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<h1 class="title">window_singlethreaded.cpp Example File</h1>
<span class="subtitle">rendercontrol/window_singlethreaded.cpp</span>
<!-- $$$rendercontrol/window_singlethreaded.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"><span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
<span class="preprocessor">#include "window_singlethreaded.h"</span>
<span class="preprocessor">#include "cuberenderer.h"</span>
<span class="preprocessor">#include <QOpenGLContext></span>
<span class="preprocessor">#include <QOpenGLFunctions></span>
<span class="preprocessor">#include <QOpenGLFramebufferObject></span>
<span class="preprocessor">#include <QOpenGLShaderProgram></span>
<span class="preprocessor">#include <QOpenGLVertexArrayObject></span>
<span class="preprocessor">#include <QOpenGLBuffer></span>
<span class="preprocessor">#include <QOpenGLVertexArrayObject></span>
<span class="preprocessor">#include <QOffscreenSurface></span>
<span class="preprocessor">#include <QScreen></span>
<span class="preprocessor">#include <QQmlEngine></span>
<span class="preprocessor">#include <QQmlComponent></span>
<span class="preprocessor">#include <QQuickItem></span>
<span class="preprocessor">#include <QQuickWindow></span>
<span class="preprocessor">#include <QQuickRenderControl></span>
<span class="preprocessor">#include <QCoreApplication></span>
<span class="keyword">class</span> RenderControl : <span class="keyword">public</span> <span class="type"><a href="qquickrendercontrol.html">QQuickRenderControl</a></span>
{
<span class="keyword">public</span>:
RenderControl(<span class="type">QWindow</span> <span class="operator">*</span>w) : m_window(w) { }
<span class="type">QWindow</span> <span class="operator">*</span>renderWindow(<span class="type">QPoint</span> <span class="operator">*</span>offset) Q_DECL_OVERRIDE;
<span class="keyword">private</span>:
<span class="type">QWindow</span> <span class="operator">*</span>m_window;
};
<span class="type">QWindow</span> <span class="operator">*</span>RenderControl<span class="operator">::</span>renderWindow(<span class="type">QPoint</span> <span class="operator">*</span>offset)
{
<span class="keyword">if</span> (offset)
<span class="operator">*</span>offset <span class="operator">=</span> <span class="type">QPoint</span>(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>);
<span class="keyword">return</span> m_window;
}
WindowSingleThreaded<span class="operator">::</span>WindowSingleThreaded()
: m_rootItem(<span class="number">0</span>)<span class="operator">,</span>
m_fbo(<span class="number">0</span>)<span class="operator">,</span>
m_quickInitialized(<span class="keyword">false</span>)<span class="operator">,</span>
m_quickReady(<span class="keyword">false</span>)<span class="operator">,</span>
m_dpr(<span class="number">0</span>)
{
setSurfaceType(<span class="type">QSurface</span><span class="operator">::</span>OpenGLSurface);
<span class="type">QSurfaceFormat</span> format;
<span class="comment">// Qt Quick may need a depth and stencil buffer. Always make sure these are available.</span>
format<span class="operator">.</span>setDepthBufferSize(<span class="number">16</span>);
format<span class="operator">.</span>setStencilBufferSize(<span class="number">8</span>);
setFormat(format);
m_context <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLContext</span>;
m_context<span class="operator">-</span><span class="operator">></span>setFormat(format);
m_context<span class="operator">-</span><span class="operator">></span>create();
m_offscreenSurface <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOffscreenSurface</span>;
<span class="comment">// Pass m_context->format(), not format. Format does not specify and color buffer</span>
<span class="comment">// sizes, while the context, that has just been created, reports a format that has</span>
<span class="comment">// these values filled in. Pass this to the offscreen surface to make sure it will be</span>
<span class="comment">// compatible with the context's configuration.</span>
m_offscreenSurface<span class="operator">-</span><span class="operator">></span>setFormat(m_context<span class="operator">-</span><span class="operator">></span>format());
m_offscreenSurface<span class="operator">-</span><span class="operator">></span>create();
m_cubeRenderer <span class="operator">=</span> <span class="keyword">new</span> CubeRenderer(m_offscreenSurface);
m_renderControl <span class="operator">=</span> <span class="keyword">new</span> RenderControl(<span class="keyword">this</span>);
<span class="comment">// Create a QQuickWindow that is associated with out render control. Note that this</span>
<span class="comment">// window never gets created or shown, meaning that it will never get an underlying</span>
<span class="comment">// native (platform) window.</span>
m_quickWindow <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qquickwindow.html">QQuickWindow</a></span>(m_renderControl);
<span class="comment">// Create a QML engine.</span>
m_qmlEngine <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QQmlEngine</span>;
<span class="keyword">if</span> (<span class="operator">!</span>m_qmlEngine<span class="operator">-</span><span class="operator">></span>incubationController())
