/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
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** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qquickwindow.h"
#include "qquickwindow_p.h"

#include "qquickitem.h"
#include "qquickitem_p.h"
#include "qquickevents_p_p.h"

#if QT_CONFIG(quick_draganddrop)
#include <private/qquickdrag_p.h>
#endif
#include <private/qquickhoverhandler_p.h>
#include <private/qquickpointerhandler_p.h>

#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgplaintexture_p.h>
#include <private/qsgrenderloop_p.h>
#include <private/qsgrhisupport_p.h>
#include <private/qquickrendercontrol_p.h>
#include <private/qquickanimatorcontroller_p.h>
#include <private/qquickprofiler_p.h>

#include <private/qguiapplication_p.h>
#include <QtGui/QInputMethod>

#include <private/qabstractanimation_p.h>

#include <QtGui/qpainter.h>
#include <QtGui/qevent.h>
#include <QtGui/qmatrix4x4.h>
#include <QtGui/qpa/qplatformtheme.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qabstractanimation.h>
#include <QtCore/QLibraryInfo>
#include <QtCore/QRunnable>
#include <QtQml/qqmlincubator.h>
#include <QtQml/qqmlinfo.h>
#include <QtQml/private/qqmlmetatype_p.h>

#include <QtQuick/private/qquickpixmapcache_p.h>

#include <private/qqmldebugserviceinterfaces_p.h>
#include <private/qqmldebugconnector_p.h>
#if QT_CONFIG(opengl)
# include <private/qopenglvertexarrayobject_p.h>
# include <private/qsgdefaultrendercontext_p.h>
#endif
#ifndef QT_NO_DEBUG_STREAM
#include <private/qdebug_p.h>
#endif

#include <QtGui/private/qrhi_p.h>

QT_BEGIN_NAMESPACE

Q_LOGGING_CATEGORY(DBG_TOUCH, "qt.quick.touch")
Q_LOGGING_CATEGORY(DBG_TOUCH_TARGET, "qt.quick.touch.target")
Q_LOGGING_CATEGORY(DBG_MOUSE, "qt.quick.mouse")
Q_LOGGING_CATEGORY(DBG_MOUSE_TARGET, "qt.quick.mouse.target")
Q_LOGGING_CATEGORY(lcTablet, "qt.quick.tablet")
Q_LOGGING_CATEGORY(lcWheelTarget, "qt.quick.wheel.target")
Q_LOGGING_CATEGORY(lcGestureTarget, "qt.quick.gesture.target")
Q_LOGGING_CATEGORY(DBG_HOVER_TRACE, "qt.quick.hover.trace")
Q_LOGGING_CATEGORY(DBG_FOCUS, "qt.quick.focus")
Q_LOGGING_CATEGORY(DBG_DIRTY, "qt.quick.dirty")
Q_LOGGING_CATEGORY(lcTransient, "qt.quick.window.transient")

extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
extern Q_GUI_EXPORT bool qt_sendShortcutOverrideEvent(QObject *o, ulong timestamp, int k, Qt::KeyboardModifiers mods, const QString &text = QString(), bool autorep = false, ushort count = 1);

bool QQuickWindowPrivate::defaultAlphaBuffer = false;

#if defined(QT_QUICK_DEFAULT_TEXT_RENDER_TYPE)
QQuickWindow::TextRenderType QQuickWindowPrivate::textRenderType = QQuickWindow::QT_QUICK_DEFAULT_TEXT_RENDER_TYPE;
#else
QQuickWindow::TextRenderType QQuickWindowPrivate::textRenderType = QQuickWindow::QtTextRendering;
#endif

void QQuickWindowPrivate::updateFocusItemTransform()
{
#if QT_CONFIG(im)
    Q_Q(QQuickWindow);
    QQuickItem *focus = q->activeFocusItem();
    if (focus && QGuiApplication::focusObject() == focus) {
        QQuickItemPrivate *focusPrivate = QQuickItemPrivate::get(focus);
        QGuiApplication::inputMethod()->setInputItemTransform(focusPrivate->itemToWindowTransform());
        QGuiApplication::inputMethod()->setInputItemRectangle(QRectF(0, 0, focusPrivate->width, focusPrivate->height));
        focus->updateInputMethod(Qt::ImInputItemClipRectangle);
    }
#endif
}

class QQuickWindowIncubationController : public QObject, public QQmlIncubationController
{
    Q_OBJECT

public:
    QQuickWindowIncubationController(QSGRenderLoop *loop)
        : m_renderLoop(loop), m_timer(0)
    {
        // Allow incubation for 1/3 of a frame.
        m_incubation_time = qMax(1, int(1000 / QGuiApplication::primaryScreen()->refreshRate()) / 3);

        QAnimationDriver *animationDriver = m_renderLoop->animationDriver();
        if (animationDriver) {
            connect(animationDriver, SIGNAL(stopped()), this, SLOT(animationStopped()));
            connect(m_renderLoop, SIGNAL(timeToIncubate()), this, SLOT(incubate()));
        }
    }

protected:
    void timerEvent(QTimerEvent *) override
    {
        killTimer(m_timer);
        m_timer = 0;
        incubate();
    }

    void incubateAgain() {
        if (m_timer == 0) {
            // Wait for a while before processing the next batch. Using a
            // timer to avoid starvation of system events.
            m_timer = startTimer(m_incubation_time);
        }
    }

public slots:
    void incubate() {
        if (m_renderLoop && incubatingObjectCount()) {
            if (m_renderLoop->interleaveIncubation()) {
                incubateFor(m_incubation_time);
            } else {
                incubateFor(m_incubation_time * 2);
                if (incubatingObjectCount())
                    incubateAgain();
            }
        }
    }

    void animationStopped() { incubate(); }

protected:
    void incubatingObjectCountChanged(int count) override
    {
        if (count && m_renderLoop && !m_renderLoop->interleaveIncubation())
            incubateAgain();
    }

private:
    QPointer<QSGRenderLoop> m_renderLoop;
    int m_incubation_time;
    int m_timer;
};

#include "qquickwindow.moc"
#include "moc_qquickwindow_p.cpp"


#if QT_CONFIG(accessibility)
/*!
    Returns an accessibility interface for this window, or 0 if such an
    interface cannot be created.
*/
QAccessibleInterface *QQuickWindow::accessibleRoot() const
{
    return QAccessible::queryAccessibleInterface(const_cast<QQuickWindow*>(this));
}
#endif


/*
Focus behavior
==============

Prior to being added to a valid window items can set and clear focus with no
effect.  Only once items are added to a window (by way of having a parent set that
already belongs to a window) do the focus rules apply.  Focus goes back to
having no effect if an item is removed from a window.

When an item is moved into a new focus scope (either being added to a window
for the first time, or having its parent changed), if the focus scope already has
a scope focused item that takes precedence over the item being added.  Otherwise,
the focus of the added tree is used.  In the case of a tree of items being
added to a window for the first time, which may have a conflicted focus state (two
or more items in one scope having focus set), the same rule is applied item by item -
thus the first item that has focus will get it (assuming the scope doesn't already
have a scope focused item), and the other items will have their focus cleared.
*/

QQuickRootItem::QQuickRootItem()
{
}

/*! \reimp */
void QQuickWindow::exposeEvent(QExposeEvent *)
{
    Q_D(QQuickWindow);
    if (d->windowManager)
        d->windowManager->exposureChanged(this);
}

/*! \reimp */
void QQuickWindow::resizeEvent(QResizeEvent *ev)
{
    Q_D(QQuickWindow);
    if (d->contentItem)
        d->contentItem->setSize(ev->size());
    if (d->windowManager)
        d->windowManager->resize(this);
}

/*! \reimp */
void QQuickWindow::showEvent(QShowEvent *)
{
    Q_D(QQuickWindow);
    if (d->windowManager)
        d->windowManager->show(this);
}

/*! \reimp */
void QQuickWindow::hideEvent(QHideEvent *)
{
    Q_D(QQuickWindow);
    if (d->windowManager)
        d->windowManager->hide(this);
}

/*! \reimp */
void QQuickWindow::focusOutEvent(QFocusEvent *ev)
{
    Q_D(QQuickWindow);
    if (d->contentItem)
        d->contentItem->setFocus(false, ev->reason());
}

/*! \reimp */
void QQuickWindow::focusInEvent(QFocusEvent *ev)
{
    Q_D(QQuickWindow);
    if (d->contentItem)
        d->contentItem->setFocus(true, ev->reason());
    d->updateFocusItemTransform();
}

#if QT_CONFIG(im)
static bool transformDirtyOnItemOrAncestor(const QQuickItem *item)
{
    while (item) {
        if (QQuickItemPrivate::get(item)->dirtyAttributes & (
            QQuickItemPrivate::TransformOrigin |
            QQuickItemPrivate::Transform |
            QQuickItemPrivate::BasicTransform |
            QQuickItemPrivate::Position |
            QQuickItemPrivate::Size |
            QQuickItemPrivate::ParentChanged |
            QQuickItemPrivate::Clip)) {
            return true;
        }
        item = item->parentItem();
    }
    return false;
}
#endif

/*!
 *  \internal

    A "polish loop" can occur inside QQuickWindowPrivate::polishItems(). It is when an item calls
    polish() on an(other?) item from updatePolish(). If this anomaly happens repeatedly and without
    interruption (of a well-behaved updatePolish() that doesn't call polish()), it is a strong
    indication that we are heading towards an infinite polish loop. A polish loop is not a bug in
    Qt Quick - it is a bug caused by ill-behaved items put in the scene.

    We can detect this sequence of polish loops easily, since the
    QQuickWindowPrivate::itemsToPolish is basically a stack: polish() will push to it, and
    polishItems() will pop from it.
    Therefore if updatePolish() calls polish(), the immediate next item polishItems() processes is
    the item that was polished by the previous call to updatePolish().
    We therefore just need to count the number of polish loops we detected in _sequence_.
*/
struct PolishLoopDetector
{
    PolishLoopDetector(const QVector<QQuickItem*> &itemsToPolish)
        : itemsToPolish(itemsToPolish)
    {
    }

    /*
     * returns true when it detected a likely infinite loop
     * (suggests it should abort the polish loop)
     **/
    bool check(QQuickItem *item, int itemsRemainingBeforeUpdatePolish)
    {
        if (itemsToPolish.count() > itemsRemainingBeforeUpdatePolish) {
            // Detected potential polish loop.
            ++numPolishLoopsInSequence;
            if (numPolishLoopsInSequence >= 1000) {
                // Start to warn about polish loop after 1000 consecutive polish loops
                if (numPolishLoopsInSequence == 100000) {
                    // We have looped 100,000 times without actually reducing the list of items to
                    // polish, give up for now.
                    // This is not a fix, just a remedy so that the application can be somewhat
                    // responsive.
                    numPolishLoopsInSequence = 0;
                    return true;
                } else if (numPolishLoopsInSequence < 1005) {
                    // Show the 5 next items involved in the polish loop.
                    // (most likely they will be the same 5 items...)
                    QQuickItem *guiltyItem = itemsToPolish.last();
                    qmlWarning(item) << "possible QQuickItem::polish() loop";

                    auto typeAndObjectName = [](QQuickItem *item) {
                        QString typeName = QQmlMetaType::prettyTypeName(item);
                        QString objName = item->objectName();
                        if (!objName.isNull())
                            return QLatin1String("%1(%2)").arg(typeName, objName);
                        return typeName;
                    };

                    qmlWarning(guiltyItem) << typeAndObjectName(guiltyItem)
                               << " called polish() inside updatePolish() of " << typeAndObjectName(item);

                    if (numPolishLoopsInSequence == 1004)
                        // Enough warnings. Reset counter in order to speed things up and re-detect
                        // more loops
                        numPolishLoopsInSequence = 0;
                }
            }
        } else {
            numPolishLoopsInSequence = 0;
        }
        return false;
    }
    const QVector<QQuickItem*> &itemsToPolish;      // Just a ref to the one in polishItems()
    int numPolishLoopsInSequence = 0;
};

void QQuickWindowPrivate::polishItems()
{
    // An item can trigger polish on another item, or itself for that matter,
    // during its updatePolish() call. Because of this, we cannot simply
    // iterate through the set, we must continue pulling items out until it
    // is empty.
    // In the case where polish is called from updatePolish() either directly
    // or indirectly, we use a PolishLoopDetector to determine if a warning should
    // be printed to the user.

    PolishLoopDetector polishLoopDetector(itemsToPolish);
    while (!itemsToPolish.isEmpty()) {
        QQuickItem *item = itemsToPolish.takeLast();
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
        itemPrivate->polishScheduled = false;
        const int itemsRemaining = itemsToPolish.count();
        itemPrivate->updatePolish();
        item->updatePolish();
        if (polishLoopDetector.check(item, itemsRemaining) == true)
            break;
    }

#if QT_CONFIG(im)
    if (QQuickItem *focusItem = q_func()->activeFocusItem()) {
        // If the current focus item, or any of its anchestors, has changed location
        // inside the window, we need inform IM about it. This to ensure that overlays
        // such as selection handles will be updated.
        const bool isActiveFocusItem = (focusItem == QGuiApplication::focusObject());
        const bool hasImEnabled = focusItem->inputMethodQuery(Qt::ImEnabled).toBool();
        if (isActiveFocusItem && hasImEnabled && transformDirtyOnItemOrAncestor(focusItem))
            updateFocusItemTransform();
    }
#endif
}

/*!
 * Schedules the window to render another frame.
 *
 * Calling QQuickWindow::update() differs from QQuickItem::update() in that
 * it always triggers a repaint, regardless of changes in the underlying
 * scene graph or not.
 */
void QQuickWindow::update()
{
    Q_D(QQuickWindow);
    if (d->windowManager)
        d->windowManager->update(this);
    else if (d->renderControl)
        QQuickRenderControlPrivate::get(d->renderControl)->update();
}

static void updatePixelRatioHelper(QQuickItem *item, float pixelRatio)
{
    if (item->flags() & QQuickItem::ItemHasContents) {
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
        itemPrivate->itemChange(QQuickItem::ItemDevicePixelRatioHasChanged, pixelRatio);
    }

    QList <QQuickItem *> items = item->childItems();
    for (int i = 0; i < items.size(); ++i)
        updatePixelRatioHelper(items.at(i), pixelRatio);
}

void QQuickWindow::physicalDpiChanged()
{
    Q_D(QQuickWindow);
    const qreal newPixelRatio = screen()->devicePixelRatio();
    if (qFuzzyCompare(newPixelRatio, d->devicePixelRatio))
        return;
    d->devicePixelRatio = newPixelRatio;
    if (d->contentItem)
        updatePixelRatioHelper(d->contentItem, newPixelRatio);
}

void QQuickWindow::handleScreenChanged(QScreen *screen)
{
    Q_D(QQuickWindow);
    // we connected to the initial screen in QQuickWindowPrivate::init, but the screen changed
    disconnect(d->physicalDpiChangedConnection);
    if (screen) {
        physicalDpiChanged();
        // When physical DPI changes on the same screen, either the resolution or the device pixel
        // ratio changed. We must check what it is. Device pixel ratio does not have its own
        // ...Changed() signal. Reconnect, same as in QQuickWindowPrivate::init.
        d->physicalDpiChangedConnection = connect(screen, &QScreen::physicalDotsPerInchChanged,
                                                  this, &QQuickWindow::physicalDpiChanged);
    }

    d->forcePolish();
}

void forcePolishHelper(QQuickItem *item)
{
    if (item->flags() & QQuickItem::ItemHasContents) {
        item->polish();
    }

    QList <QQuickItem *> items = item->childItems();
    for (int i=0; i<items.size(); ++i)
        forcePolishHelper(items.at(i));
}

/*!
    Schedules polish events on all items in the scene.
*/
void QQuickWindowPrivate::forcePolish()
{
    Q_Q(QQuickWindow);
    if (!q->screen())
        return;
    forcePolishHelper(contentItem);
}

void forceUpdate(QQuickItem *item)
{
    if (item->flags() & QQuickItem::ItemHasContents)
        item->update();
    QQuickItemPrivate::get(item)->dirty(QQuickItemPrivate::ChildrenUpdateMask);

    QList <QQuickItem *> items = item->childItems();
    for (int i=0; i<items.size(); ++i)
        forceUpdate(items.at(i));
}

void QQuickWindowPrivate::syncSceneGraph()
{
    Q_Q(QQuickWindow);

