGNode *<i> before</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual bool </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#isSubtreeBlocked">isSubtreeBlocked</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#lastChild">lastChild</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#markDirty">markDirty</a></b>(DirtyState<i> bits</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#nextSibling">nextSibling</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#parent">parent</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#prependChildNode">prependChildNode</a></b>(QSGNode *<i> node</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#preprocess">preprocess</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGNode * </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#previousSibling">previousSibling</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#removeAllChildNodes">removeAllChildNodes</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#removeChildNode">removeChildNode</a></b>(QSGNode *<i> node</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#setFlag">setFlag</a></b>(Flag<i> f</i>, bool<i> enabled</i> = true)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#setFlags">setFlags</a></b>(Flags<i> f</i>, bool<i> enabled</i> = true)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> NodeType </td><td class="memItemRight bottomAlign"><b><a href="qsgnode.html#type">type</a></b>() const</td></tr>
</table>
<a name="details"></a>
<!-- $$$QSGNode-description -->
<div class="descr">
<h2>Detailed Description</h2>
<p>The QSGNode class is the base class for all nodes in the scene graph.</p>
<p>The QSGNode class can be used as a child container. Children are added with the <a href="qsgnode.html#appendChildNode">appendChildNode</a>(), <a href="qsgnode.html#prependChildNode">prependChildNode</a>(), <a href="qsgnode.html#insertChildNodeBefore">insertChildNodeBefore</a>() and <a href="qsgnode.html#insertChildNodeAfter">insertChildNodeAfter</a>(). The order of nodes is important as geometry nodes are rendered according to their ordering in the scene graph.</p>
<p>The scene graph nodes contains a mechanism to describe which parts of the scene has changed. This includes the combined matrices, accumulated opacity, changes to the node hierarchy, and so on. This information can be used for optimizations inside the scene graph renderer. For the renderer to properly render the nodes, it is important that users call <a href="qsgnode.html#markDirty">QSGNode::markDirty</a>() with the correct flags when nodes are changed. Most of the functions on the node classes will implicitly call <a href="qsgnode.html#markDirty">markDirty</a>(). For example, <a href="qsgnode.html#appendChildNode">QSGNode::appendChildNode</a>() will call <a href="qsgnode.html#markDirty">markDirty</a>() passing in <a href="qsgnode.html#DirtyStateBit-enum">QSGNode::DirtyNodeAdded</a>.</p>
<p>If nodes change every frame, the <a href="qsgnode.html#preprocess">preprocess</a>() function can be used to apply changes to a node for every frame it is rendered. The use of <a href="qsgnode.html#preprocess">preprocess</a>() must be explicitly enabled by setting the <a href="qsgnode.html#Flag-enum">QSGNode::UsePreprocess</a> flag on the node.</p>
<p>The virtual <a href="qsgnode.html#isSubtreeBlocked">isSubtreeBlocked</a>() function can be used to disable a subtree all together. Nodes in a blocked subtree will not be preprocessed() and not rendered.</p>
<p><b>Warning:</b> Anything related to QSGNode should happen on the scene graph rendering thread.</p>
</div>
<!-- @@@QSGNode -->
<div class="types">
<h2>Member Type Documentation</h2>