m_qmlEngine<span class="operator">-</span><span class="operator">></span>setIncubationController(m_quickWindow<span class="operator">-</span><span class="operator">></span>incubationController());
<span class="comment">// When Quick says there is a need to render, we will not render immediately. Instead,</span>
<span class="comment">// a timer with a small interval is used to get better performance.</span>
m_updateTimer<span class="operator">.</span>setSingleShot(<span class="keyword">true</span>);
m_updateTimer<span class="operator">.</span>setInterval(<span class="number">5</span>);
connect(<span class="operator">&</span>m_updateTimer<span class="operator">,</span> <span class="operator">&</span><span class="type">QTimer</span><span class="operator">::</span>timeout<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>render);
<span class="comment">// Now hook up the signals. For simplicy we don't differentiate between</span>
<span class="comment">// renderRequested (only render is needed, no sync) and sceneChanged (polish and sync</span>
<span class="comment">// is needed too).</span>
connect(m_quickWindow<span class="operator">,</span> <span class="operator">&</span><span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">::</span>sceneGraphInitialized<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>createFbo);
connect(m_quickWindow<span class="operator">,</span> <span class="operator">&</span><span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">::</span>sceneGraphInvalidated<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>destroyFbo);
connect(m_renderControl<span class="operator">,</span> <span class="operator">&</span><span class="type"><a href="qquickrendercontrol.html">QQuickRenderControl</a></span><span class="operator">::</span>renderRequested<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>requestUpdate);
connect(m_renderControl<span class="operator">,</span> <span class="operator">&</span><span class="type"><a href="qquickrendercontrol.html">QQuickRenderControl</a></span><span class="operator">::</span>sceneChanged<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>requestUpdate);
<span class="comment">// Just recreating the FBO on resize is not sufficient, when moving between screens</span>
<span class="comment">// with different devicePixelRatio the QWindow size may remain the same but the FBO</span>
<span class="comment">// dimension is to change regardless.</span>
connect(<span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span><span class="type">QWindow</span><span class="operator">::</span>screenChanged<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>handleScreenChange);
}
WindowSingleThreaded<span class="operator">::</span><span class="operator">~</span>WindowSingleThreaded()
{
<span class="comment">// Make sure the context is current while doing cleanup. Note that we use the</span>
<span class="comment">// offscreen surface here because passing 'this' at this point is not safe: the</span>
<span class="comment">// underlying platform window may already be destroyed. To avoid all the trouble, use</span>
<span class="comment">// another surface that is valid for sure.</span>
m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(m_offscreenSurface);
<span class="comment">// Delete the render control first since it will free the scenegraph resources.</span>
<span class="comment">// Destroy the QQuickWindow only afterwards.</span>
<span class="keyword">delete</span> m_renderControl;
<span class="keyword">delete</span> m_qmlComponent;
<span class="keyword">delete</span> m_quickWindow;
<span class="keyword">delete</span> m_qmlEngine;
<span class="keyword">delete</span> m_fbo;
m_context<span class="operator">-</span><span class="operator">></span>doneCurrent();
<span class="keyword">delete</span> m_cubeRenderer;
<span class="keyword">delete</span> m_offscreenSurface;
<span class="keyword">delete</span> m_context;
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>createFbo()
{
<span class="comment">// The scene graph has been initialized. It is now time to create an FBO and associate</span>
<span class="comment">// it with the QQuickWindow.</span>
m_dpr <span class="operator">=</span> devicePixelRatio();
m_fbo <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLFramebufferObject</span>(size() <span class="operator">*</span> m_dpr<span class="operator">,</span> <span class="type">QOpenGLFramebufferObject</span><span class="operator">::</span>CombinedDepthStencil);
m_quickWindow<span class="operator">-</span><span class="operator">></span>setRenderTarget(m_fbo);
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>destroyFbo()
{
<span class="keyword">delete</span> m_fbo;
m_fbo <span class="operator">=</span> <span class="number">0</span>;
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>render()
{
<span class="keyword">if</span> (<span class="operator">!</span>m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(m_offscreenSurface))
<span class="keyword">return</span>;
<span class="comment">// Polish, synchronize and render the next frame (into our fbo). In this example</span>
<span class="comment">// everything happens on the same thread and therefore all three steps are performed</span>