    // Calculate the dpr the same way renderSceneGraph() will.
    qreal devicePixelRatio = q->effectiveDevicePixelRatio();
    if (renderTargetId && !QQuickRenderControl::renderWindowFor(q))
        devicePixelRatio = 1;

    context->prepareSync(devicePixelRatio, rhi ? swapchain->currentFrameCommandBuffer() : nullptr);

    animationController->beforeNodeSync();

    emit q->beforeSynchronizing();
    runAndClearJobs(&beforeSynchronizingJobs);
    if (!renderer) {
        forceUpdate(contentItem);

        QSGRootNode *rootNode = new QSGRootNode;
        rootNode->appendChildNode(QQuickItemPrivate::get(contentItem)->itemNode());
        renderer = context->createRenderer();
        renderer->setRootNode(rootNode);
    }

    updateDirtyNodes();

    animationController->afterNodeSync();

    // Copy the current state of clearing from window into renderer.
    renderer->setClearColor(clearColor);
    QSGAbstractRenderer::ClearMode mode = QSGAbstractRenderer::ClearStencilBuffer | QSGAbstractRenderer::ClearDepthBuffer;
    if (clearBeforeRendering)
        mode |= QSGAbstractRenderer::ClearColorBuffer;
    renderer->setClearMode(mode);

    renderer->setCustomRenderMode(customRenderMode);

    emit q->afterSynchronizing();
    runAndClearJobs(&afterSynchronizingJobs);
}

void QQuickWindowPrivate::emitBeforeRenderPassRecording(void *ud)
{
    QQuickWindow *w = reinterpret_cast<QQuickWindow *>(ud);
    emit w->beforeRenderPassRecording();
}

void QQuickWindowPrivate::emitAfterRenderPassRecording(void *ud)
{
    QQuickWindow *w = reinterpret_cast<QQuickWindow *>(ud);
    emit w->afterRenderPassRecording();
}

void QQuickWindowPrivate::renderSceneGraph(const QSize &size, const QSize &surfaceSize)
{
    Q_Q(QQuickWindow);
    if (!renderer)
        return;

    if (rhi) {
        // ### no offscreen ("renderTargetId") support yet
        context->beginNextRhiFrame(renderer,
                                   swapchain->currentFrameRenderTarget(),
                                   rpDescForSwapchain,
                                   swapchain->currentFrameCommandBuffer(),
                                   emitBeforeRenderPassRecording,
                                   emitAfterRenderPassRecording,
                                   q);
    } else {
        context->beginNextFrame(renderer,
                                emitBeforeRenderPassRecording,
                                emitAfterRenderPassRecording,
                                q);
    }

    animationController->advance();
    emit q->beforeRendering();
    runAndClearJobs(&beforeRenderingJobs);
    if (!customRenderStage || !customRenderStage->render()) {
        int fboId = 0;
        const qreal devicePixelRatio = q->effectiveDevicePixelRatio();
        if (renderTargetId) {
            QRect rect(QPoint(0, 0), renderTargetSize);
            fboId = renderTargetId;
            renderer->setDeviceRect(rect);
            renderer->setViewportRect(rect);
            if (QQuickRenderControl::renderWindowFor(q)) {
                renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), size));
                renderer->setDevicePixelRatio(devicePixelRatio);
            } else {
                renderer->setProjectionMatrixToRect(QRect(QPoint(0, 0), rect.size()));
                renderer->setDevicePixelRatio(1);
            }
        } else {
            QSize pixelSize;
            QSizeF logicalSize;
            if (surfaceSize.isEmpty()) {
                pixelSize = size * devicePixelRatio;
                logicalSize = size;
            } else {
                pixelSize = surfaceSize;
                logicalSize = QSizeF(surfaceSize) / devicePixelRatio;
            }
            QRect rect(QPoint(0, 0), pixelSize);
            renderer->setDeviceRect(rect);
            renderer->setViewportRect(rect);
            const bool flipY = rhi ? !rhi->isYUpInNDC() : false;
            QSGAbstractRenderer::MatrixTransformFlags matrixFlags;
            if (flipY)
                matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
            renderer->setProjectionMatrixToRect(QRectF(QPoint(0, 0), logicalSize), matrixFlags);
            renderer->setDevicePixelRatio(devicePixelRatio);
        }

        if (rhi)
            context->renderNextRhiFrame(renderer);
        else
            context->renderNextFrame(renderer, fboId);
    }
    emit q->afterRendering();
    runAndClearJobs(&afterRenderingJobs);

    if (rhi)
        context->endNextRhiFrame(renderer);
    else
        context->endNextFrame(renderer);

    if (renderer && renderer->hasCustomRenderModeWithContinuousUpdate()) {
        // For the overdraw visualizer. This update is not urgent so avoid a
        // direct update() call, this is only here to keep the overdraw
        // visualization box rotating even when the scene is static.
        QCoreApplication::postEvent(q, new QEvent(QEvent::Type(FullUpdateRequest)));
    }
}

QQuickWindowPrivate::QQuickWindowPrivate()
    : contentItem(nullptr)
    , activeFocusItem(nullptr)
#if QT_CONFIG(cursor)
    , cursorItem(nullptr)
    , cursorHandler(nullptr)
#endif
#if QT_CONFIG(quick_draganddrop)
    , dragGrabber(nullptr)
#endif
    , touchMouseId(-1)
    , touchMouseDevice(nullptr)
    , touchMousePressTimestamp(0)
    , dirtyItemList(nullptr)
    , devicePixelRatio(0)
    , context(nullptr)
    , renderer(nullptr)
    , windowManager(nullptr)
    , renderControl(nullptr)
    , pointerEventRecursionGuard(0)
    , customRenderStage(nullptr)
    , clearColor(Qt::white)
    , clearBeforeRendering(true)
    , persistentGLContext(true)
    , persistentSceneGraph(true)
    , lastWheelEventAccepted(false)
    , componentCompleted(true)
    , allowChildEventFiltering(true)
    , allowDoubleClick(true)
    , lastFocusReason(Qt::OtherFocusReason)
    , renderTarget(nullptr)
    , renderTargetId(0)
    , vaoHelper(nullptr)
    , incubationController(nullptr)
    , hasActiveSwapchain(false)
    , hasRenderableSwapchain(false)
    , swapchainJustBecameRenderable(false)
{
#if QT_CONFIG(quick_draganddrop)
    dragGrabber = new QQuickDragGrabber;
#endif
}

QQuickWindowPrivate::~QQuickWindowPrivate()
{
    delete customRenderStage;
    if (QQmlInspectorService *service = QQmlDebugConnector::service<QQmlInspectorService>())
        service->removeWindow(q_func());
}

void QQuickWindowPrivate::init(QQuickWindow *c, QQuickRenderControl *control)
{
    q_ptr = c;


    Q_Q(QQuickWindow);

    contentItem = new QQuickRootItem;
    QQml_setParent_noEvent(contentItem, c);
    QQmlEngine::setObjectOwnership(contentItem, QQmlEngine::CppOwnership);
    QQuickItemPrivate *contentItemPrivate = QQuickItemPrivate::get(contentItem);
    contentItemPrivate->window = q;
    contentItemPrivate->windowRefCount = 1;
    contentItemPrivate->flags |= QQuickItem::ItemIsFocusScope;
    contentItem->setSize(q->size());

    customRenderMode = qgetenv("QSG_VISUALIZE");
    renderControl = control;
    if (renderControl)
        QQuickRenderControlPrivate::get(renderControl)->window = q;

    if (!renderControl)
        windowManager = QSGRenderLoop::instance();

    Q_ASSERT(windowManager || renderControl);

    if (QScreen *screen = q->screen()) {
        devicePixelRatio = screen->devicePixelRatio();
        // if the screen changes, then QQuickWindow::handleScreenChanged disconnects
        // and connects to the new screen
        physicalDpiChangedConnection = QObject::connect(screen, &QScreen::physicalDotsPerInchChanged,
                                                        q, &QQuickWindow::physicalDpiChanged);
    }

    QSGContext *sg;
    if (renderControl) {
        QQuickRenderControlPrivate *renderControlPriv = QQuickRenderControlPrivate::get(renderControl);
        sg = renderControlPriv->sg;
        context = renderControlPriv->rc;
    } else {
        windowManager->addWindow(q);
        sg = windowManager->sceneGraphContext();
        context = windowManager->createRenderContext(sg);
    }

    q->setSurfaceType(windowManager ? windowManager->windowSurfaceType() : QSurface::OpenGLSurface);
    q->setFormat(sg->defaultSurfaceFormat());
#if QT_CONFIG(vulkan)
    if (q->surfaceType() == QSurface::VulkanSurface)
        q->setVulkanInstance(QSGRhiSupport::vulkanInstance());
#endif

    animationController.reset(new QQuickAnimatorController(q));

    QObject::connect(context, SIGNAL(initialized()), q, SIGNAL(sceneGraphInitialized()), Qt::DirectConnection);
    QObject::connect(context, SIGNAL(invalidated()), q, SIGNAL(sceneGraphInvalidated()), Qt::DirectConnection);
    QObject::connect(context, SIGNAL(invalidated()), q, SLOT(cleanupSceneGraph()), Qt::DirectConnection);

    QObject::connect(q, SIGNAL(focusObjectChanged(QObject*)), q, SIGNAL(activeFocusItemChanged()));
    QObject::connect(q, SIGNAL(screenChanged(QScreen*)), q, SLOT(handleScreenChanged(QScreen*)));
    QObject::connect(qApp, SIGNAL(applicationStateChanged(Qt::ApplicationState)),
                     q, SLOT(handleApplicationStateChanged(Qt::ApplicationState)));
    QObject::connect(q, SIGNAL(frameSwapped()), q, SLOT(runJobsAfterSwap()), Qt::DirectConnection);

    if (QQmlInspectorService *service = QQmlDebugConnector::service<QQmlInspectorService>())
        service->addWindow(q);
}

void QQuickWindow::handleApplicationStateChanged(Qt::ApplicationState state)
{
    Q_D(QQuickWindow);
    if (state != Qt::ApplicationActive && d->contentItem)
        d->contentItem->windowDeactivateEvent();
}

/*!
    \property QQuickWindow::data
    \internal
*/

QQmlListProperty<QObject> QQuickWindowPrivate::data()
{
    return QQmlListProperty<QObject>(q_func(), nullptr,
                                     QQuickWindowPrivate::data_append,
                                     QQuickWindowPrivate::data_count,
                                     QQuickWindowPrivate::data_at,
                                     QQuickWindowPrivate::data_clear,
                                     QQuickWindowPrivate::data_replace,
                                     QQuickWindowPrivate::data_removeLast);
}

static QMouseEvent *touchToMouseEvent(QEvent::Type type, const QTouchEvent::TouchPoint &p, QTouchEvent *event, QQuickItem *item, bool transformNeeded = true)
{
    Q_ASSERT(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents));
    // The touch point local position and velocity are not yet transformed.
    QMouseEvent *me = new QMouseEvent(type, transformNeeded ? item->mapFromScene(p.scenePos()) : p.pos(), p.scenePos(), p.screenPos(),
                                      Qt::LeftButton, (type == QEvent::MouseButtonRelease ? Qt::NoButton : Qt::LeftButton), event->modifiers());
    me->setAccepted(true);
    me->setTimestamp(event->timestamp());
    QVector2D transformedVelocity = p.velocity();
    if (transformNeeded) {
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
        QMatrix4x4 transformMatrix(itemPrivate->windowToItemTransform());
        transformedVelocity = transformMatrix.mapVector(p.velocity()).toVector2D();
    }
    QGuiApplicationPrivate::setMouseEventCapsAndVelocity(me, event->device()->capabilities(), transformedVelocity);
    QGuiApplicationPrivate::setMouseEventSource(me, Qt::MouseEventSynthesizedByQt);
    return me;
}

bool QQuickWindowPrivate::checkIfDoubleTapped(ulong newPressEventTimestamp, QPoint newPressPos)
{
    bool doubleClicked = false;

    if (touchMousePressTimestamp > 0) {
        QPoint distanceBetweenPresses = newPressPos - touchMousePressPos;
        const int doubleTapDistance = QGuiApplication::styleHints()->touchDoubleTapDistance();
        doubleClicked = (qAbs(distanceBetweenPresses.x()) <= doubleTapDistance) && (qAbs(distanceBetweenPresses.y()) <= doubleTapDistance);

        if (doubleClicked) {
            ulong timeBetweenPresses = newPressEventTimestamp - touchMousePressTimestamp;
            ulong doubleClickInterval = static_cast<ulong>(QGuiApplication::styleHints()->
                    mouseDoubleClickInterval());
            doubleClicked = timeBetweenPresses < doubleClickInterval;
        }
    }
    if (doubleClicked) {
        touchMousePressTimestamp = 0;
    } else {
        touchMousePressTimestamp = newPressEventTimestamp;
        touchMousePressPos = newPressPos;
    }

    return doubleClicked;
}

void QQuickWindowPrivate::cancelTouchMouseSynthesis()
{
    qCDebug(DBG_TOUCH_TARGET);
    touchMouseId = -1;
    touchMouseDevice = nullptr;
}

bool QQuickWindowPrivate::deliverTouchAsMouse(QQuickItem *item, QQuickPointerEvent *pointerEvent)
{
    Q_ASSERT(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents));
    Q_Q(QQuickWindow);
    auto device = pointerEvent->device();

    // A touch event from a trackpad is likely to be followed by a mouse or gesture event, so mouse event synth is redundant
    if (device->type() == QQuickPointerDevice::TouchPad && device->capabilities().testFlag(QQuickPointerDevice::MouseEmulation)) {
        qCDebug(DBG_TOUCH_TARGET) << "skipping delivery of synth-mouse event from" << device;
        return false;
    }

    // FIXME: make this work for mouse events too and get rid of the asTouchEvent in here.
    Q_ASSERT(pointerEvent->asPointerTouchEvent());
    QScopedPointer<QTouchEvent> event(pointerEvent->asPointerTouchEvent()->touchEventForItem(item));
    if (event.isNull())
        return false;

    // For each point, check if it is accepted, if not, try the next point.
    // Any of the fingers can become the mouse one.
    // This can happen because a mouse area might not accept an event at some point but another.
    for (int i = 0; i < event->touchPoints().count(); ++i) {
        const QTouchEvent::TouchPoint &p = event->touchPoints().at(i);
        // A new touch point
        if (touchMouseId == -1 && p.state() & Qt::TouchPointPressed) {
            QPointF pos = item->mapFromScene(p.scenePos());

            // probably redundant, we check bounds in the calling function (matchingNewPoints)
            if (!item->contains(pos))
                break;

            qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << Qt::hex << p.id() << "->" << item;
            QScopedPointer<QMouseEvent> mousePress(touchToMouseEvent(QEvent::MouseButtonPress, p, event.data(), item, false));