<!-- $$$DirtyStateBit$$$DirtySubtreeBlocked$$$DirtyMatrix$$$DirtyNodeAdded$$$DirtyNodeRemoved$$$DirtyGeometry$$$DirtyMaterial$$$DirtyOpacity -->
<h3 class="flags"><a name="DirtyStateBit-enum"></a>enum QSGNode::<span class="name">DirtyStateBit</span><br/>flags QSGNode::<span class="name">DirtyState</span></h3>
<p>Used in <a href="qsgnode.html#markDirty">QSGNode::markDirty</a>() to indicate how the scene graph has changed.</p>
<table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyMatrix</tt></td><td class="topAlign"><tt>0x0100</tt></td><td class="topAlign">The matrix in a <a href="qsgtransformnode.html">QSGTransformNode</a> has changed.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyNodeAdded</tt></td><td class="topAlign"><tt>0x0400</tt></td><td class="topAlign">A node was added.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyNodeRemoved</tt></td><td class="topAlign"><tt>0x0800</tt></td><td class="topAlign">A node was removed.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyGeometry</tt></td><td class="topAlign"><tt>0x1000</tt></td><td class="topAlign">The geometry of a <a href="qsggeometrynode.html">QSGGeometryNode</a> has changed.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyMaterial</tt></td><td class="topAlign"><tt>0x2000</tt></td><td class="topAlign">The material of a <a href="qsggeometrynode.html">QSGGeometryNode</a> has changed.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::DirtyOpacity</tt></td><td class="topAlign"><tt>0x4000</tt></td><td class="topAlign">The opacity of a <a href="qsgopacitynode.html">QSGOpacityNode</a> has changed.</td></tr>
</table>
<p>The DirtyState type is a typedef for <a href="">QFlags</a>&lt;DirtyStateBit&gt;. It stores an OR combination of DirtyStateBit values.</p>
<p><b>See also </b><a href="qsgnode.html#markDirty">QSGNode::markDirty</a>().</p>
<!-- @@@DirtyStateBit -->
<!-- $$$Flag$$$OwnedByParent$$$UsePreprocess$$$OwnsGeometry$$$OwnsMaterial$$$OwnsOpaqueMaterial -->
<h3 class="flags"><a name="Flag-enum"></a>enum QSGNode::<span class="name">Flag</span><br/>flags QSGNode::<span class="name">Flags</span></h3>
<p>The QSGNode::Flag enum describes flags on the <a href="qsgnode.html">QSGNode</a></p>
<table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><tt>QSGNode::OwnedByParent</tt></td><td class="topAlign"><tt>0x0001</tt></td><td class="topAlign">The node is owned by its parent and will be deleted when the parent is deleted.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::UsePreprocess</tt></td><td class="topAlign"><tt>0x0002</tt></td><td class="topAlign">The node's virtual <a href="qsgnode.html#preprocess">preprocess</a>() function will be called before rendering starts.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::OwnsGeometry</tt></td><td class="topAlign"><tt>0x00010000</tt></td><td class="topAlign">Only valid for <a href="qsggeometrynode.html">QSGGeometryNode</a> and <a href="qsgclipnode.html">QSGClipNode</a>. The node has ownership over the <a href="qsggeometry.html">QSGGeometry</a> instance and will delete it when the node is destroyed or a geometry is assigned.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::OwnsMaterial</tt></td><td class="topAlign"><tt>0x00020000</tt></td><td class="topAlign">Only valid for <a href="qsggeometrynode.html">QSGGeometryNode</a>. The node has ownership over the material and will delete it when the node is destroyed or a material is assigned.</td></tr>
<tr><td class="topAlign"><tt>QSGNode::OwnsOpaqueMaterial</tt></td><td class="topAlign"><tt>0x00040000</tt></td><td class="topAlign">Only valid for <a href="qsggeometrynode.html">QSGGeometryNode</a>. The node has ownership over the opaque material and will delete it when the node is destroyed or a material is assigned.</td></tr>