<span class="comment">// in succession from here. In a threaded setup the render() call would happen on a</span>
<span class="comment">// separate thread.</span>
m_renderControl<span class="operator">-</span><span class="operator">></span>polishItems();
m_renderControl<span class="operator">-</span><span class="operator">></span>sync();
m_renderControl<span class="operator">-</span><span class="operator">></span>render();
m_quickWindow<span class="operator">-</span><span class="operator">></span>resetOpenGLState();
<span class="type">QOpenGLFramebufferObject</span><span class="operator">::</span>bindDefault();
m_context<span class="operator">-</span><span class="operator">></span>functions()<span class="operator">-</span><span class="operator">></span>glFlush();
m_quickReady <span class="operator">=</span> <span class="keyword">true</span>;
<span class="comment">// Get something onto the screen.</span>
m_cubeRenderer<span class="operator">-</span><span class="operator">></span>render(<span class="keyword">this</span><span class="operator">,</span> m_context<span class="operator">,</span> m_quickReady <span class="operator">?</span> m_fbo<span class="operator">-</span><span class="operator">></span>texture() : <span class="number">0</span>);
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>requestUpdate()
{
<span class="keyword">if</span> (<span class="operator">!</span>m_updateTimer<span class="operator">.</span>isActive())
m_updateTimer<span class="operator">.</span>start();
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>run()
{
disconnect(m_qmlComponent<span class="operator">,</span> SIGNAL(statusChanged(<span class="type">QQmlComponent</span><span class="operator">::</span>Status))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(run()));
<span class="keyword">if</span> (m_qmlComponent<span class="operator">-</span><span class="operator">></span>isError()) {
<span class="type">QList</span><span class="operator"><</span><span class="type">QQmlError</span><span class="operator">></span> errorList <span class="operator">=</span> m_qmlComponent<span class="operator">-</span><span class="operator">></span>errors();
foreach (<span class="keyword">const</span> <span class="type">QQmlError</span> <span class="operator">&</span>error<span class="operator">,</span> errorList)
qWarning() <span class="operator"><</span><span class="operator"><</span> error<span class="operator">.</span>url() <span class="operator"><</span><span class="operator"><</span> error<span class="operator">.</span>line() <span class="operator"><</span><span class="operator"><</span> error;
<span class="keyword">return</span>;
}
<span class="type">QObject</span> <span class="operator">*</span>rootObject <span class="operator">=</span> m_qmlComponent<span class="operator">-</span><span class="operator">></span>create();
<span class="keyword">if</span> (m_qmlComponent<span class="operator">-</span><span class="operator">></span>isError()) {
<span class="type">QList</span><span class="operator"><</span><span class="type">QQmlError</span><span class="operator">></span> errorList <span class="operator">=</span> m_qmlComponent<span class="operator">-</span><span class="operator">></span>errors();
foreach (<span class="keyword">const</span> <span class="type">QQmlError</span> <span class="operator">&</span>error<span class="operator">,</span> errorList)
qWarning() <span class="operator"><</span><span class="operator"><</span> error<span class="operator">.</span>url() <span class="operator"><</span><span class="operator"><</span> error<span class="operator">.</span>line() <span class="operator"><</span><span class="operator"><</span> error;
<span class="keyword">return</span>;
}
m_rootItem <span class="operator">=</span> qobject_cast<span class="operator"><</span><span class="type"><a href="qquickitem.html">QQuickItem</a></span> <span class="operator">*</span><span class="operator">></span>(rootObject);
<span class="keyword">if</span> (<span class="operator">!</span>m_rootItem) {
qWarning(<span class="string">"run: Not a QQuickItem"</span>);
<span class="keyword">delete</span> rootObject;
<span class="keyword">return</span>;
}
<span class="comment">// The root item is ready. Associate it with the window.</span>
m_rootItem<span class="operator">-</span><span class="operator">></span>setParentItem(m_quickWindow<span class="operator">-</span><span class="operator">></span>contentItem());
<span class="comment">// Update item and rendering related geometries.</span>
updateSizes();
<span class="comment">// Initialize the render control and our OpenGL resources.</span>
m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(m_offscreenSurface);
m_renderControl<span class="operator">-</span><span class="operator">></span>initialize(m_context);
m_quickInitialized <span class="operator">=</span> <span class="keyword">true</span>;
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>updateSizes()
{
<span class="comment">// Behave like SizeRootObjectToView.</span>
m_rootItem<span class="operator">-</span><span class="operator">></span>setWidth(width());
m_rootItem<span class="operator">-</span><span class="operator">></span>setHeight(height());