            // Send a single press and see if that's accepted
            QCoreApplication::sendEvent(item, mousePress.data());
            event->setAccepted(mousePress->isAccepted());
            if (mousePress->isAccepted()) {
                touchMouseDevice = device;
                touchMouseId = p.id();
                if (!q->mouseGrabberItem())
                    item->grabMouse();
                if (auto pointerEventPoint = pointerEvent->pointById(p.id()))
                    pointerEventPoint->setGrabberItem(item);

                if (checkIfDoubleTapped(event->timestamp(), p.screenPos().toPoint())) {
                    // since we synth the mouse event from from touch, we respect the
                    // QPlatformTheme::TouchDoubleTapDistance instead of QPlatformTheme::MouseDoubleClickDistance
                    QScopedPointer<QMouseEvent> mouseDoubleClick(touchToMouseEvent(QEvent::MouseButtonDblClick, p, event.data(), item, false));
                    QCoreApplication::sendEvent(item, mouseDoubleClick.data());
                    event->setAccepted(mouseDoubleClick->isAccepted());
                    if (!mouseDoubleClick->isAccepted())
                        cancelTouchMouseSynthesis();
                }

                return true;
            }
            // try the next point

        // Touch point was there before and moved
        } else if (touchMouseDevice == device && p.id() == touchMouseId) {
            if (p.state() & Qt::TouchPointMoved) {
                if (touchMousePressTimestamp != 0) {
                    const int doubleTapDistance = QGuiApplicationPrivate::platformTheme()->themeHint(QPlatformTheme::TouchDoubleTapDistance).toInt();
                    const QPoint moveDelta = p.screenPos().toPoint() - touchMousePressPos;
                    if (moveDelta.x() >= doubleTapDistance || moveDelta.y() >= doubleTapDistance)
                        touchMousePressTimestamp = 0;   // Got dragged too far, dismiss the double tap
                }
                if (QQuickItem *mouseGrabberItem = q->mouseGrabberItem()) {
                    QScopedPointer<QMouseEvent> me(touchToMouseEvent(QEvent::MouseMove, p, event.data(), mouseGrabberItem, false));
                    QCoreApplication::sendEvent(item, me.data());
                    event->setAccepted(me->isAccepted());
                    if (me->isAccepted()) {
                        qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << Qt::hex << p.id() << "->" << mouseGrabberItem;
                    }
                    return event->isAccepted();
                } else {
                    // no grabber, check if we care about mouse hover
                    // FIXME: this should only happen once, not recursively... I'll ignore it just ignore hover now.
                    // hover for touch???
                    QScopedPointer<QMouseEvent> me(touchToMouseEvent(QEvent::MouseMove, p, event.data(), item, false));
                    if (lastMousePosition.isNull())
                        lastMousePosition = me->windowPos();
                    QPointF last = lastMousePosition;
                    lastMousePosition = me->windowPos();

                    bool accepted = me->isAccepted();
                    bool delivered = deliverHoverEvent(contentItem, me->windowPos(), last, me->modifiers(), me->timestamp(), accepted);
                    if (!delivered) {
                        //take care of any exits
                        accepted = clearHover(me->timestamp());
                    }
                    me->setAccepted(accepted);
                    break;
                }
            } else if (p.state() & Qt::TouchPointReleased) {
                // currently handled point was released
                if (QQuickItem *mouseGrabberItem = q->mouseGrabberItem()) {
                    QScopedPointer<QMouseEvent> me(touchToMouseEvent(QEvent::MouseButtonRelease, p, event.data(), mouseGrabberItem, false));
                    QCoreApplication::sendEvent(item, me.data());

                    if (item->acceptHoverEvents() && p.screenPos() != QGuiApplicationPrivate::lastCursorPosition) {
                        QPointF localMousePos(qInf(), qInf());
                        if (QWindow *w = item->window())
                            localMousePos = item->mapFromScene(w->mapFromGlobal(QGuiApplicationPrivate::lastCursorPosition.toPoint()));
                        QMouseEvent mm(QEvent::MouseMove, localMousePos, QGuiApplicationPrivate::lastCursorPosition,
                                       Qt::NoButton, Qt::NoButton, event->modifiers());
                        QCoreApplication::sendEvent(item, &mm);
                    }
                    if (q->mouseGrabberItem()) // might have ungrabbed due to event
                        q->mouseGrabberItem()->ungrabMouse();

                    cancelTouchMouseSynthesis();
                    return me->isAccepted();
                }
            }
            break;
        }
    }
    return false;
}

void QQuickWindowPrivate::grabTouchPoints(QObject *grabber, const QVector<int> &ids)
{
    QQuickPointerEvent *ev = nullptr;
    for (int i = 0; i < ids.count(); ++i) {
        int id = ids.at(i);
        if (Q_UNLIKELY(id < 0)) {
            qWarning("ignoring grab of touchpoint %d", id);
            continue;
        }
        if (id == touchMouseId) {
            auto point = pointerEventInstance(touchMouseDevice)->pointById(id);
            auto touchMouseGrabber = point->grabberItem();
            if (touchMouseGrabber) {
                point->setExclusiveGrabber(nullptr);
                touchMouseGrabber->mouseUngrabEvent();
                touchMouseGrabber->touchUngrabEvent();
                cancelTouchMouseSynthesis();
            }
            qCDebug(DBG_MOUSE_TARGET) << "grabTouchPoints: mouse grabber changed due to grabTouchPoints:" << touchMouseGrabber << "-> null";
        }

        // optimization to avoid the loop over devices below:
        // all ids are probably from the same event, so we don't have to search
        if (ev) {
            auto point = ev->pointById(id);
            if (point && point->exclusiveGrabber() != grabber) {
                point->setExclusiveGrabber(grabber);
                continue; // next id in the ids loop
            }
        }
        // search all devices for a QQuickPointerEvent instance that is delivering the point with id
        const auto touchDevices = QQuickPointerDevice::touchDevices();
        for (auto device : touchDevices) {
            QQuickPointerEvent *pev = pointerEventInstance(device);
            auto point = pev->pointById(id);
            if (point) {
                ev = pev;
                if (point->exclusiveGrabber() != grabber)
                    point->setExclusiveGrabber(grabber);
                break; // out of touchDevices loop
            }
        }
    }
}

/*!
    Ungrabs all touchpoint grabs and/or the mouse grab from the given item \a grabber.
    This should not be called when processing a release event - that's redundant.
    It is called in other cases, when the points may not be released, but the item
    nevertheless must lose its grab due to becoming disabled, invisible, etc.
    QQuickEventPoint::setGrabberItem() calls touchUngrabEvent() when all points are released,
    but if not all points are released, it cannot be sure whether to call touchUngrabEvent()
    or not; so we have to do it here.
*/
void QQuickWindowPrivate::removeGrabber(QQuickItem *grabber, bool mouse, bool touch)
{
    Q_Q(QQuickWindow);
    if (Q_LIKELY(mouse) && q->mouseGrabberItem() == grabber) {
        bool fromTouch = isDeliveringTouchAsMouse();
        auto point = fromTouch ?
            pointerEventInstance(touchMouseDevice)->pointById(touchMouseId) :
            pointerEventInstance(QQuickPointerDevice::genericMouseDevice())->point(0);
        QQuickItem *oldGrabber = point->grabberItem();
        qCDebug(DBG_MOUSE_TARGET) << "removeGrabber" << oldGrabber << "-> null";
        point->setGrabberItem(nullptr);
        sendUngrabEvent(oldGrabber, fromTouch);
    }
    if (Q_LIKELY(touch)) {
        bool ungrab = false;
        const auto touchDevices = QQuickPointerDevice::touchDevices();
        for (auto device : touchDevices) {
            if (auto pointerEvent = queryPointerEventInstance(device)) {
                for (int i = 0; i < pointerEvent->pointCount(); ++i) {
                    if (pointerEvent->point(i)->exclusiveGrabber() == grabber) {
                        pointerEvent->point(i)->setGrabberItem(nullptr);
                        ungrab = true;
                    }
                }
            }
        }
        if (ungrab)
            grabber->touchUngrabEvent();
    }
}

void QQuickWindowPrivate::sendUngrabEvent(QQuickItem *grabber, bool touch)
{
    if (!grabber)
        return;
    QEvent e(QEvent::UngrabMouse);
    hasFiltered.clear();
    if (!sendFilteredMouseEvent(&e, grabber, grabber->parentItem())) {
        grabber->mouseUngrabEvent();
        if (touch)
            grabber->touchUngrabEvent();
    }
}

/*!
Translates the data in \a touchEvent to this window.  This method leaves the item local positions in
\a touchEvent untouched (these are filled in later).
*/
void QQuickWindowPrivate::translateTouchEvent(QTouchEvent *touchEvent)
{
    QList<QTouchEvent::TouchPoint> touchPoints = touchEvent->touchPoints();
    for (int i = 0; i < touchPoints.count(); ++i) {
        QTouchEvent::TouchPoint &touchPoint = touchPoints[i];
        touchPoint.setScenePos(touchPoint.pos());
        touchPoint.setStartScenePos(touchPoint.startPos());
        touchPoint.setLastScenePos(touchPoint.lastPos());
    }
    touchEvent->setTouchPoints(touchPoints);
}


static inline bool windowHasFocus(QQuickWindow *win)
{
    const QWindow *focusWindow = QGuiApplication::focusWindow();
    return win == focusWindow || QQuickRenderControl::renderWindowFor(win) == focusWindow;
}

#ifdef Q_OS_WEBOS
// Temporary fix for webOS until multi-seat is implemented see QTBUG-85272
static inline bool singleWindowOnScreen(QQuickWindow *win)
{
    const QWindowList windowList = QGuiApplication::allWindows();
    for (int i = 0; i < windowList.count(); i++) {
        QWindow *ii = windowList.at(i);
        if (ii == win)
            continue;
        if (ii->screen() == win->screen())
            return false;
    }

    return true;
}
#endif

/*!
Set the focus inside \a scope to be \a item.
If the scope contains the active focus item, it will be changed to \a item.
Calls notifyFocusChangesRecur for all changed items.
*/
void QQuickWindowPrivate::setFocusInScope(QQuickItem *scope, QQuickItem *item, Qt::FocusReason reason, FocusOptions options)
{
    Q_Q(QQuickWindow);

    Q_ASSERT(item);
    Q_ASSERT(scope || item == contentItem);

    qCDebug(DBG_FOCUS) << "QQuickWindowPrivate::setFocusInScope():";
    qCDebug(DBG_FOCUS) << "    scope:" << (QObject *)scope;
    if (scope)
        qCDebug(DBG_FOCUS) << "    scopeSubFocusItem:" << (QObject *)QQuickItemPrivate::get(scope)->subFocusItem;
    qCDebug(DBG_FOCUS) << "    item:" << (QObject *)item;
    qCDebug(DBG_FOCUS) << "    activeFocusItem:" << (QObject *)activeFocusItem;

    QQuickItemPrivate *scopePrivate = scope ? QQuickItemPrivate::get(scope) : nullptr;
    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);

    QQuickItem *oldActiveFocusItem = nullptr;
    QQuickItem *currentActiveFocusItem = activeFocusItem;
    QQuickItem *newActiveFocusItem = nullptr;
    bool sendFocusIn = false;

    lastFocusReason = reason;

    QVarLengthArray<QQuickItem *, 20> changed;

    // Does this change the active focus?
    if (item == contentItem || scopePrivate->activeFocus) {
        oldActiveFocusItem = activeFocusItem;
        if (item->isEnabled()) {
            newActiveFocusItem = item;
            while (newActiveFocusItem->isFocusScope()
                   && newActiveFocusItem->scopedFocusItem()
                   && newActiveFocusItem->scopedFocusItem()->isEnabled()) {
                newActiveFocusItem = newActiveFocusItem->scopedFocusItem();
            }
        } else {
            newActiveFocusItem = scope;
        }

        if (oldActiveFocusItem) {
#if QT_CONFIG(im)
            QGuiApplication::inputMethod()->commit();
#endif

            activeFocusItem = nullptr;

            QQuickItem *afi = oldActiveFocusItem;
            while (afi && afi != scope) {
                if (QQuickItemPrivate::get(afi)->activeFocus) {
                    QQuickItemPrivate::get(afi)->activeFocus = false;
                    changed << afi;
                }
                afi = afi->parentItem();
            }
        }
    }

    if (item != contentItem && !(options & DontChangeSubFocusItem)) {
        QQuickItem *oldSubFocusItem = scopePrivate->subFocusItem;
        if (oldSubFocusItem) {
            QQuickItemPrivate::get(oldSubFocusItem)->focus = false;
            changed << oldSubFocusItem;
        }

        QQuickItemPrivate::get(item)->updateSubFocusItem(scope, true);
    }

    if (!(options & DontChangeFocusProperty)) {
        if (item != contentItem
                || windowHasFocus(q)
#ifdef Q_OS_WEBOS
        // Allow focused if there is only one window in the screen where it belongs.
        // Temporary fix for webOS until multi-seat is implemented see QTBUG-85272
                || singleWindowOnScreen(q)
#endif
                ) {
            itemPrivate->focus = true;
            changed << item;
        }
    }

    if (newActiveFocusItem && contentItem->hasFocus()) {
        activeFocusItem = newActiveFocusItem;

        QQuickItemPrivate::get(newActiveFocusItem)->activeFocus = true;
        changed << newActiveFocusItem;

        QQuickItem *afi = newActiveFocusItem->parentItem();
        while (afi && afi != scope) {
            if (afi->isFocusScope()) {
                QQuickItemPrivate::get(afi)->activeFocus = true;
                changed << afi;
            }
            afi = afi->parentItem();
        }
        updateFocusItemTransform();
        sendFocusIn = true;
    }

    // Now that all the state is changed, emit signals & events
    // We must do this last, as this process may result in further changes to focus.
    if (oldActiveFocusItem) {
        QFocusEvent event(QEvent::FocusOut, reason);
        QCoreApplication::sendEvent(oldActiveFocusItem, &event);
    }

    // Make sure that the FocusOut didn't result in another focus change.
    if (sendFocusIn && activeFocusItem == newActiveFocusItem) {
        QFocusEvent event(QEvent::FocusIn, reason);
        QCoreApplication::sendEvent(newActiveFocusItem, &event);
    }

    if (activeFocusItem != currentActiveFocusItem)
        emit q->focusObjectChanged(activeFocusItem);

    if (!changed.isEmpty())
        notifyFocusChangesRecur(changed.data(), changed.count() - 1);
}

void QQuickWindowPrivate::clearFocusInScope(QQuickItem *scope, QQuickItem *item, Qt::FocusReason reason, FocusOptions options)
{
    Q_Q(QQuickWindow);

    Q_ASSERT(item);
    Q_ASSERT(scope || item == contentItem);

    qCDebug(DBG_FOCUS) << "QQuickWindowPrivate::clearFocusInScope():";
    qCDebug(DBG_FOCUS) << "    scope:" << (QObject *)scope;
    qCDebug(DBG_FOCUS) << "    item:" << (QObject *)item;
    qCDebug(DBG_FOCUS) << "    activeFocusItem:" << (QObject *)activeFocusItem;

    QQuickItemPrivate *scopePrivate = nullptr;
    if (scope) {
        scopePrivate = QQuickItemPrivate::get(scope);
        if ( !scopePrivate->subFocusItem )
            return;//No focus, nothing to do.
    }

    QQuickItem *currentActiveFocusItem = activeFocusItem;
    QQuickItem *oldActiveFocusItem = nullptr;
    QQuickItem *newActiveFocusItem = nullptr;

    lastFocusReason = reason;

    QVarLengthArray<QQuickItem *, 20> changed;

    Q_ASSERT(item == contentItem || item == scopePrivate->subFocusItem);

    // Does this change the active focus?
    if (item == contentItem || scopePrivate->activeFocus) {
        oldActiveFocusItem = activeFocusItem;
        newActiveFocusItem = scope;

#if QT_CONFIG(im)
        QGuiApplication::inputMethod()->commit();
#endif

        activeFocusItem = nullptr;

        if (oldActiveFocusItem) {
            QQuickItem *afi = oldActiveFocusItem;
            while (afi && afi != scope) {
                if (QQuickItemPrivate::get(afi)->activeFocus) {
                    QQuickItemPrivate::get(afi)->activeFocus = false;
                    changed << afi;
                }
                afi = afi->parentItem();
            }
        }
    }

    if (item != contentItem && !(options & DontChangeSubFocusItem)) {
        QQuickItem *oldSubFocusItem = scopePrivate->subFocusItem;
        if (oldSubFocusItem && !(options & DontChangeFocusProperty)) {
            QQuickItemPrivate::get(oldSubFocusItem)->focus = false;
            changed << oldSubFocusItem;
        }

        QQuickItemPrivate::get(item)->updateSubFocusItem(scope, false);

    } else if (!(options & DontChangeFocusProperty)) {
        QQuickItemPrivate::get(item)->focus = false;
        changed << item;
    }

    if (newActiveFocusItem) {
        Q_ASSERT(newActiveFocusItem == scope);
        activeFocusItem = scope;
        updateFocusItemTransform();
    }

    // Now that all the state is changed, emit signals & events
    // We must do this last, as this process may result in further changes to
    // focus.
    if (oldActiveFocusItem) {
        QFocusEvent event(QEvent::FocusOut, reason);
        QCoreApplication::sendEvent(oldActiveFocusItem, &event);
    }

    // Make sure that the FocusOut didn't result in another focus change.
    if (newActiveFocusItem && activeFocusItem == newActiveFocusItem) {
        QFocusEvent event(QEvent::FocusIn, reason);
        QCoreApplication::sendEvent(newActiveFocusItem, &event);
    }

    if (activeFocusItem != currentActiveFocusItem)
        emit q->focusObjectChanged(activeFocusItem);

    if (!changed.isEmpty())
        notifyFocusChangesRecur(changed.data(), changed.count() - 1);
}

void QQuickWindowPrivate::clearFocusObject()
{
    if (activeFocusItem == contentItem)
        return;

    clearFocusInScope(contentItem, QQuickItemPrivate::get(contentItem)->subFocusItem, Qt::OtherFocusReason);
}

void QQuickWindowPrivate::notifyFocusChangesRecur(QQuickItem **items, int remaining)
{
    QPointer<QQuickItem> item(*items);

    if (remaining)
        notifyFocusChangesRecur(items + 1, remaining - 1);

    if (item) {
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);

        if (itemPrivate->notifiedFocus != itemPrivate->focus) {
            itemPrivate->notifiedFocus = itemPrivate->focus;
            emit item->focusChanged(itemPrivate->focus);
        }

        if (item && itemPrivate->notifiedActiveFocus != itemPrivate->activeFocus) {
            itemPrivate->notifiedActiveFocus = itemPrivate->activeFocus;
            itemPrivate->itemChange(QQuickItem::ItemActiveFocusHasChanged, itemPrivate->activeFocus);
            emit item->activeFocusChanged(itemPrivate->activeFocus);
        }
    }
}

void QQuickWindowPrivate::dirtyItem(QQuickItem *)
{
    Q_Q(QQuickWindow);
    q->maybeUpdate();
}

void QQuickWindowPrivate::cleanup(QSGNode *n)
{
    Q_Q(QQuickWindow);

    Q_ASSERT(!cleanupNodeList.contains(n));
    cleanupNodeList.append(n);
    q->maybeUpdate();
}

/*!
    \qmltype Window
    \instantiates QQuickWindow
    \inqmlmodule QtQuick.Window
    \ingroup qtquick-visual
    \brief Creates a new top-level window.