</table>
<p>The Flags type is a typedef for <a href="">QFlags</a>&lt;Flag&gt;. It stores an OR combination of Flag values.</p>
<!-- @@@Flag -->
<!-- $$$NodeType$$$BasicNodeType$$$GeometryNodeType$$$TransformNodeType$$$ClipNodeType$$$OpacityNodeType -->
<h3 class="fn"><a name="NodeType-enum"></a>enum QSGNode::<span class="name">NodeType</span></h3>
<p>Can be used to figure out the type of node.</p>
<table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><tt>QSGNode::BasicNodeType</tt></td><td class="topAlign"><tt>0</tt></td><td class="topAlign">The type of <a href="qsgnode.html">QSGNode</a></td></tr>
<tr><td class="topAlign"><tt>QSGNode::GeometryNodeType</tt></td><td class="topAlign"><tt>1</tt></td><td class="topAlign">The type of <a href="qsggeometrynode.html">QSGGeometryNode</a></td></tr>
<tr><td class="topAlign"><tt>QSGNode::TransformNodeType</tt></td><td class="topAlign"><tt>2</tt></td><td class="topAlign">The type of <a href="qsgtransformnode.html">QSGTransformNode</a></td></tr>
<tr><td class="topAlign"><tt>QSGNode::ClipNodeType</tt></td><td class="topAlign"><tt>3</tt></td><td class="topAlign">The type of <a href="qsgclipnode.html">QSGClipNode</a></td></tr>
<tr><td class="topAlign"><tt>QSGNode::OpacityNodeType</tt></td><td class="topAlign"><tt>4</tt></td><td class="topAlign">The type of <a href="qsgopacitynode.html">QSGOpacityNode</a></td></tr>
</table>
<p><b>See also </b><a href="qsgnode.html#type">type</a>().</p>
<!-- @@@NodeType -->
</div>
<div class="func">
<h2>Member Function Documentation</h2>
<!-- $$$QSGNode[overload1]$$$QSGNode -->
<h3 class="fn"><a name="QSGNode"></a>QSGNode::<span class="name">QSGNode</span>()</h3>
<p>Constructs a new node</p>
<!-- @@@QSGNode -->
<!-- $$$~QSGNode[overload1]$$$~QSGNode -->
<h3 class="fn"><a name="dtor.QSGNode"></a>QSGNode::<span class="name">~QSGNode</span>()<tt> [virtual]</tt></h3>
<p>Destroys the node.</p>
<p>Every child of this node that has the flag <a href="qsgnode.html#Flag-enum">QSGNode::OwnedByParent</a> set, will also be deleted.</p>
<!-- @@@~QSGNode -->
<!-- $$$appendChildNode[overload1]$$$appendChildNodeQSGNode* -->
<h3 class="fn"><a name="appendChildNode"></a><span class="type">void</span> QSGNode::<span class="name">appendChildNode</span>(<span class="type">QSGNode</span> *<i> node</i>)</h3>
<p>Appends <i>node</i> to this node's list of children.</p>
<p>Ordering of nodes is important as geometry nodes will be rendered in the order they are added to the scene graph.</p>
<!-- @@@appendChildNode -->
<!-- $$$childAtIndex[overload1]$$$childAtIndexint -->
<h3 class="fn"><a name="childAtIndex"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">childAtIndex</span>(<span class="type">int</span><i> i</i>) const</h3>
<p>Returns the child at index <i>i</i>.</p>
<p>Children are stored internally as a linked list, so iterating over the children via the index is suboptimal.</p>
<!-- @@@childAtIndex -->
<!-- $$$childCount[overload1]$$$childCount -->
<h3 class="fn"><a name="childCount"></a><span class="type">int</span> QSGNode::<span class="name">childCount</span>() const</h3>
<p>Returns the number of child nodes.</p>
<!-- @@@childCount -->
<!-- $$$firstChild[overload1]$$$firstChild -->
<h3 class="fn"><a name="firstChild"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">firstChild</span>() const</h3>
<p>Returns the first child of this node.</p>
<p>The children are stored in a linked list.</p>
<!-- @@@firstChild -->
<!-- $$$flags[overload1]$$$flags -->
<h3 class="fn"><a name="flags"></a><span class="type"><a href="qsgnode.html#Flag-enum">Flags</a></span> QSGNode::<span class="name">flags</span>() const</h3>
