Examples that don't explicitly set NO_RESOURCE_TARGET_PATH get the
AUTO_RESOURCE_PREFIX now.
Task-number: QTBUG-103452
Change-Id: I6b41e96ce5620079f60ca2f967b0a2e611c1f738
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Sami Shalayel <sami.shalayel@qt.io>
Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Pick-to: 6.4
Task-number: QTBUG-67283
Change-Id: I63563bbeb6f60f89d2c99660400dca7fab78a294
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
If we build an application bundle we cannot rely on the relative path
between the application's and the shared module's output directories.
This is somewhat ugly, but as we don't have a comprehensive solution for
building application bundles, yet, it's the best we can do right now.
In order for the shared bundle to be loaded from the PlugIns directory,
we need to add the PlugIns directory to the import path on macOS.
Pick-to: 6.2
Change-Id: I5b952420b4bb60af74886a140fa2c6a263d2f730
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
The qmake and qmlproject files are adapted to use the "shared" module,
too.
Pick-to: 6.2
Change-Id: I5fc4895416357ba202528b155581b1b5a880a68d
Reviewed-by: Andrei Golubev <andrei.golubev@qt.io>
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Replace QLibaryInfo::location with QLibraryInfo::path, and remove usage of
Qt::AA_EnableHighDpiScaling, which doesn't have any effect anymore.
Change-Id: I347e8a83e0f4c2b4405f2512e569ad3234f05a98
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
The platform handles this through the ShowIsMaximized and
ShowIsFullScreen platform integration style-hints, as well
as QPlatformIntegration::defaultWindowState(), which was
added specifically so that we wouldn't have to hard-code
the behavior in user code.
Change-Id: Ic019ccc2edd871a78bf94fd5fe572b9659416582
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
The generic backend uses the triangulator from QtGui, but is in
fact OpenGL-only for now due to materials.
The NVPR backend uses GL_NV_path_rendering on NVIDIA hardware with
OpenGL 4.3+ or OpenGL ES 3.1+.
The software backend simply uses QPainter.
With the generic backend each PathItem is backed by a non-visual root node
and 0, 1 or 2 child geometry nodes, depending on the presence of visible
stroking and filling. The potentially expensive triangulation happens on
updatePolish(), on the gui thread. This is proven to provide much smoother
results when compared to doing the geometry generation on the render thread
in updatePaintNode(), in particular on power-limited embedded devices.
The NVPR backend uses a QSGRenderNode in DepthAware mode so that the batch
renderer can continue to rely on the depth buffer and use opaque batches.
Due to not relying on slow CPU-side triangulation, this backend uses 5-10
times less CPU, even when properties of the path or its elements are
animated.
The path itself is specified with the PathView's Path, PathLine, PathArc,
PathQuad, etc. types. This allows for consistency with PathView and the
2D Canvas and avoids a naming mess in the API. However, there won't be a
100% symmetry: backends like NVPR will not rely on QPainterPath but process
the path elements on their own (as QPainterPath is essentially useless with
these APIs), which can lead to differences in the supported path elements.
The supported common set is currently Move, Line, Quad, Cubic, Arc.
The patch introduces PathMove, which is essentially PathLine but maps to
moveTo instead of lineTo. More types may get added later (e.g. NVPR can do
a wide variety of optimized rounded rects, but this requires directly
specifying a GL_ROUNDED_RECTx_NV command, thus neededing a dedicated Path
type on our side too)
For filling with gradients only linear gradients are supported at the
moment.
In addition to the declarative API, a more lightweight, QObject-less
JS-callable API should be considered as well for the future.
Change-Id: I335ad64b425ee279505d60e3e57ac6841e1cbd24
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Use new connection syntax and return -1 on load failures, which
avoids hanging processes and empty windows in case some module is not
installed.
Change-Id: I4966c9657b752eee8612fa893a0489bc8a64ccfc
Reviewed-by: Shawn Rutledge <shawn.rutledge@theqtcompany.com>
Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9
Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
This affects the location of the QSettings files or registry entries.
Other parts of Qt are using this organization name so it's good to
have all the settings in the same place.
[ChangeLog][QtQuick] tools and examples consistently use the
QtProject organization name
Change-Id: I1fae4eaed0248411fe95dda9572d38006648b162
Reviewed-by: J-P Nurmi <jpnurmi@digia.com>
The basic approach is to have the batched renderer create and bind a
vertex array object if it detects we are using an OpenGL Core profile
context. The VAO is bound for the duration of the QQ2 renderer's
work cycle and unbound at the end so as to not interfere with any
other VAO's a user may wish to use.
All shaders have been copied and ported to be compliant with the
GLSL 150 core specification which is the minimum for a Core profile
context (OpenGL 3.2 Core). We are not using any newer features as
yet so this will work anywhere we can get a Core profile context.
The QSGShaderSourceBuilder class has been extended to resolve any
requests for shaders to the same basefilename with "_core"
appended prior to any file extension. This could be extended in
the future to allow version, or GPU or platform specific shaders.
The QSGShaderSourceBuilder has also been extended to allow it to
insert #define definitions in the prologue of a shader. Any such
definition is inserted:
* After the last #extension directive (if any are found)
* Otherwise after the #version directive (if found)
* Otherwise at the start of the shader source
This is required by the custom particle shaders which make
extensive use of such #defines.
In addition the mechanism used by the distance field glyph cache to
extend the cache with new glyphs has been modified to work (and
work more efficiently) when using a Core profile context.
Rather than using a shader program and a buffer filling quad to
blit the old texture into the new cache texture, we instead use
the technique of framebuffer blitting. The existing fallback
implementation using glTexSubImage2D() is still available if
needed.
The DECLARATIVE_EXAMPLE_MAIN macro has been extended to allow easy
testing of any of the QtDeclarative examples with a core profile
context. Just run the example with
QT_QUICK_CORE_PROFILE=1 ./text
for e.g. The only ones that may not work out of the box are those
that provide GLSL shader source e.g. the customparticles or
shader effect examples. These work fine if the shader source is
adapted to GLSL 150 core.
In the future it may be a good idea to expose some context property
to QML that the user can use to determine what shader source
variation to provide to Qt Quick. Along these lines it would also
be very nice to allow the provision of shader source to
ShaderEffect or CustomParticle from a separate source file just as
we now do within Qt Quick.
Task-number: QTBUG-32050
Change-Id: Ia6e9f06dbb8508af9ae03c6b60fb418b4cc9e41f
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Incorporate beta feedback, and hide QQmlAbstractUrlInterceptor as the
implementation (instead of making that "the API").
Change-Id: Ib7b14afeb9205fb8a87ed16a6d38b1f468b2aaaa
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
You can also manually apply them to a QQmlEngine using
setUrlInterceptor(new QQmlFileSelector(parent)), or using
your own QQmlAbstractUrlInterceptor subclass.
Change-Id: I0c0ff8b080c138686b3c03e0bc3b9f25bcd11a85
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
With the Qt.labs.settings module available, it makes sense for each
example to have its own settings file.
Change-Id: I8257f04ec13c7caf9995e03626e5453c653cfb92
Reviewed-by: J-P Nurmi <jpnurmi@digia.com>
Introduced tabs and added the C++ boilerplate launcher.
Change-Id: Ibb49a182e3928aba5dced097d5307eb7d1f4b42d
Reviewed-by: Richard Moe Gustavsen <richard.gustavsen@digia.com>
Make examples shadow-build-friendly by using resource
files instead of trying to derive the qml path from
applicationDirPath().
Change-Id: I669424554c772d9b261249b366247190f5fbd8b1
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>