    The Window object creates a new top-level window for a Qt Quick scene. It automatically sets up the
    window for use with \c {QtQuick 2.x} graphical types.

    To use this type, you will need to import the module with the following line:
    \code
    import QtQuick.Window 2.2
    \endcode

    Omitting this import will allow you to have a QML environment without
    access to window system features.

    A Window can be declared inside an Item or inside another Window; in that
    case the inner Window will automatically become "transient for" the outer
    Window: that is, most platforms will show it centered upon the outer window
    by default, and there may be other platform-dependent behaviors, depending
    also on the \l flags. If the nested window is intended to be a dialog in
    your application, you should also set \l flags to Qt.Dialog, because some
    window managers will not provide the centering behavior without that flag.
    You can also declare multiple windows inside a top-level \l QtObject, in which
    case the windows will have no transient relationship.

    Alternatively you can set or bind \l x and \l y to position the Window
    explicitly on the screen.

    When the user attempts to close a window, the \l closing signal will be
    emitted. You can force the window to stay open (for example to prompt the
    user to save changes) by writing an \c onClosing handler and setting
    \c {close.accepted = false}.
*/
/*!
    \class QQuickWindow
    \since 5.0

    \inmodule QtQuick

    \brief The QQuickWindow class provides the window for displaying a graphical QML scene.

    QQuickWindow provides the graphical scene management needed to interact with and display
    a scene of QQuickItems.

    A QQuickWindow always has a single invisible root item. To add items to this window,
    reparent the items to the root item or to an existing item in the scene.

    For easily displaying a scene from a QML file, see \l{QQuickView}.

    \section1 Rendering

    QQuickWindow uses a scene graph to represent what needs to be rendered.
    This scene graph is disconnected from the QML scene and
    potentially lives in another thread, depending on the platform
    implementation. Since the rendering scene graph lives
    independently from the QML scene, it can also be completely
    released without affecting the state of the QML scene.

    The sceneGraphInitialized() signal is emitted on the rendering
    thread before the QML scene is rendered to the screen for the
    first time. If the rendering scene graph has been released, the
    signal will be emitted again before the next frame is rendered.


    \section2 Integration with OpenGL

    When using the default OpenGL adaptation, it is possible to integrate
    OpenGL calls directly into the QQuickWindow using the same OpenGL
    context as the Qt Quick Scene Graph. This is done by connecting to the
    QQuickWindow::beforeRendering() or QQuickWindow::afterRendering()
    signal.

    \note When using QQuickWindow::beforeRendering(), make sure to
    disable clearing before rendering with
    QQuickWindow::setClearBeforeRendering().


    \section2 Exposure and Visibility

    When a QQuickWindow instance is deliberately hidden with hide() or
    setVisible(false), it will stop rendering and its scene graph and
    graphics context might be released. The sceneGraphInvalidated()
    signal will be emitted when this happens.

    \warning It is crucial that graphics operations and interaction with
    the scene graph happens exclusively on the rendering thread,
    primarily during the updatePaintNode() phase.

    \warning As signals related to rendering might be emitted from the
    rendering thread, connections should be made using
    Qt::DirectConnection.


    \section2 Resource Management

    QML will try to cache images and scene graph nodes to
    improve performance, but in some low-memory scenarios it might be
    required to aggressively release these resources. The
    releaseResources() can be used to force the clean up of certain
    resources. Calling releaseResources() may result in the entire
    scene graph and in the case of the OpenGL adaptation the associated
    context will be deleted. The sceneGraphInvalidated() signal will be
    emitted when this happens.

    \note All classes with QSG prefix should be used solely on the scene graph's
    rendering thread. See \l {Scene Graph and Rendering} for more information.

    \section2 Context and Surface Formats

    While it is possible to specify a QSurfaceFormat for every QQuickWindow by
    calling the member function setFormat(), windows may also be created from
    QML by using the Window and ApplicationWindow elements. In this case there
    is no C++ code involved in the creation of the window instance, yet
    applications may still wish to set certain surface format values, for
    example to request a given OpenGL version or profile. Such applications can
    call the static function QSurfaceFormat::setDefaultFormat() at startup. The
    specified format will be used for all Quick windows created afterwards.

    \sa {Scene Graph - OpenGL Under QML}
*/

/*!
    Constructs a window for displaying a QML scene with parent window \a parent.
*/
QQuickWindow::QQuickWindow(QWindow *parent)
    : QQuickWindow(*new QQuickWindowPrivate, parent)
{
}



/*!
    \internal
*/
QQuickWindow::QQuickWindow(QQuickWindowPrivate &dd, QWindow *parent)
    : QWindow(dd, parent)
{
    Q_D(QQuickWindow);
    d->init(this);
}

/*!
    \internal
*/
QQuickWindow::QQuickWindow(QQuickRenderControl *control)
    : QWindow(*(new QQuickWindowPrivate), nullptr)
{
    Q_D(QQuickWindow);
    d->init(this, control);
}

/*!
    \internal
*/
QQuickWindow::QQuickWindow(QQuickWindowPrivate &dd, QQuickRenderControl *control)
    : QWindow(dd, nullptr)
{
    Q_D(QQuickWindow);
    d->init(this, control);
}

/*!
    Destroys the window.
*/
QQuickWindow::~QQuickWindow()
{
    Q_D(QQuickWindow);

    if (d->renderControl) {
        QQuickRenderControlPrivate::get(d->renderControl)->windowDestroyed();
    } else if (d->windowManager) {
        d->windowManager->removeWindow(this);
        d->windowManager->windowDestroyed(this);
    }

    delete d->incubationController; d->incubationController = nullptr;
#if QT_CONFIG(quick_draganddrop)
    delete d->dragGrabber; d->dragGrabber = nullptr;
#endif
    QQuickRootItem *root = d->contentItem;
    d->contentItem = nullptr;
    delete root;
    qDeleteAll(d->pointerEventInstances);
    d->pointerEventInstances.clear();

    d->renderJobMutex.lock();
    qDeleteAll(d->beforeSynchronizingJobs);
    d->beforeSynchronizingJobs.clear();
    qDeleteAll(d->afterSynchronizingJobs);
    d->afterSynchronizingJobs.clear();
    qDeleteAll(d->beforeRenderingJobs);
    d->beforeRenderingJobs.clear();
    qDeleteAll(d->afterRenderingJobs);
    d->afterRenderingJobs.clear();
    qDeleteAll(d->afterSwapJobs);
    d->afterSwapJobs.clear();
    d->renderJobMutex.unlock();

    // It is important that the pixmap cache is cleaned up during shutdown.
    // Besides playing nice, this also solves a practical problem that
    // QQuickTextureFactory implementations in other libraries need
    // have their destructors loaded while they the library is still
    // loaded into memory.
    QQuickPixmap::purgeCache();
}

/*!
    This function tries to release redundant resources currently held by the QML scene.

    Calling this function might result in the scene graph and the OpenGL context used
    for rendering being released to release graphics memory. If this happens, the
    sceneGraphInvalidated() signal will be called, allowing users to clean up their
    own graphics resources. The setPersistentOpenGLContext() and setPersistentSceneGraph()
    functions can be used to prevent this from happening, if handling the cleanup is
    not feasible in the application, at the cost of higher memory usage.

    \sa sceneGraphInvalidated(), setPersistentOpenGLContext(), setPersistentSceneGraph()
 */

void QQuickWindow::releaseResources()
{
    Q_D(QQuickWindow);
    if (d->windowManager)
        d->windowManager->releaseResources(this);
    QQuickPixmap::purgeCache();
}



/*!
    Sets whether the OpenGL context should be preserved, and cannot be
    released until the last window is deleted, to \a persistent. The
    default value is true.

    The OpenGL context can be released to free up graphics resources
    when the window is obscured, hidden or not rendering. When this
    happens is implementation specific.

    The QOpenGLContext::aboutToBeDestroyed() signal is emitted from
    the QQuickWindow::openglContext() when the OpenGL context is about
    to be released.  The QQuickWindow::sceneGraphInitialized() signal
    is emitted when a new OpenGL context is created for this
    window. Make a Qt::DirectConnection to these signals to be
    notified.

    The OpenGL context is still released when the last QQuickWindow is
    deleted.

    \note This only has an effect when using the default OpenGL scene
    graph adaptation.

    \sa setPersistentSceneGraph(),
    QOpenGLContext::aboutToBeDestroyed(), sceneGraphInitialized()
 */

void QQuickWindow::setPersistentOpenGLContext(bool persistent)
{
    Q_D(QQuickWindow);
    d->persistentGLContext = persistent;
}



/*!
    Returns whether the OpenGL context can be released during the
    lifetime of the QQuickWindow.

    \note This is a hint. When and how this happens is implementation
    specific.  It also only has an effect when using the default OpenGL
    scene graph adaptation
 */

bool QQuickWindow::isPersistentOpenGLContext() const
{
    Q_D(const QQuickWindow);
    return d->persistentGLContext;
}



/*!
    Sets whether the scene graph nodes and resources are \a persistent.
    Persistent means the nodes and resources cannot be released.
    The default value is \c true.

    The scene graph nodes and resources can be released to free up
    graphics resources when the window is obscured, hidden or not
    rendering. When this happens is implementation specific.

    The QQuickWindow::sceneGraphInvalidated() signal is emitted when
    cleanup occurs. The QQuickWindow::sceneGraphInitialized() signal
    is emitted when a new scene graph is recreated for this
    window. Make a Qt::DirectConnection to these signals to be
    notified.

    The scene graph nodes and resources are still released when the
    last QQuickWindow is deleted.

    \sa setPersistentOpenGLContext(),
    sceneGraphInvalidated(), sceneGraphInitialized()
 */

void QQuickWindow::setPersistentSceneGraph(bool persistent)
{
    Q_D(QQuickWindow);
    d->persistentSceneGraph = persistent;
}



/*!
    Returns whether the scene graph nodes and resources can be
    released during the lifetime of this QQuickWindow.

    \note This is a hint. When and how this happens is implementation
    specific.
 */

bool QQuickWindow::isPersistentSceneGraph() const
{
    Q_D(const QQuickWindow);
    return d->persistentSceneGraph;
}




/*!
    \qmlattachedproperty Item Window::contentItem
    \since 5.4

    This attached property holds the invisible root item of the scene or
    \c null if the item is not in a window. The Window attached property
    can be attached to any Item.
*/

/*!
    \property QQuickWindow::contentItem
    \brief The invisible root item of the scene.

  A QQuickWindow always has a single invisible root item containing all of its content.
  To add items to this window, reparent the items to the contentItem or to an existing
  item in the scene.
*/
QQuickItem *QQuickWindow::contentItem() const
{
    Q_D(const QQuickWindow);

    return d->contentItem;
}

/*!
    \property QQuickWindow::activeFocusItem

    \brief The item which currently has active focus or \c null if there is
    no item with active focus.

    \sa QQuickItem::forceActiveFocus(), {Keyboard Focus in Qt Quick}
*/
QQuickItem *QQuickWindow::activeFocusItem() const
{
    Q_D(const QQuickWindow);

    return d->activeFocusItem;
}

/*!
  \internal
  \reimp
*/
QObject *QQuickWindow::focusObject() const
{
    Q_D(const QQuickWindow);

    if (d->activeFocusItem)
        return d->activeFocusItem;
    return const_cast<QQuickWindow*>(this);
}


/*!
  Returns the item which currently has the mouse grab.
*/
QQuickItem *QQuickWindow::mouseGrabberItem() const
{
    Q_D(const QQuickWindow);

    if (d->isDeliveringTouchAsMouse()) {
        if (QQuickPointerEvent *event = d->queryPointerEventInstance(d->touchMouseDevice)) {
            auto point = event->pointById(d->touchMouseId);
            return point ? point->grabberItem() : nullptr;
        }
    } else if (QQuickPointerEvent *event = d->queryPointerEventInstance(QQuickPointerDevice::genericMouseDevice())) {
        Q_ASSERT(event->pointCount());
        return event->point(0)->grabberItem();
    }
    return nullptr;
}


bool QQuickWindowPrivate::clearHover(ulong timestamp)
{
    Q_Q(QQuickWindow);
    if (hoverItems.isEmpty())
        return false;

    QPointF pos = q->mapFromGlobal(QGuiApplicationPrivate::lastCursorPosition.toPoint());

    bool accepted = false;
    for (QQuickItem* item : qAsConst(hoverItems)) {
        accepted = sendHoverEvent(QEvent::HoverLeave, item, pos, pos, QGuiApplication::keyboardModifiers(), timestamp, true) || accepted;
#if QT_CONFIG(cursor)
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
        if (itemPrivate->hasPointerHandlers()) {
            pos = q->mapFromGlobal(QCursor::pos());
            QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::genericMouseDevice(), QEvent::MouseMove);
            pointerEvent->point(0)->reset(Qt::TouchPointMoved, pos, quint64(1) << 24 /* mouse has device ID 1 */, timestamp, QVector2D());
            pointerEvent->point(0)->setAccepted(true);
            pointerEvent->localize(item);
            for (QQuickPointerHandler *h : itemPrivate->extra->pointerHandlers)
                if (QQuickHoverHandler *hh = qmlobject_cast<QQuickHoverHandler *>(h))
                    hh->handlePointerEvent(pointerEvent);
        }
#endif
    }
    hoverItems.clear();
    return accepted;
}