<p>Returns the set of flags for this node.</p>
<p><b>See also </b><a href="qsgnode.html#setFlags">setFlags</a>().</p>
<!-- @@@flags -->
<!-- $$$insertChildNodeAfter[overload1]$$$insertChildNodeAfterQSGNode*QSGNode* -->
<h3 class="fn"><a name="insertChildNodeAfter"></a><span class="type">void</span> QSGNode::<span class="name">insertChildNodeAfter</span>(<span class="type">QSGNode</span> *<i> node</i>, <span class="type">QSGNode</span> *<i> after</i>)</h3>
<p>Inserts <i>node</i> to this node's list of children after the node specified with <i>after</i>.</p>
<p>Ordering of nodes is important as geometry nodes will be rendered in the order they are added to the scene graph.</p>
<!-- @@@insertChildNodeAfter -->
<!-- $$$insertChildNodeBefore[overload1]$$$insertChildNodeBeforeQSGNode*QSGNode* -->
<h3 class="fn"><a name="insertChildNodeBefore"></a><span class="type">void</span> QSGNode::<span class="name">insertChildNodeBefore</span>(<span class="type">QSGNode</span> *<i> node</i>, <span class="type">QSGNode</span> *<i> before</i>)</h3>
<p>Inserts <i>node</i> to this node's list of children before the node specified with <i>before</i>.</p>
<p>Ordering of nodes is important as geometry nodes will be rendered in the order they are added to the scene graph.</p>
<!-- @@@insertChildNodeBefore -->
<!-- $$$isSubtreeBlocked[overload1]$$$isSubtreeBlocked -->
<h3 class="fn"><a name="isSubtreeBlocked"></a><span class="type">bool</span> QSGNode::<span class="name">isSubtreeBlocked</span>() const<tt> [virtual]</tt></h3>
<p>Returns whether this node and its subtree is available for use.</p>
<p>Blocked subtrees will not get their dirty states updated and they will not be rendered.</p>
<p>The <a href="qsgopacitynode.html">QSGOpacityNode</a> will return a blocked subtree when accumulated opacity is 0, for instance.</p>
<!-- @@@isSubtreeBlocked -->
<!-- $$$lastChild[overload1]$$$lastChild -->
<h3 class="fn"><a name="lastChild"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">lastChild</span>() const</h3>
<p>Returns the last child of this node.</p>
<p>The children are stored as a linked list.</p>
<!-- @@@lastChild -->
<!-- $$$markDirty[overload1]$$$markDirtyDirtyState -->
<h3 class="fn"><a name="markDirty"></a><span class="type">void</span> QSGNode::<span class="name">markDirty</span>(<span class="type"><a href="qsgnode.html#DirtyStateBit-enum">DirtyState</a></span><i> bits</i>)</h3>
<p>Marks this node with the states in <i>bits</i> as dirty.</p>
<p>When a node is marked dirty, it recursively marks the parent chain as dirty and notify all connected renderers that the has dirty states.</p>
<!-- @@@markDirty -->
<!-- $$$nextSibling[overload1]$$$nextSibling -->
<h3 class="fn"><a name="nextSibling"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">nextSibling</span>() const</h3>
<p>Returns the node after this in the parent's list of children.</p>
<p>The children are stored as a linked list.</p>
<!-- @@@nextSibling -->
<!-- $$$parent[overload1]$$$parent -->
<h3 class="fn"><a name="parent"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">parent</span>() const</h3>
<p>Returns the parent node of this node.</p>
<!-- @@@parent -->
<!-- $$$prependChildNode[overload1]$$$prependChildNodeQSGNode* -->
<h3 class="fn"><a name="prependChildNode"></a><span class="type">void</span> QSGNode::<span class="name">prependChildNode</span>(<span class="type">QSGNode</span> *<i> node</i>)</h3>
<p>Prepends <i>node</i> to this node's the list of children.</p>
<p>Ordering of nodes is important as geometry nodes will be rendered in the order they are added to the scene graph.</p>
<!-- @@@prependChildNode -->
<!-- $$$preprocess[overload1]$$$preprocess -->