m_quickWindow<span class="operator">-</span><span class="operator">></span>setGeometry(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width()<span class="operator">,</span> height());
m_cubeRenderer<span class="operator">-</span><span class="operator">></span>resize(width()<span class="operator">,</span> height());
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>startQuick(<span class="keyword">const</span> <span class="type">QString</span> <span class="operator">&</span>filename)
{
m_qmlComponent <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QQmlComponent</span>(m_qmlEngine<span class="operator">,</span> <span class="type">QUrl</span>(filename));
<span class="keyword">if</span> (m_qmlComponent<span class="operator">-</span><span class="operator">></span>isLoading())
connect(m_qmlComponent<span class="operator">,</span> <span class="operator">&</span><span class="type">QQmlComponent</span><span class="operator">::</span>statusChanged<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&</span>WindowSingleThreaded<span class="operator">::</span>run);
<span class="keyword">else</span>
run();
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>exposeEvent(<span class="type">QExposeEvent</span> <span class="operator">*</span>)
{
<span class="keyword">if</span> (isExposed()) {
m_cubeRenderer<span class="operator">-</span><span class="operator">></span>render(<span class="keyword">this</span><span class="operator">,</span> m_context<span class="operator">,</span> m_quickReady <span class="operator">?</span> m_fbo<span class="operator">-</span><span class="operator">></span>texture() : <span class="number">0</span>);
<span class="keyword">if</span> (<span class="operator">!</span>m_quickInitialized)
startQuick(<span class="type">QStringLiteral</span>(<span class="string">"qrc:/rendercontrol/demo.qml"</span>));
}
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>resizeFbo()
{
<span class="keyword">if</span> (m_rootItem <span class="operator">&</span><span class="operator">&</span> m_context<span class="operator">-</span><span class="operator">></span>makeCurrent(m_offscreenSurface)) {
<span class="keyword">delete</span> m_fbo;
createFbo();
m_context<span class="operator">-</span><span class="operator">></span>doneCurrent();
updateSizes();
render();
}
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>resizeEvent(<span class="type">QResizeEvent</span> <span class="operator">*</span>)
{
<span class="comment">// If this is a resize after the scene is up and running, recreate the fbo and the</span>
<span class="comment">// Quick item and scene.</span>
<span class="keyword">if</span> (m_fbo <span class="operator">&</span><span class="operator">&</span> m_fbo<span class="operator">-</span><span class="operator">></span>size() <span class="operator">!</span><span class="operator">=</span> size() <span class="operator">*</span> devicePixelRatio())
resizeFbo();
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>handleScreenChange()
{
<span class="keyword">if</span> (m_dpr <span class="operator">!</span><span class="operator">=</span> devicePixelRatio())
resizeFbo();
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>mousePressEvent(<span class="type">QMouseEvent</span> <span class="operator">*</span>e)
{
<span class="comment">// Use the constructor taking localPos and screenPos. That puts localPos into the</span>
<span class="comment">// event's localPos and windowPos, and screenPos into the event's screenPos. This way</span>
<span class="comment">// the windowPos in e is ignored and is replaced by localPos. This is necessary</span>
<span class="comment">// because QQuickWindow thinks of itself as a top-level window always.</span>
<span class="type">QMouseEvent</span> mappedEvent(e<span class="operator">-</span><span class="operator">></span>type()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>localPos()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>screenPos()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>button()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>buttons()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>modifiers());
<span class="type">QCoreApplication</span><span class="operator">::</span>sendEvent(m_quickWindow<span class="operator">,</span> <span class="operator">&</span>mappedEvent);
}
<span class="type">void</span> WindowSingleThreaded<span class="operator">::</span>mouseReleaseEvent(<span class="type">QMouseEvent</span> <span class="operator">*</span>e)
{
<span class="type">QMouseEvent</span> mappedEvent(e<span class="operator">-</span><span class="operator">></span>type()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>localPos()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>screenPos()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>button()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>buttons()<span class="operator">,</span> e<span class="operator">-</span><span class="operator">></span>modifiers());
<span class="type">QCoreApplication</span><span class="operator">::</span>sendEvent(m_quickWindow<span class="operator">,</span> <span class="operator">&</span>mappedEvent);
}</pre>
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<!-- @@@rendercontrol/window_singlethreaded.cpp -->
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