/*! \reimp */
bool QQuickWindow::event(QEvent *e)
{
    Q_D(QQuickWindow);

    switch (e->type()) {

    case QEvent::TouchBegin:
    case QEvent::TouchUpdate:
    case QEvent::TouchEnd: {
        QTouchEvent *touch = static_cast<QTouchEvent*>(e);
        d->handleTouchEvent(touch);
        if (Q_LIKELY(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents))) {
            // we consume all touch events ourselves to avoid duplicate
            // mouse delivery by QtGui mouse synthesis
            e->accept();
        }
        return true;
    }
        break;
    case QEvent::TouchCancel:
        // return in order to avoid the QWindow::event below
        return d->deliverTouchCancelEvent(static_cast<QTouchEvent*>(e));
        break;
    case QEvent::Enter: {
        if (!d->contentItem)
            return false;
        QEnterEvent *enter = static_cast<QEnterEvent*>(e);
        bool accepted = enter->isAccepted();
        bool delivered = d->deliverHoverEvent(d->contentItem, enter->windowPos(), d->lastMousePosition,
            QGuiApplication::keyboardModifiers(), 0L, accepted);
        d->lastMousePosition = enter->windowPos();
        enter->setAccepted(accepted);
#if QT_CONFIG(cursor)
        d->updateCursor(mapFromGlobal(QCursor::pos()));
#endif
        return delivered;
    }
        break;
    case QEvent::Leave:
        d->clearHover();
        d->lastMousePosition = QPointF();
        break;
#if QT_CONFIG(quick_draganddrop)
    case QEvent::DragEnter:
    case QEvent::DragLeave:
    case QEvent::DragMove:
    case QEvent::Drop:
        d->deliverDragEvent(d->dragGrabber, e);
        break;
#endif
    case QEvent::WindowDeactivate:
        if (d->contentItem)
            d->contentItem->windowDeactivateEvent();
        break;
    case QEvent::Close: {
        // TOOD Qt 6 (binary incompatible)
        // closeEvent(static_cast<QCloseEvent *>(e));
        QQuickCloseEvent qev;
        qev.setAccepted(e->isAccepted());
        emit closing(&qev);
        e->setAccepted(qev.isAccepted());
        } break;
    case QEvent::PlatformSurface:
        if ((static_cast<QPlatformSurfaceEvent *>(e))->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed) {
            // Ensure that the rendering thread is notified before
            // the QPlatformWindow is destroyed.
            if (d->windowManager)
                d->windowManager->hide(this);
        }
        break;
    case QEvent::FocusAboutToChange:
#if QT_CONFIG(im)
        if (d->activeFocusItem)
            qGuiApp->inputMethod()->commit();
#endif
        if (mouseGrabberItem())
            mouseGrabberItem()->ungrabMouse();
        break;
    case QEvent::UpdateRequest: {
        if (d->windowManager)
            d->windowManager->handleUpdateRequest(this);
        break;
    }
#if QT_CONFIG(gestures)
    case QEvent::NativeGesture:
        d->deliverSinglePointEventUntilAccepted(d->pointerEventInstance(e));
        break;
#endif
    case QEvent::ShortcutOverride:
        if (d->activeFocusItem)
            QCoreApplication::sendEvent(d->activeFocusItem, e);
        return true;
    case QEvent::LanguageChange:
        if (d->contentItem)
            QCoreApplication::sendEvent(d->contentItem, e);
        break;
    case QEvent::InputMethod:
    case QEvent::InputMethodQuery:
        {
            QQuickItem *target = d->activeFocusItem;
            // while an input method delivers the event, this window might still be inactive
            if (!target) {
                target = d->contentItem;
                if (!target || !target->isEnabled())
                    break;
                // see setFocusInScope for a similar loop
                while (target->isFocusScope() && target->scopedFocusItem() && target->scopedFocusItem()->isEnabled())
                    target = target->scopedFocusItem();
            }
            if (target) {
                QCoreApplication::sendEvent(target, e);
                return true;
            }
        }
        break;
    default:
        break;
    }

    if (e->type() == QEvent::Type(QQuickWindowPrivate::FullUpdateRequest))
        update();
    else if (e->type() == QEvent::Type(QQuickWindowPrivate::TriggerContextCreationFailure))
        d->windowManager->handleContextCreationFailure(this);

    return QWindow::event(e);
}

/*! \reimp */
void QQuickWindow::keyPressEvent(QKeyEvent *e)
{
    Q_D(QQuickWindow);
    Q_QUICK_INPUT_PROFILE(QQuickProfiler::Key, QQuickProfiler::InputKeyPress, e->key(),
                          e->modifiers());
    d->deliverKeyEvent(e);
}

/*! \reimp */
void QQuickWindow::keyReleaseEvent(QKeyEvent *e)
{
    Q_D(QQuickWindow);
    Q_QUICK_INPUT_PROFILE(QQuickProfiler::Key, QQuickProfiler::InputKeyRelease, e->key(),
                          e->modifiers());
    d->deliverKeyEvent(e);
}

void QQuickWindowPrivate::deliverKeyEvent(QKeyEvent *e)
{
    if (activeFocusItem) {
        QQuickItem *item = activeFocusItem;

        // In case of generated event, trigger ShortcutOverride event
        if (e->type() == QEvent::KeyPress && e->spontaneous() == false)
                qt_sendShortcutOverrideEvent(item, e->timestamp(),
                                         e->key(), e->modifiers(), e->text(),
                                         e->isAutoRepeat(), e->count());

        e->accept();
        QCoreApplication::sendEvent(item, e);
        while (!e->isAccepted() && (item = item->parentItem())) {
            e->accept();
            QCoreApplication::sendEvent(item, e);
        }
    }
}

QMouseEvent *QQuickWindowPrivate::cloneMouseEvent(QMouseEvent *event, QPointF *transformedLocalPos)
{
    int caps = QGuiApplicationPrivate::mouseEventCaps(event);
    QVector2D velocity = QGuiApplicationPrivate::mouseEventVelocity(event);
    QMouseEvent *me = new QMouseEvent(event->type(),
                                      transformedLocalPos ? *transformedLocalPos : event->localPos(),
                                      event->windowPos(), event->screenPos(),
                                      event->button(), event->buttons(), event->modifiers());
    QGuiApplicationPrivate::setMouseEventCapsAndVelocity(me, caps, velocity);
    QGuiApplicationPrivate::setMouseEventSource(me, QGuiApplicationPrivate::mouseEventSource(event));
    me->setTimestamp(event->timestamp());
    return me;
}

void QQuickWindowPrivate::deliverToPassiveGrabbers(const QVector<QPointer <QQuickPointerHandler> > &passiveGrabbers,
                                                   QQuickPointerEvent *pointerEvent)
{
    const QVector<QQuickPointerHandler *> &eventDeliveryTargets = pointerEvent->device()->eventDeliveryTargets();
    QVarLengthArray<QPair<QQuickItem *, bool>, 4> sendFilteredPointerEventResult;
    hasFiltered.clear();
    for (auto handler : passiveGrabbers) {
        // a null pointer in passiveGrabbers is unlikely, unless the grabbing handler was deleted dynamically
        if (Q_LIKELY(handler) && !eventDeliveryTargets.contains(handler)) {
            bool alreadyFiltered = false;
            QQuickItem *par = handler->parentItem();

            // see if we already have sent a filter event to the parent
            auto it = std::find_if(sendFilteredPointerEventResult.begin(), sendFilteredPointerEventResult.end(),
                                        [par](const QPair<QQuickItem *, bool> &pair) { return pair.first == par; });
            if (it != sendFilteredPointerEventResult.end()) {
                // Yes, the event was already filtered to that parent, do not call it again but use
                // the result of the previous call to determine if we should call the handler.
                alreadyFiltered = it->second;
            } else {
                alreadyFiltered = sendFilteredPointerEvent(pointerEvent, par);
                sendFilteredPointerEventResult << qMakePair<QQuickItem*, bool>(par, alreadyFiltered);
            }
            if (!alreadyFiltered) {
                pointerEvent->localize(handler->parentItem());
                handler->handlePointerEvent(pointerEvent);
            }
        }
    }
}



void QQuickWindowPrivate::deliverMouseEvent(QQuickPointerMouseEvent *pointerEvent)
{
    Q_Q(QQuickWindow);
    auto point = pointerEvent->point(0);
    lastMousePosition = point->scenePosition();
    const bool mouseIsReleased = (point->state() == QQuickEventPoint::Released && pointerEvent->buttons() == Qt::NoButton);
    QQuickItem *grabberItem = point->grabberItem();
    if (!grabberItem && isDeliveringTouchAsMouse())
        grabberItem = q->mouseGrabberItem();

    if (grabberItem) {
        bool handled = false;
        hasFiltered.clear();
        if (sendFilteredPointerEvent(pointerEvent, grabberItem))
            handled = true;
        // if the grabber is an Item:
        // if the update consists of changing button state, don't accept it unless
        // the button is one in which the grabber is interested
        Qt::MouseButtons acceptedButtons = grabberItem->acceptedMouseButtons();
        if (!handled && pointerEvent->button() != Qt::NoButton && acceptedButtons
                && !(acceptedButtons & pointerEvent->button())) {
            pointerEvent->setAccepted(false);
            handled = true;
        }

        // send update
        if (!handled) {
            QPointF localPos = grabberItem->mapFromScene(lastMousePosition);
            auto me = pointerEvent->asMouseEvent(localPos);
            me->accept();
            QCoreApplication::sendEvent(grabberItem, me);
            point->setAccepted(me->isAccepted());
        }

        // release event: ungrab if no buttons are pressed anymore
        if (mouseIsReleased)
            removeGrabber(grabberItem, true, isDeliveringTouchAsMouse());
        deliverToPassiveGrabbers(point->passiveGrabbers(), pointerEvent);
    } else if (auto handler = point->grabberPointerHandler()) {
        pointerEvent->localize(handler->parentItem());
        hasFiltered.clear();
        if (!sendFilteredPointerEvent(pointerEvent, handler->parentItem()))
            handler->handlePointerEvent(pointerEvent);
        if (mouseIsReleased)
            point->setGrabberPointerHandler(nullptr, true);
        deliverToPassiveGrabbers(point->passiveGrabbers(), pointerEvent);
    } else {
        bool delivered = false;
        if (pointerEvent->isPressEvent()) {
            // send initial press
            delivered = deliverPressOrReleaseEvent(pointerEvent);
        } else if (pointerEvent->device()->type() == QQuickPointerDevice::Mouse) {
            // if this is an update or release from an actual mouse,
            // and the point wasn't grabbed, deliver only to PointerHandlers:
            // passive grabbers first, then the rest
            deliverToPassiveGrabbers(point->passiveGrabbers(), pointerEvent);

            // If some points weren't grabbed, deliver to non-grabber PointerHandlers in reverse paint order
            if (!pointerEvent->allPointsGrabbed() && pointerEvent->buttons()) {
                QVector<QQuickItem *> targetItems = pointerTargets(contentItem, point, false, false);
                for (QQuickItem *item : targetItems) {
                    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
                    if (!itemPrivate->extra.isAllocated() || itemPrivate->extra->pointerHandlers.isEmpty())
                        continue;
                    pointerEvent->localize(item);
                    hasFiltered.clear();
                    if (!sendFilteredPointerEvent(pointerEvent, item)) {
                        if (itemPrivate->handlePointerEvent(pointerEvent, true)) // avoid re-delivering to grabbers
                            delivered = true;
                    }
                    if (point->exclusiveGrabber())
                        break;
                }
            }
        }

        if (!delivered)
            // make sure not to accept unhandled events
            pointerEvent->setAccepted(false);
    }
}

bool QQuickWindowPrivate::sendHoverEvent(QEvent::Type type, QQuickItem *item,
                                      const QPointF &scenePos, const QPointF &lastScenePos,
                                      Qt::KeyboardModifiers modifiers, ulong timestamp,
                                      bool accepted)
{
    const QTransform transform = QQuickItemPrivate::get(item)->windowToItemTransform();

    //create copy of event
    QHoverEvent hoverEvent(type, transform.map(scenePos), transform.map(lastScenePos), modifiers);
    hoverEvent.setTimestamp(timestamp);
    hoverEvent.setAccepted(accepted);

    hasFiltered.clear();
    if (sendFilteredMouseEvent(&hoverEvent, item, item->parentItem()))
        return true;

    QCoreApplication::sendEvent(item, &hoverEvent);

    return hoverEvent.isAccepted();
}

bool QQuickWindowPrivate::deliverHoverEvent(QQuickItem *item, const QPointF &scenePos, const QPointF &lastScenePos,
                                         Qt::KeyboardModifiers modifiers, ulong timestamp, bool &accepted)
{
    Q_Q(QQuickWindow);
    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);

    if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
        QPointF p = item->mapFromScene(scenePos);
        if (!item->contains(p))
            return false;
    }

    qCDebug(DBG_HOVER_TRACE) << q << item << scenePos << lastScenePos << "subtreeHoverEnabled" << itemPrivate->subtreeHoverEnabled;
    if (itemPrivate->subtreeHoverEnabled) {
        QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();
        for (int ii = children.count() - 1; ii >= 0; --ii) {
            QQuickItem *child = children.at(ii);
            if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled)
                continue;
            if (deliverHoverEvent(child, scenePos, lastScenePos, modifiers, timestamp, accepted))
                return true;
        }
    }

    if (itemPrivate->hasPointerHandlers()) {
        QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::genericMouseDevice(), QEvent::MouseMove);
        pointerEvent->point(0)->reset(Qt::TouchPointMoved, scenePos, quint64(1) << 24 /* mouse has device ID 1 */, timestamp, QVector2D());
        pointerEvent->point(0)->setAccepted(true);
        pointerEvent->localize(item);
        for (QQuickPointerHandler *h : itemPrivate->extra->pointerHandlers)
            if (QQuickHoverHandler *hh = qmlobject_cast<QQuickHoverHandler *>(h))
                hh->handlePointerEvent(pointerEvent);
    }

    if (itemPrivate->hoverEnabled) {
        QPointF p = item->mapFromScene(scenePos);
        if (item->contains(p)) {
            if (!hoverItems.isEmpty() && hoverItems.at(0) == item) {
                //move
                accepted = sendHoverEvent(QEvent::HoverMove, item, scenePos, lastScenePos, modifiers, timestamp, accepted);
            } else {
                QList<QQuickItem *> itemsToHover;
                QQuickItem* parent = item;
                itemsToHover << item;
                while ((parent = parent->parentItem()))
                    itemsToHover << parent;

                // Leaving from previous hovered items until we reach the item or one of its ancestors.
                while (!hoverItems.isEmpty() && !itemsToHover.contains(hoverItems.at(0))) {
                    QQuickItem *hoverLeaveItem = hoverItems.takeFirst();
                    sendHoverEvent(QEvent::HoverLeave, hoverLeaveItem, scenePos, lastScenePos, modifiers, timestamp, accepted);
                    QQuickItemPrivate *hoverLeaveItemPrivate = QQuickItemPrivate::get(hoverLeaveItem);
                    if (hoverLeaveItemPrivate->hasPointerHandlers()) {
                        for (QQuickPointerHandler *handler : hoverLeaveItemPrivate->extra->pointerHandlers) {
                            if (auto *hh = qmlobject_cast<QQuickHoverHandler *>(handler)) {
                                QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::genericMouseDevice(), QEvent::MouseMove);
                                pointerEvent->point(0)->cancelPassiveGrab(hh);
                            }
                        }
                    }
                }

                if (!hoverItems.isEmpty() && hoverItems.at(0) == item) {//Not entering a new Item
                    // ### Shouldn't we send moves for the parent items as well?
                    accepted = sendHoverEvent(QEvent::HoverMove, item, scenePos, lastScenePos, modifiers, timestamp, accepted);
                } else {
                    // Enter items that are not entered yet.
                    int startIdx = -1;
                    if (!hoverItems.isEmpty())
                        startIdx = itemsToHover.indexOf(hoverItems.at(0)) - 1;
                    if (startIdx == -1)
                        startIdx = itemsToHover.count() - 1;

                    for (int i = startIdx; i >= 0; i--) {
                        QQuickItem *itemToHover = itemsToHover.at(i);
                        QQuickItemPrivate *itemToHoverPrivate = QQuickItemPrivate::get(itemToHover);
                        // The item may be about to be deleted or reparented to another window
                        // due to another hover event delivered in this function. If that is the
                        // case, sending a hover event here will cause a crash or other bad
                        // behavior when the leave event is generated. Checking
                        // itemToHoverPrivate->window here prevents that case.
                        if (itemToHoverPrivate->window == q && itemToHoverPrivate->hoverEnabled) {
                            hoverItems.prepend(itemToHover);
                            sendHoverEvent(QEvent::HoverEnter, itemToHover, scenePos, lastScenePos, modifiers, timestamp, accepted);
                        }
                    }
                }
            }
            return true;
        }
    }

    return false;
}

// Simple delivery of non-mouse, non-touch Pointer Events: visit the items and handlers
// in the usual reverse-paint-order until propagation is stopped
bool QQuickWindowPrivate::deliverSinglePointEventUntilAccepted(QQuickPointerEvent *event)
{
    Q_ASSERT(event->pointCount() == 1);
    QQuickEventPoint *point = event->point(0);
    QVector<QQuickItem *> targetItems = pointerTargets(contentItem, point, false, false);

    for (QQuickItem *item : targetItems) {
        if (!item->window())
            continue;
        QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
        event->localize(item);
        // Let Pointer Handlers have the first shot
        itemPrivate->handlePointerEvent(event);
        if (point->isAccepted())
            return true;
        if (!item->window())
            continue;
        QPointF g = item->window()->mapToGlobal(point->scenePosition().toPoint());
#if QT_CONFIG(wheelevent)
        // Let the Item have a chance to handle it
        if (QQuickPointerScrollEvent *pse = event->asPointerScrollEvent()) {
            QWheelEvent wheel(point->position(), g, pse->pixelDelta().toPoint(), pse->angleDelta().toPoint(),
                              pse->buttons(), pse->modifiers(), pse->phase(),
                              pse->isInverted(), pse->synthSource());
            wheel.setTimestamp(pse->timestamp());
            wheel.accept();
            QCoreApplication::sendEvent(item, &wheel);
            if (wheel.isAccepted()) {
                qCDebug(lcWheelTarget) << &wheel << "->" << item;
                event->setAccepted(true);
                return true;
            }
        }
#endif
#if QT_CONFIG(gestures)
        if (QQuickPointerNativeGestureEvent *pnge = event->asPointerNativeGestureEvent()) {
            QNativeGestureEvent nge(pnge->type(), pnge->device()->qTouchDevice(), point->position(), point->scenePosition(), g,
                                    pnge->value(), 0L, 0L); // TODO can't copy things I can't access
            nge.accept();
            QCoreApplication::sendEvent(item, &nge);
            if (nge.isAccepted()) {
                qCDebug(lcGestureTarget) << &nge << "->" << item;
                event->setAccepted(true);
                return true;
            }
        }
#endif // gestures
    }

    return false; // it wasn't handled
}

#if QT_CONFIG(wheelevent)
/*! \reimp */
void QQuickWindow::wheelEvent(QWheelEvent *event)
{
    Q_D(QQuickWindow);
    Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseWheel,
                          event->angleDelta().x(), event->angleDelta().y());

    qCDebug(DBG_MOUSE) << "QQuickWindow::wheelEvent()" << event->pixelDelta() << event->angleDelta() << event->phase();