<h3 class="fn"><a name="preprocess"></a><span class="type">void</span> QSGNode::<span class="name">preprocess</span>()<tt> [virtual]</tt></h3>
<p>Override this function to do processing on the node before it is rendered.</p>
<p>Preprocessing needs to be explicitly enabled by setting the flag <a href="qsgnode.html#Flag-enum">QSGNode::UsePreprocess</a>. The flag needs to be set before the node is added to the scene graph and will cause the preprocess() function to be called for every frame the node is rendered.</p>
<p>The preprocess function is called before the update pass that propegates opacity and transformations through the scene graph. That means that functions like QSGOpacityNode::combinedOpacity() and QSGTransformNode::combinedMatrix() will not contain up-to-date values. If such values are changed during the preprocess, these changes will be propegated through the scene graph before it is rendered.</p>
<p><b>Warning:</b> Beware of deleting nodes while they are being preprocessed. It is possible, with a small performance hit, to delete a single node during its own preprocess call. Deleting a subtree which has nodes that also use preprocessing may result in a segmentation fault. This is done for performance reasons.</p>
<!-- @@@preprocess -->
<!-- $$$previousSibling[overload1]$$$previousSibling -->
<h3 class="fn"><a name="previousSibling"></a><span class="type">QSGNode</span> * QSGNode::<span class="name">previousSibling</span>() const</h3>
<p>Returns the node before this in the parent's list of children.</p>
<p>The children are stored as a linked list.</p>
<!-- @@@previousSibling -->
<!-- $$$removeAllChildNodes[overload1]$$$removeAllChildNodes -->
<h3 class="fn"><a name="removeAllChildNodes"></a><span class="type">void</span> QSGNode::<span class="name">removeAllChildNodes</span>()</h3>
<p>Removes all child nodes from this node's list of children.</p>
<!-- @@@removeAllChildNodes -->
<!-- $$$removeChildNode[overload1]$$$removeChildNodeQSGNode* -->
<h3 class="fn"><a name="removeChildNode"></a><span class="type">void</span> QSGNode::<span class="name">removeChildNode</span>(<span class="type">QSGNode</span> *<i> node</i>)</h3>
<p>Removes <i>node</i> from this node's list of children.</p>
<!-- @@@removeChildNode -->
<!-- $$$setFlag[overload1]$$$setFlagFlagbool -->
<h3 class="fn"><a name="setFlag"></a><span class="type">void</span> QSGNode::<span class="name">setFlag</span>(<span class="type"><a href="qsgnode.html#Flag-enum">Flag</a></span><i> f</i>, <span class="type">bool</span><i> enabled</i> = true)</h3>
<p>Sets the flag <i>f</i> on this node if <i>enabled</i> is true; otherwise clears the flag.</p>
<p><b>See also </b><a href="qsgnode.html#flags">flags</a>().</p>
<!-- @@@setFlag -->
<!-- $$$setFlags[overload1]$$$setFlagsFlagsbool -->
<h3 class="fn"><a name="setFlags"></a><span class="type">void</span> QSGNode::<span class="name">setFlags</span>(<span class="type"><a href="qsgnode.html#Flag-enum">Flags</a></span><i> f</i>, <span class="type">bool</span><i> enabled</i> = true)</h3>
<p>Sets the flags <i>f</i> on this node if <i>enabled</i> is true; otherwise clears the flags.</p>
<p><b>See also </b><a href="qsgnode.html#flags">flags</a>().</p>
<!-- @@@setFlags -->
<!-- $$$type[overload1]$$$type -->
<h3 class="fn"><a name="type"></a><span class="type"><a href="qsgnode.html#NodeType-enum">NodeType</a></span> QSGNode::<span class="name">type</span>() const</h3>
<p>Returns the type of this node. The node type must be one of the predefined types defined in <a href="qsgnode.html#NodeType-enum">QSGNode::NodeType</a> and can safely be used to cast to the corresponding class.</p>
<!-- @@@type -->
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