    //if the actual wheel event was accepted, accept the compatibility wheel event and return early
    if (d->lastWheelEventAccepted && event->angleDelta().isNull() && event->phase() == Qt::ScrollUpdate)
        return;

    event->ignore();
    d->deliverPointerEvent(d->pointerEventInstance(event));
    d->lastWheelEventAccepted = event->isAccepted();
}
#endif // wheelevent

#if QT_CONFIG(tabletevent)
/*! \reimp */
void QQuickWindow::tabletEvent(QTabletEvent *event)
{
    Q_D(QQuickWindow);
    qCDebug(lcTablet) << event;
    // TODO Qt 6: make sure TabletEnterProximity and TabletLeaveProximity are delivered here
    d->deliverPointerEvent(d->pointerEventInstance(event));
}
#endif // tabletevent

bool QQuickWindowPrivate::deliverTouchCancelEvent(QTouchEvent *event)
{
    qCDebug(DBG_TOUCH) << event;
    Q_Q(QQuickWindow);

    if (QQuickItem *grabber = q->mouseGrabberItem())
        sendUngrabEvent(grabber, true);
    cancelTouchMouseSynthesis();

    // A TouchCancel event will typically not contain any points.
    // Deliver it to all items and handlers that have active touches.
    QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::touchDevice(event->device()));
    for (int i = 0; i < pointerEvent->pointCount(); ++i)
        pointerEvent->point(i)->cancelExclusiveGrabImpl(event);

    // The next touch event can only be a TouchBegin, so clean up.
    pointerEvent->clearGrabbers();
    return true;
}

void QQuickWindowPrivate::deliverDelayedTouchEvent()
{
    // Deliver and delete delayedTouch.
    // Set delayedTouch to 0 before delivery to avoid redelivery in case of
    // event loop recursions (e.g if it the touch starts a dnd session).
    QScopedPointer<QTouchEvent> e(delayedTouch.take());
    deliverPointerEvent(pointerEventInstance(e.data()));
}

bool QQuickWindowPrivate::compressTouchEvent(QTouchEvent *event)
{
    Q_Q(QQuickWindow);
    Qt::TouchPointStates states = event->touchPointStates();
    if (((states & (Qt::TouchPointMoved | Qt::TouchPointStationary)) == 0)
        || ((states & (Qt::TouchPointPressed | Qt::TouchPointReleased)) != 0)) {
        // we can only compress something that isn't a press or release
        return false;
    }

    if (!delayedTouch) {
        delayedTouch.reset(new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints()));
        delayedTouch->setTimestamp(event->timestamp());
        if (renderControl)
            QQuickRenderControlPrivate::get(renderControl)->maybeUpdate();
        else if (windowManager)
            windowManager->maybeUpdate(q);
        return true;
    }

    // check if this looks like the last touch event
    if (delayedTouch->type() == event->type() &&
            delayedTouch->device() == event->device() &&
            delayedTouch->modifiers() == event->modifiers() &&
            delayedTouch->touchPoints().count() == event->touchPoints().count())
    {
        // possible match.. is it really the same?
        bool mismatch = false;

        QList<QTouchEvent::TouchPoint> tpts = event->touchPoints();
        Qt::TouchPointStates states;
        for (int i = 0; i < event->touchPoints().count(); ++i) {
            const QTouchEvent::TouchPoint &tp = tpts.at(i);
            const QTouchEvent::TouchPoint &tpDelayed = delayedTouch->touchPoints().at(i);
            if (tp.id() != tpDelayed.id()) {
                mismatch = true;
                break;
            }

            if (tpDelayed.state() == Qt::TouchPointMoved && tp.state() == Qt::TouchPointStationary)
                tpts[i].setState(Qt::TouchPointMoved);
            tpts[i].setLastPos(tpDelayed.lastPos());
            tpts[i].setLastScenePos(tpDelayed.lastScenePos());
            tpts[i].setLastScreenPos(tpDelayed.lastScreenPos());
            tpts[i].setLastNormalizedPos(tpDelayed.lastNormalizedPos());

            states |= tpts.at(i).state();
        }

        // matching touch event? then merge the new event into the old one
        if (!mismatch) {
            delayedTouch->setTouchPoints(tpts);
            delayedTouch->setTimestamp(event->timestamp());
            return true;
        }
    }

    // merging wasn't possible, so deliver the delayed event first, and then delay this one
    deliverDelayedTouchEvent();
    delayedTouch.reset(new QTouchEvent(event->type(), event->device(), event->modifiers(), event->touchPointStates(), event->touchPoints()));
    delayedTouch->setTimestamp(event->timestamp());
    return true;
}

// entry point for touch event delivery:
// - translate the event to window coordinates
// - compress the event instead of delivering it if applicable
// - call deliverTouchPoints to actually dispatch the points
void QQuickWindowPrivate::handleTouchEvent(QTouchEvent *event)
{
    translateTouchEvent(event);
    if (event->touchPoints().size()) {
        auto point = event->touchPoints().at(0);
        if (point.state() == Qt::TouchPointReleased) {
            lastMousePosition = QPointF();
        } else {
            lastMousePosition = point.pos();
        }
    }

    qCDebug(DBG_TOUCH) << event;

    static bool qquickwindow_no_touch_compression = qEnvironmentVariableIsSet("QML_NO_TOUCH_COMPRESSION");

    if (qquickwindow_no_touch_compression || pointerEventRecursionGuard) {
        deliverPointerEvent(pointerEventInstance(event));
        return;
    }

    if (!compressTouchEvent(event)) {
        if (delayedTouch)
            deliverDelayedTouchEvent();
        deliverPointerEvent(pointerEventInstance(event));
    }
}

/*! \reimp */
void QQuickWindow::mousePressEvent(QMouseEvent *event)
{
    Q_D(QQuickWindow);
    d->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseMoveEvent(QMouseEvent *event)
{
    Q_D(QQuickWindow);
    d->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseDoubleClickEvent(QMouseEvent *event)
{
    Q_D(QQuickWindow);
    d->handleMouseEvent(event);
}
/*! \reimp */
void QQuickWindow::mouseReleaseEvent(QMouseEvent *event)
{
    Q_D(QQuickWindow);
    d->handleMouseEvent(event);
}

void QQuickWindowPrivate::handleMouseEvent(QMouseEvent *event)
{
    if (event->source() == Qt::MouseEventSynthesizedBySystem) {
        event->accept();
        return;
    }
    qCDebug(DBG_MOUSE) << "QQuickWindow::handleMouseEvent()" << event->type() << event->localPos() << event->button() << event->buttons();

    switch (event->type()) {
    case QEvent::MouseButtonPress:
        Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMousePress, event->button(),
                              event->buttons());
        deliverPointerEvent(pointerEventInstance(event));
        break;
    case QEvent::MouseButtonRelease:
        Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseRelease, event->button(),
                              event->buttons());
        deliverPointerEvent(pointerEventInstance(event));
#if QT_CONFIG(cursor)
        updateCursor(event->windowPos());
#endif
        break;
    case QEvent::MouseButtonDblClick:
        Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseDoubleClick,
                              event->button(), event->buttons());
        if (allowDoubleClick)
            deliverPointerEvent(pointerEventInstance(event));
        break;
    case QEvent::MouseMove:
        Q_QUICK_INPUT_PROFILE(QQuickProfiler::Mouse, QQuickProfiler::InputMouseMove,
                              event->localPos().x(), event->localPos().y());

        qCDebug(DBG_HOVER_TRACE) << this;

    #if QT_CONFIG(cursor)
        updateCursor(event->windowPos());
    #endif

        if (!pointerEventInstance(QQuickPointerDevice::genericMouseDevice())->point(0)->exclusiveGrabber()) {
            QPointF last = lastMousePosition.isNull() ? event->windowPos() : lastMousePosition;
            lastMousePosition = event->windowPos();

            bool accepted = event->isAccepted();
            bool delivered = deliverHoverEvent(contentItem, event->windowPos(), last, event->modifiers(), event->timestamp(), accepted);
            if (!delivered) {
                //take care of any exits
                accepted = clearHover(event->timestamp());
            }
            event->setAccepted(accepted);
        }
        deliverPointerEvent(pointerEventInstance(event));
        break;
    default:
        Q_ASSERT(false);
        break;
    }
}

void QQuickWindowPrivate::flushFrameSynchronousEvents()
{
    Q_Q(QQuickWindow);

    if (delayedTouch) {
        deliverDelayedTouchEvent();

        // Touch events which constantly start animations (such as a behavior tracking
        // the mouse point) need animations to start.
        QQmlAnimationTimer *ut = QQmlAnimationTimer::instance();
        if (ut && ut->hasStartAnimationPending())
            ut->startAnimations();
    }

    // In webOS we already have the alternative to the issue that this
    // wanted to address and thus skipping this part won't break anything.
#if !defined(Q_OS_WEBOS)
    // Once per frame, if any items are dirty, send a synthetic hover,
    // in case items have changed position, visibility, etc.
    // For instance, during animation (including the case of a ListView
    // whose delegates contain MouseAreas), a MouseArea needs to know
    // whether it has moved into a position where it is now under the cursor.
    if (!q->mouseGrabberItem() && !lastMousePosition.isNull() && dirtyItemList) {
        bool accepted = false;
        bool delivered = deliverHoverEvent(contentItem, lastMousePosition, lastMousePosition, QGuiApplication::keyboardModifiers(), 0, accepted);
        if (!delivered)
            clearHover(); // take care of any exits
    }
#endif
}

QQuickPointerEvent *QQuickWindowPrivate::queryPointerEventInstance(QQuickPointerDevice *device, QEvent::Type eventType) const
{
    // Search for a matching reusable event object.
    for (QQuickPointerEvent *e : pointerEventInstances) {
        // If device can generate native gestures (e.g. a trackpad), there might be multiple QQuickPointerEvents:
        // QQuickPointerNativeGestureEvent, QQuickPointerScrollEvent, and QQuickPointerTouchEvent.
        // Use eventType to disambiguate.
#if QT_CONFIG(gestures)
        if ((eventType == QEvent::NativeGesture) != bool(e->asPointerNativeGestureEvent()))
            continue;
#endif
        if ((eventType == QEvent::Wheel) != bool(e->asPointerScrollEvent()))
            continue;
        // Otherwise we assume there's only one event type per device.
        // More disambiguation tests might need to be added above if that changes later.
        if (e->device() == device)
            return e;
    }
    return nullptr;
}

QQuickPointerEvent *QQuickWindowPrivate::pointerEventInstance(QQuickPointerDevice *device, QEvent::Type eventType) const
{
    QQuickPointerEvent *ev = queryPointerEventInstance(device, eventType);
    if (ev)
        return ev;
    QQuickWindow *q = const_cast<QQuickWindow*>(q_func());
    switch (device->type()) {
    case QQuickPointerDevice::Mouse:
        // QWindowSystemInterface::handleMouseEvent() does not take a device parameter:
        // we assume all mouse events come from one mouse (the "core pointer").
        // So when the event is a mouse event, device == QQuickPointerDevice::genericMouseDevice()
        if (eventType == QEvent::Wheel)
            ev = new QQuickPointerScrollEvent(q, device);
        else
            ev = new QQuickPointerMouseEvent(q, device);
        break;
    case QQuickPointerDevice::TouchPad:
    case QQuickPointerDevice::TouchScreen:
#if QT_CONFIG(gestures)
        if (eventType == QEvent::NativeGesture)
            ev = new QQuickPointerNativeGestureEvent(q, device);
        else // assume QEvent::Type is one of TouchBegin/Update/End
#endif
            ev = new QQuickPointerTouchEvent(q, device);
        break;
#if QT_CONFIG(tabletevent)
    case QQuickPointerDevice::Stylus:
    case QQuickPointerDevice::Airbrush:
    case QQuickPointerDevice::Puck:
        ev = new QQuickPointerTabletEvent(q, device);
        break;
#endif
    default:
        break;
    }
    pointerEventInstances << ev;
    return ev;
}

/*!
    \internal
    Returns a QQuickPointerEvent instance suitable for wrapping and delivering \a event.

    There is a unique instance per QQuickPointerDevice, which is determined
    from \a event's device.
*/
QQuickPointerEvent *QQuickWindowPrivate::pointerEventInstance(QEvent *event) const
{
    QQuickPointerDevice *dev = nullptr;
    switch (event->type()) {
    case QEvent::MouseButtonPress:
    case QEvent::MouseButtonRelease:
    case QEvent::MouseButtonDblClick:
    case QEvent::MouseMove:
    case QEvent::Wheel:
        dev = QQuickPointerDevice::genericMouseDevice();
        break;
    case QEvent::TouchBegin:
    case QEvent::TouchUpdate:
    case QEvent::TouchEnd:
    case QEvent::TouchCancel:
        dev = QQuickPointerDevice::touchDevice(static_cast<QTouchEvent *>(event)->device());
        break;
#if QT_CONFIG(tabletevent)
    case QEvent::TabletPress:
    case QEvent::TabletMove:
    case QEvent::TabletRelease:
    case QEvent::TabletEnterProximity:
    case QEvent::TabletLeaveProximity:
        dev = QQuickPointerDevice::tabletDevice(static_cast<QTabletEvent *>(event));
        break;
#endif
#if QT_CONFIG(gestures)
    case QEvent::NativeGesture:
        dev = QQuickPointerDevice::touchDevice(static_cast<QNativeGestureEvent *>(event)->device());
        break;
#endif
    default:
        break;
    }

    Q_ASSERT(dev);
    auto pev = pointerEventInstance(dev, event->type());
    Q_ASSERT(pev);
    return pev->reset(event);
}

void QQuickWindowPrivate::deliverPointerEvent(QQuickPointerEvent *event)
{
    Q_Q(QQuickWindow);
    // If users spin the eventloop as a result of event delivery, we disable
    // event compression and send events directly. This is because we consider
    // the usecase a bit evil, but we at least don't want to lose events.
    ++pointerEventRecursionGuard;

    skipDelivery.clear();
    if (event->asPointerMouseEvent()) {
        deliverMouseEvent(event->asPointerMouseEvent());
        // failsafe: never allow any kind of grab to persist after release
        if (event->isReleaseEvent() && event->buttons() == Qt::NoButton) {
            QQuickItem *oldGrabber = q->mouseGrabberItem();
            event->clearGrabbers();
            sendUngrabEvent(oldGrabber, false);
        }
    } else if (event->asPointerTouchEvent()) {
        deliverTouchEvent(event->asPointerTouchEvent());
    } else {
        deliverSinglePointEventUntilAccepted(event);
        // If any handler got interested in the tablet event, we don't want to receive a synth-mouse event from QtGui
        // TODO Qt 6: QTabletEvent will be accepted by default, like other events
        if (event->asPointerTabletEvent() &&
                (!event->point(0)->passiveGrabbers().isEmpty() || event->point(0)->exclusiveGrabber()))
            event->setAccepted(true);
    }

    event->reset(nullptr);

    --pointerEventRecursionGuard;
}

// check if item or any of its child items contain the point, or if any pointer handler "wants" the point
// FIXME: should this be iterative instead of recursive?
// If checkMouseButtons is true, it means we are finding targets for a mouse event, so no item for which acceptedMouseButtons() is NoButton will be added.
// If checkAcceptsTouch is true, it means we are finding targets for a touch event, so either acceptTouchEvents() must return true OR
// it must accept a synth. mouse event, thus if acceptTouchEvents() returns false but acceptedMouseButtons() is true, gets added; if not, it doesn't.
QVector<QQuickItem *> QQuickWindowPrivate::pointerTargets(QQuickItem *item, QQuickEventPoint *point, bool checkMouseButtons, bool checkAcceptsTouch) const
{
    QVector<QQuickItem *> targets;
    auto itemPrivate = QQuickItemPrivate::get(item);
    QPointF itemPos = item->mapFromScene(point->scenePosition());
    // if the item clips, we can potentially return early
    if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
        if (!item->contains(itemPos))
            return targets;
    }

    // recurse for children
    QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();
    for (int ii = children.count() - 1; ii >= 0; --ii) {
        QQuickItem *child = children.at(ii);
        auto childPrivate = QQuickItemPrivate::get(child);
        if (!child->isVisible() || !child->isEnabled() || childPrivate->culled)
            continue;
        targets << pointerTargets(child, point, checkMouseButtons, checkAcceptsTouch);
    }

    bool relevant = item->contains(itemPos);
    if (itemPrivate->hasPointerHandlers()) {
        if (!relevant)
            if (itemPrivate->anyPointerHandlerWants(point))
                relevant = true;
    } else {
        if (relevant && checkMouseButtons && item->acceptedMouseButtons() == Qt::NoButton)
            relevant = false;
        if (relevant && checkAcceptsTouch && !(item->acceptTouchEvents() || item->acceptedMouseButtons()))
            relevant = false;
    }
    if (relevant)
        targets << item; // add this item last: children take precedence
    return targets;
}

// return the joined lists
// list1 has priority, common items come last
QVector<QQuickItem *> QQuickWindowPrivate::mergePointerTargets(const QVector<QQuickItem *> &list1, const QVector<QQuickItem *> &list2) const
{
    QVector<QQuickItem *> targets = list1;
    // start at the end of list2
    // if item not in list, append it
    // if item found, move to next one, inserting before the last found one
    int insertPosition = targets.length();
    for (int i = list2.length() - 1; i >= 0; --i) {
        int newInsertPosition = targets.lastIndexOf(list2.at(i), insertPosition);
        if (newInsertPosition >= 0) {
            Q_ASSERT(newInsertPosition <= insertPosition);
            insertPosition = newInsertPosition;
        }
        // check for duplicates, only insert if the item isn't there already
        if (insertPosition == targets.size() || list2.at(i) != targets.at(insertPosition))
            targets.insert(insertPosition, list2.at(i));
    }
    return targets;
}

void QQuickWindowPrivate::deliverTouchEvent(QQuickPointerTouchEvent *event)
{
    qCDebug(DBG_TOUCH) << " - delivering" << event->asTouchEvent();

    if (event->isPressEvent())
        deliverPressOrReleaseEvent(event);
    if (!event->allUpdatedPointsAccepted())
        deliverUpdatedTouchPoints(event);
    if (event->isReleaseEvent())
        deliverPressOrReleaseEvent(event, true);

    // Remove released points from itemForTouchPointId
    bool allReleased = true;
    int pointCount = event->pointCount();
    for (int i = 0; i < pointCount; ++i) {
        QQuickEventPoint *point = event->point(i);
        if (point->state() == QQuickEventPoint::Released) {
            int id = point->pointId();
            qCDebug(DBG_TOUCH_TARGET) << "TP" << Qt::hex << id << "released";
            point->setGrabberItem(nullptr);
            if (id == touchMouseId)
                cancelTouchMouseSynthesis();
        } else {
            allReleased = false;
        }
    }

    if (allReleased) {
        if (Q_UNLIKELY(!event->exclusiveGrabbers().isEmpty()))
                qWarning() << "No release received for some grabbers" << event->exclusiveGrabbers();
        event->clearGrabbers();
    }
}

// Deliver touch points to existing grabbers
void QQuickWindowPrivate::deliverUpdatedTouchPoints(QQuickPointerTouchEvent *event)
{
    bool done = false;
    const auto grabbers = event->exclusiveGrabbers();
    for (auto grabber : grabbers) {
        // The grabber is guaranteed to be either an item or a handler.
        QQuickItem *receiver = qmlobject_cast<QQuickItem *>(grabber);
        if (!receiver) {
            // The grabber is not an item? It's a handler then.  Let it have the event first.
            QQuickPointerHandler *handler = static_cast<QQuickPointerHandler *>(grabber);
            receiver = static_cast<QQuickPointerHandler *>(grabber)->parentItem();
            hasFiltered.clear();
            if (sendFilteredPointerEvent(event, receiver))
                done = true;
            event->localize(receiver);
            handler->handlePointerEvent(event);
        }
        if (done)
            break;
        // If the grabber is an item or the grabbing handler didn't handle it,
        // then deliver the event to the item (which may have multiple handlers).
        deliverMatchingPointsToItem(receiver, event);
    }

    // Deliver to each eventpoint's passive grabbers (but don't visit any handler more than once)
    int pointCount = event->pointCount();
    for (int i = 0; i < pointCount; ++i) {
        QQuickEventPoint *point = event->point(i);
        deliverToPassiveGrabbers(point->passiveGrabbers(), event);
    }

    if (done)
        return;

    // If some points weren't grabbed, deliver only to non-grabber PointerHandlers in reverse paint order
    if (!event->allPointsGrabbed()) {
        QVector<QQuickItem *> targetItems;
        for (int i = 0; i < pointCount; ++i) {
            QQuickEventPoint *point = event->point(i);
            if (point->state() == QQuickEventPoint::Pressed)
                continue; // presses were delivered earlier; not the responsibility of deliverUpdatedTouchPoints
            QVector<QQuickItem *> targetItemsForPoint = pointerTargets(contentItem, point, false, false);
            if (targetItems.count()) {
                targetItems = mergePointerTargets(targetItems, targetItemsForPoint);
            } else {
                targetItems = targetItemsForPoint;
            }
        }
        for (QQuickItem *item : targetItems) {
            if (grabbers.contains(item))
                continue;
            QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
            event->localize(item);
            itemPrivate->handlePointerEvent(event, true); // avoid re-delivering to grabbers
            if (event->allPointsGrabbed())
                break;
        }
    }
}

// Deliver an event containing newly pressed or released touch points
bool QQuickWindowPrivate::deliverPressOrReleaseEvent(QQuickPointerEvent *event, bool handlersOnly)
{
    int pointCount = event->pointCount();
    QVector<QQuickItem *> targetItems;
    bool isTouchEvent = (event->asPointerTouchEvent() != nullptr);
    if (isTouchEvent && event->isPressEvent() && isDeliveringTouchAsMouse()) {
        if (const QQuickEventPoint *point = pointerEventInstance(touchMouseDevice)->pointById(touchMouseId)) {
            // When a second point is pressed, if the first point's existing
            // grabber was a pointer handler while a filtering parent is filtering
            // the same first point _as mouse_: we're starting over with delivery,
            // so we need to allow the second point to now be sent as a synth-mouse
            // instead of the first one, so that filtering parents (maybe even the
            // same one) can get a chance to see the second touchpoint as a
            // synth-mouse and perhaps grab it.  Ideally we would always do this
            // when a new touchpoint is pressed, but this compromise fixes
            // QTBUG-70998 and avoids breaking tst_FlickableInterop::touchDragSliderAndFlickable
            if (point->grabberPointerHandler())
                cancelTouchMouseSynthesis();
        } else {
            qCWarning(DBG_TOUCH_TARGET) << "during delivery of touch press, synth-mouse ID" << Qt::hex << touchMouseId << "is missing from" << event;
        }
    }
    for (int i = 0; i < pointCount; ++i) {
        auto point = event->point(i);
        if (point->state() == QQuickEventPoint::Pressed && !event->isDoubleClickEvent())
            point->clearPassiveGrabbers();
        point->setAccepted(false); // because otherwise touchEventForItem will ignore it
        if (point->grabberPointerHandler() && point->state() == QQuickEventPoint::Released)
            point->setGrabberPointerHandler(nullptr, true);
        QVector<QQuickItem *> targetItemsForPoint = pointerTargets(contentItem, point, !isTouchEvent, isTouchEvent);
        if (targetItems.count()) {
            targetItems = mergePointerTargets(targetItems, targetItemsForPoint);
        } else {
            targetItems = targetItemsForPoint;
        }
    }

    for (QQuickItem *item : targetItems) {
        if (!event->m_event) {
            qWarning("event went missing during delivery! (nested sendEvent() is not allowed)");
            break;
        }
        hasFiltered.clear();
        if (!handlersOnly && sendFilteredPointerEvent(event, item)) {
            if (event->isAccepted()) {
                for (int i = 0; i < event->pointCount(); ++i)
                    event->point(i)->setAccepted();
                return true;
            }
            skipDelivery.append(item);
        }

        // Do not deliverMatchingPointsTo any item for which the filtering parent already intercepted the event,
        // nor to any item which already had a chance to filter.
        if (skipDelivery.contains(item))
            continue;
        if (!event->m_event) {
            qWarning("event went missing during delivery! (nested sendEvent() is not allowed)");
            break;
        }
        deliverMatchingPointsToItem(item, event, handlersOnly);
        if (event->allPointsAccepted())
            handlersOnly = true;
    }

    return event->allPointsAccepted();
}

void QQuickWindowPrivate::deliverMatchingPointsToItem(QQuickItem *item, QQuickPointerEvent *pointerEvent, bool handlersOnly)
{
    Q_Q(QQuickWindow);
    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
#if defined(Q_OS_ANDROID) && QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
    // QTBUG-85379
    // In QT_VERSION below 6.0.0 touchEnabled for QtQuickItems is set by default to true
    // It causes delivering touch events to Items which are not interested
    // In some cases (like using Material Style in Android) it may cause a crash
    if (itemPrivate->wasDeleted)
        return;
#endif
    pointerEvent->localize(item);

    // Let the Item's handlers (if any) have the event first.
    // However, double click should never be delivered to handlers.
    if (!pointerEvent->isDoubleClickEvent()) {
        bool wasAccepted = pointerEvent->allPointsAccepted();
        itemPrivate->handlePointerEvent(pointerEvent);
        allowDoubleClick = wasAccepted || !(pointerEvent->asPointerMouseEvent() && pointerEvent->isPressEvent() && pointerEvent->allPointsAccepted());
    }
    if (handlersOnly)
        return;

    // If all points are released and the item is not the grabber, it doesn't get the event.
    // But if at least one point is still pressed, we might be in a potential gesture-takeover scenario.
    if (pointerEvent->isReleaseEvent() && !pointerEvent->isUpdateEvent()
            && !pointerEvent->exclusiveGrabbers().contains(item))
        return;

    // TODO: unite this mouse point delivery with the synthetic mouse event below
    auto event = pointerEvent->asPointerMouseEvent();
    if (event && item->acceptedMouseButtons() & event->button()) {
            auto point = event->point(0);
            // The only reason to already have a mouse grabber here is
            // synthetic events - flickable sends one when setPressDelay is used.
            auto oldMouseGrabber = q->mouseGrabberItem();
            QPointF localPos = item->mapFromScene(point->scenePosition());
            QMouseEvent *me = event->asMouseEvent(localPos);
            me->accept();
            QCoreApplication::sendEvent(item, me);
            if (me->isAccepted()) {
                auto mouseGrabber = q->mouseGrabberItem();
                if (mouseGrabber && mouseGrabber != item && mouseGrabber != oldMouseGrabber) {
                    item->mouseUngrabEvent();
                } else if (item->isEnabled() && item->isVisible()) {
                    item->grabMouse();
                }
                point->setAccepted(true);
            }
        return;
    }

    QQuickPointerTouchEvent *ptEvent = pointerEvent->asPointerTouchEvent();
    if (!ptEvent)
        return;

    QScopedPointer<QTouchEvent> touchEvent(ptEvent->touchEventForItem(item));
    if (!touchEvent)
        return;

    qCDebug(DBG_TOUCH) << "considering delivering " << touchEvent.data() << " to " << item;
    bool eventAccepted = false;

    // If any parent filters the event, we're done.
    hasFiltered.clear();
    if (sendFilteredPointerEvent(pointerEvent, item))
        return;

    // Deliver the touch event to the given item
    qCDebug(DBG_TOUCH) << " - actually delivering " << touchEvent.data() << " to " << item;
    QCoreApplication::sendEvent(item, touchEvent.data());
    eventAccepted = touchEvent->isAccepted();

    // If the touch event wasn't accepted, synthesize a mouse event and see if the item wants it.
    if (Q_LIKELY(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents))) {
        if (!eventAccepted && (itemPrivate->acceptedMouseButtons() & Qt::LeftButton)) {
            //  send mouse event
            if (deliverTouchAsMouse(item, ptEvent))
                eventAccepted = true;
        }
    }

    if (eventAccepted) {
        // If the touch was accepted (regardless by whom or in what form),
        // update accepted new points.
        bool isPressOrRelease = pointerEvent->isPressEvent() || pointerEvent->isReleaseEvent();
        for (const auto &point: qAsConst(touchEvent->touchPoints())) {
            if (auto pointerEventPoint = ptEvent->pointById(point.id())) {
                pointerEventPoint->setAccepted();
                if (isPressOrRelease)
                    pointerEventPoint->setGrabberItem(item);
            }
        }
    } else {
        // But if the event was not accepted then we know this item
        // will not be interested in further updates for those touchpoint IDs either.
        for (const auto &point: qAsConst(touchEvent->touchPoints())) {
            if (point.state() == Qt::TouchPointPressed) {
                if (auto *tp = ptEvent->pointById(point.id())) {
                    if (tp->exclusiveGrabber() == item) {
                        qCDebug(DBG_TOUCH_TARGET) << "TP" << Qt::hex << point.id() << "disassociated";
                        tp->setGrabberItem(nullptr);
                    }
                }
            }
        }
    }
}

#if QT_CONFIG(quick_draganddrop)
void QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QEvent *event)
{
    grabber->resetTarget();
    QQuickDragGrabber::iterator grabItem = grabber->begin();
    if (grabItem != grabber->end()) {
        Q_ASSERT(event->type() != QEvent::DragEnter);
        if (event->type() == QEvent::Drop) {
            QDropEvent *e = static_cast<QDropEvent *>(event);
            for (e->setAccepted(false); !e->isAccepted() && grabItem != grabber->end(); grabItem = grabber->release(grabItem)) {
                QPointF p = (**grabItem)->mapFromScene(e->pos());
                QDropEvent translatedEvent(
                        p.toPoint(),
                        e->possibleActions(),
                        e->mimeData(),
                        e->mouseButtons(),
                        e->keyboardModifiers());
                QQuickDropEventEx::copyActions(&translatedEvent, *e);
                QCoreApplication::sendEvent(**grabItem, &translatedEvent);
                e->setAccepted(translatedEvent.isAccepted());
                e->setDropAction(translatedEvent.dropAction());
                grabber->setTarget(**grabItem);
            }
        }
        if (event->type() != QEvent::DragMove) {    // Either an accepted drop or a leave.
            QDragLeaveEvent leaveEvent;
            for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem))
                QCoreApplication::sendEvent(**grabItem, &leaveEvent);
            return;
        } else {
            QDragMoveEvent *moveEvent = static_cast<QDragMoveEvent *>(event);

            // Used to ensure we don't send DragEnterEvents to current drop targets,
            // and to detect which current drop targets we have left
            QVarLengthArray<QQuickItem*, 64> currentGrabItems;
            for (; grabItem != grabber->end(); grabItem = grabber->release(grabItem))
                currentGrabItems.append(**grabItem);

            // Look for any other potential drop targets that are higher than the current ones
            QDragEnterEvent enterEvent(
                    moveEvent->pos(),
                    moveEvent->possibleActions(),
                    moveEvent->mimeData(),
                    moveEvent->mouseButtons(),
                    moveEvent->keyboardModifiers());
            QQuickDropEventEx::copyActions(&enterEvent, *moveEvent);
            event->setAccepted(deliverDragEvent(grabber, contentItem, &enterEvent, &currentGrabItems));

            for (grabItem = grabber->begin(); grabItem != grabber->end(); ++grabItem) {
                int i = currentGrabItems.indexOf(**grabItem);
                if (i >= 0) {
                    currentGrabItems.remove(i);
                    // Still grabbed: send move event
                    QDragMoveEvent translatedEvent(
                            (**grabItem)->mapFromScene(moveEvent->pos()).toPoint(),
                            moveEvent->possibleActions(),
                            moveEvent->mimeData(),
                            moveEvent->mouseButtons(),
                            moveEvent->keyboardModifiers());
                    QQuickDropEventEx::copyActions(&translatedEvent, *moveEvent);
                    QCoreApplication::sendEvent(**grabItem, &translatedEvent);
                    event->setAccepted(translatedEvent.isAccepted());
                    QQuickDropEventEx::copyActions(moveEvent, translatedEvent);
                }
            }

            // Anything left in currentGrabItems is no longer a drop target and should be sent a DragLeaveEvent
            QDragLeaveEvent leaveEvent;
            for (QQuickItem *i : currentGrabItems)
                QCoreApplication::sendEvent(i, &leaveEvent);

            return;
        }
    }
    if (event->type() == QEvent::DragEnter || event->type() == QEvent::DragMove) {
        QDragMoveEvent *e = static_cast<QDragMoveEvent *>(event);
        QDragEnterEvent enterEvent(
                e->pos(),
                e->possibleActions(),
                e->mimeData(),
                e->mouseButtons(),
                e->keyboardModifiers());
        QQuickDropEventEx::copyActions(&enterEvent, *e);
        event->setAccepted(deliverDragEvent(grabber, contentItem, &enterEvent));
    }
}

bool QQuickWindowPrivate::deliverDragEvent(QQuickDragGrabber *grabber, QQuickItem *item, QDragMoveEvent *event, QVarLengthArray<QQuickItem*, 64> *currentGrabItems)
{
    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
    if (!item->isVisible() || !item->isEnabled() || QQuickItemPrivate::get(item)->culled)
        return false;
    QPointF p = item->mapFromScene(event->pos());
    bool itemContained = item->contains(p);

    if (!itemContained && itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
        return false;
    }

    QDragEnterEvent enterEvent(
            event->pos(),
            event->possibleActions(),
            event->mimeData(),
            event->mouseButtons(),
            event->keyboardModifiers());
    QQuickDropEventEx::copyActions(&enterEvent, *event);
    QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();

    // Check children in front of this item first
    for (int ii = children.count() - 1; ii >= 0; --ii) {
        if (children.at(ii)->z() < 0)
            continue;
        if (deliverDragEvent(grabber, children.at(ii), &enterEvent, currentGrabItems))
            return true;
    }

    if (itemContained) {
        // If this item is currently grabbed, don't send it another DragEnter,
        // just grab it again if it's still contained.
        if (currentGrabItems && currentGrabItems->contains(item)) {
            grabber->grab(item);
            grabber->setTarget(item);
            return true;
        }

        if (event->type() == QEvent::DragMove || itemPrivate->flags & QQuickItem::ItemAcceptsDrops) {
            QDragMoveEvent translatedEvent(
                    p.toPoint(),
                    event->possibleActions(),
                    event->mimeData(),
                    event->mouseButtons(),
                    event->keyboardModifiers(),
                    event->type());
            QQuickDropEventEx::copyActions(&translatedEvent, *event);
            translatedEvent.setAccepted(event->isAccepted());
            QCoreApplication::sendEvent(item, &translatedEvent);
            event->setAccepted(translatedEvent.isAccepted());
            event->setDropAction(translatedEvent.dropAction());
            if (event->type() == QEvent::DragEnter) {
                if (translatedEvent.isAccepted()) {
                    grabber->grab(item);
                    grabber->setTarget(item);
                    return true;
                }
            } else {
                return true;
            }
        }
    }

    // Check children behind this item if this item or any higher children have not accepted
    for (int ii = children.count() - 1; ii >= 0; --ii) {
        if (children.at(ii)->z() >= 0)
            continue;
        if (deliverDragEvent(grabber, children.at(ii), &enterEvent, currentGrabItems))
            return true;
    }

    return false;
}
#endif // quick_draganddrop

#if QT_CONFIG(cursor)
void QQuickWindowPrivate::updateCursor(const QPointF &scenePos)
{
    Q_Q(QQuickWindow);

    auto cursorItemAndHandler = findCursorItemAndHandler(contentItem, scenePos);

    if (cursorItem != cursorItemAndHandler.first || cursorHandler != cursorItemAndHandler.second) {
        QWindow *renderWindow = QQuickRenderControl::renderWindowFor(q);
        QWindow *window = renderWindow ? renderWindow : q;
        cursorItem = cursorItemAndHandler.first;
        cursorHandler = cursorItemAndHandler.second;
        if (cursorItem)
            window->setCursor(QQuickItemPrivate::get(cursorItem)->effectiveCursor(cursorHandler));
        else
            window->unsetCursor();
    }
}

QPair<QQuickItem*, QQuickPointerHandler*> QQuickWindowPrivate::findCursorItemAndHandler(QQuickItem *item, const QPointF &scenePos) const
{
    QQuickItemPrivate *itemPrivate = QQuickItemPrivate::get(item);
    if (itemPrivate->flags & QQuickItem::ItemClipsChildrenToShape) {
        QPointF p = item->mapFromScene(scenePos);
        if (!item->contains(p))
            return {nullptr, nullptr};
    }

    if (itemPrivate->subtreeCursorEnabled) {
        QList<QQuickItem *> children = itemPrivate->paintOrderChildItems();
        for (int ii = children.count() - 1; ii >= 0; --ii) {
            QQuickItem *child = children.at(ii);
            if (!child->isVisible() || !child->isEnabled() || QQuickItemPrivate::get(child)->culled)
                continue;
            auto ret = findCursorItemAndHandler(child, scenePos);
            if (ret.first)
                return ret;
        }
        if (itemPrivate->hasCursorHandler) {
            if (auto handler = itemPrivate->effectiveCursorHandler()) {
                QQuickPointerEvent *pointerEvent = pointerEventInstance(QQuickPointerDevice::genericMouseDevice(), QEvent::MouseMove);
                pointerEvent->point(0)->reset(Qt::TouchPointMoved, scenePos, quint64(1) << 24 /* mouse has device ID 1 */, 0);
                pointerEvent->point(0)->setAccepted(true);
                pointerEvent->localize(item);
                if (handler->parentContains(pointerEvent->point(0)))
                    return {item, handler};
            }
        }
        if (itemPrivate->hasCursor) {
            QPointF p = item->mapFromScene(scenePos);
            if (item->contains(p))
                return {item, nullptr};
        }
    }

    return {nullptr, nullptr};
}
#endif

bool QQuickWindowPrivate::sendFilteredPointerEvent(QQuickPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent)
{
    return sendFilteredPointerEventImpl(event, receiver, filteringParent ? filteringParent : receiver->parentItem());
}

bool QQuickWindowPrivate::sendFilteredPointerEventImpl(QQuickPointerEvent *event, QQuickItem *receiver, QQuickItem *filteringParent)
{
    if (!allowChildEventFiltering)
        return false;
    if (!filteringParent)
        return false;
    bool filtered = false;
    if (filteringParent->filtersChildMouseEvents() && !hasFiltered.contains(filteringParent)) {
        hasFiltered.append(filteringParent);
        if (QQuickPointerMouseEvent *pme = event->asPointerMouseEvent()) {
            if (receiver->acceptedMouseButtons()) {
                QPointF localPos = receiver->mapFromScene(pme->point(0)->scenePosition());
                QMouseEvent *me = pme->asMouseEvent(localPos);
                const bool wasAccepted = me->isAccepted();
                me->setAccepted(true);
                auto oldMouseGrabber = pme->point(0)->grabberItem();
                if (filteringParent->childMouseEventFilter(receiver, me)) {
                    qCDebug(DBG_MOUSE) << "mouse event intercepted by childMouseEventFilter of " << filteringParent;
                    skipDelivery.append(filteringParent);
                    filtered = true;
                    if (me->isAccepted() && pme->isPressEvent()) {
                        auto mouseGrabber = pme->point(0)->grabberItem();
                        if (mouseGrabber && mouseGrabber != receiver && mouseGrabber != oldMouseGrabber) {
                            receiver->mouseUngrabEvent();
                        } else {
                            pme->point(0)->setGrabberItem(receiver);
                        }
                    }
                } else {
                    // Restore accepted state if the event was not filtered.
                    me->setAccepted(wasAccepted);
                }
            }
        } else if (QQuickPointerTouchEvent *pte = event->asPointerTouchEvent()) {
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
            bool acceptsTouchEvents = receiver->acceptTouchEvents();
#else
            // In versions prior to Qt 6, we can't trust item->acceptTouchEvents() here, because it defaults to true.
            bool acceptsTouchEvents = false;
#endif
            auto device = pte->device();
            if (device->type() == QQuickPointerDevice::TouchPad &&
                    device->capabilities().testFlag(QQuickPointerDevice::MouseEmulation)) {
                qCDebug(DBG_TOUCH_TARGET) << "skipping filtering of synth-mouse event from" << device;
            } else if (acceptsTouchEvents || receiver->acceptedMouseButtons()) {
                // get a touch event customized for delivery to filteringParent
                QScopedPointer<QTouchEvent> filteringParentTouchEvent(pte->touchEventForItem(receiver, true));
                if (filteringParentTouchEvent) {
                    if (filteringParent->childMouseEventFilter(receiver, filteringParentTouchEvent.data())) {
                        qCDebug(DBG_TOUCH) << "touch event intercepted by childMouseEventFilter of " << filteringParent;
                        skipDelivery.append(filteringParent);
                        for (const auto &point: qAsConst(filteringParentTouchEvent->touchPoints())) {
                            QQuickEventPoint *pt = event->pointById(point.id());
                            pt->setAccepted();
                            pt->setGrabberItem(filteringParent);
                        }
                        return true;
                    } else if (Q_LIKELY(QCoreApplication::testAttribute(Qt::AA_SynthesizeMouseForUnhandledTouchEvents))) {
                        // filteringParent didn't filter the touch event.  Give it a chance to filter a synthetic mouse event.
                        for (int i = 0; i < filteringParentTouchEvent->touchPoints().size(); ++i) {
                            const QTouchEvent::TouchPoint &tp = filteringParentTouchEvent->touchPoints().at(i);

                            QEvent::Type t;
                            switch (tp.state()) {
                            case Qt::TouchPointPressed:
                                t = QEvent::MouseButtonPress;
                                break;
                            case Qt::TouchPointReleased:
                                t = QEvent::MouseButtonRelease;
                                break;
                            case Qt::TouchPointStationary:
                                continue;
                            default:
                                t = QEvent::MouseMove;
                                break;
                            }

                            bool touchMouseUnset = (touchMouseId == -1);
                            // Only deliver mouse event if it is the touchMouseId or it could become the touchMouseId
                            if (touchMouseUnset || touchMouseId == tp.id()) {
                                // convert filteringParentTouchEvent (which is already transformed wrt local position, velocity, etc.)
                                // into a synthetic mouse event, and let childMouseEventFilter() have another chance with that
                                QScopedPointer<QMouseEvent> mouseEvent(touchToMouseEvent(t, tp, filteringParentTouchEvent.data(), receiver, false));
                                // If a filtering item calls QQuickWindow::mouseGrabberItem(), it should
                                // report the touchpoint's grabber.  Whenever we send a synthetic mouse event,
                                // touchMouseId and touchMouseDevice must be set, even if it's only temporarily and isn't grabbed.
                                touchMouseId = tp.id();
                                touchMouseDevice = event->device();
                                QQuickPointerDevice *dev = touchMouseDevice;
                                if (filteringParent->childMouseEventFilter(receiver, mouseEvent.data())) {
                                    qCDebug(DBG_TOUCH) << "touch event intercepted as synth mouse event by childMouseEventFilter of " << filteringParent;
                                    skipDelivery.append(filteringParent);
                                    if (t != QEvent::MouseButtonRelease) {
                                        qCDebug(DBG_TOUCH_TARGET) << "TP (mouse)" << Qt::hex << tp.id() << "->" << filteringParent;
                                        pointerEventInstance(dev)->pointById(tp.id())->setGrabberItem(filteringParent);
                                        touchMouseUnset = false; // We want to leave touchMouseId and touchMouseDevice set
                                        if (mouseEvent->isAccepted())
                                            filteringParent->grabMouse();
                                    }
                                    filtered = true;
                                }
                                if (touchMouseUnset) {
                                    // Now that we're done sending a synth mouse event, and it wasn't grabbed,
                                    // the touchpoint is no longer acting as a synthetic mouse.  Restore previous state.
                                    cancelTouchMouseSynthesis();
                                }
                                // Only one touchpoint can be treated as a synthetic mouse, so after childMouseEventFilter
                                // has been called once, we're done with this loop over the touchpoints.
                                break;
                            }
                        }
                    }
                }
            }
        }
    }
    return sendFilteredPointerEventImpl(event, receiver, filteringParent->parentItem()) || filtered;
}

bool QQuickWindowPrivate::sendFilteredMouseEvent(QEvent *event, QQuickItem *receiver, QQuickItem *filteringParent)
{
    if (!filteringParent)
        return false;

    QQuickItemPrivate *filteringParentPrivate = QQuickItemPrivate::get(filteringParent);
    if (filteringParentPrivate->replayingPressEvent)
        return false;

    bool filtered = false;
    if (filteringParentPrivate->filtersChildMouseEvents && !hasFiltered.contains(filteringParent)) {
        hasFiltered.append(filteringParent);
        if (filteringParent->childMouseEventFilter(receiver, event)) {
            filtered = true;
            skipDelivery.append(filteringParent);
        }
        qCDebug(DBG_MOUSE_TARGET) << "for" << receiver << filteringParent << "childMouseEventFilter ->" << filtered;
    }

    return sendFilteredMouseEvent(event, receiver, filteringParent->parentItem()) || filtered;
}

bool QQuickWindowPrivate::dragOverThreshold(qreal d, Qt::Axis axis, QMouseEvent *event, int startDragThreshold)
{
    QStyleHints *styleHints = QGuiApplication::styleHints();
    int caps = QGuiApplicationPrivate::mouseEventCaps(event);
    bool dragVelocityLimitAvailable = (caps & QTouchDevice::Velocity)
        && styleHints->startDragVelocity();
    bool overThreshold = qAbs(d) > (startDragThreshold >= 0 ? startDragThreshold : styleHints->startDragDistance());
    if (dragVelocityLimitAvailable) {
        QVector2D velocityVec = QGuiApplicationPrivate::mouseEventVelocity(event);
        qreal velocity = axis == Qt::XAxis ? velocityVec.x() : velocityVec.y();
        overThreshold |= qAbs(velocity) > styleHints->startDragVelocity();
    }
    return overThreshold;
}

bool QQuickWindowPrivate::dragOverThreshold(qreal d, Qt::Axis axis, const QTouchEvent::TouchPoint *tp, int startDragThreshold)
{
    QStyleHints *styleHints = qApp->styleHints();
    bool overThreshold = qAbs(d) > (startDragThreshold >= 0 ? startDragThreshold : styleHints->startDragDistance());
    const bool dragVelocityLimitAvailable = (styleHints->startDragVelocity() > 0);
    if (!overThreshold && dragVelocityLimitAvailable) {
        qreal velocity = axis == Qt::XAxis ? tp->velocity().x() : tp->velocity().y();
        overThreshold |= qAbs(velocity) > styleHints->startDragVelocity();
    }
    return overThreshold;
}

bool QQuickWindowPrivate::dragOverThreshold(QVector2D delta)
{
    int threshold = qApp->styleHints()->startDragDistance();
    return qAbs(delta.x()) > threshold || qAbs(delta.y()) > threshold;
}

/*!
    \qmlproperty list<Object> Window::data
    \default

    The data property allows you to freely mix visual children, resources
    and other Windows in a Window.

    If you assign another Window to the data list, the nested window will
    become "transient for" the outer Window.

    If you assign an \l Item to the data list, it becomes a child of the
    Window's \l contentItem, so that it appears inside the window. The item's
    parent will be the window's contentItem, which is the root of the Item
    ownership tree within that Window.

    If you assign any other object type, it is added as a resource.

    It should not generally be necessary to refer to the \c data property,
    as it is the default property for Window and thus all child items are
    automatically assigned to this property.

    \sa QWindow::transientParent()
 */

void QQuickWindowPrivate::data_append(QQmlListProperty<QObject> *property, QObject *o)
{
    if (!o)
        return;
    QQuickWindow *that = static_cast<QQuickWindow *>(property->object);
    if (QQuickWindow *window = qmlobject_cast<QQuickWindow *>(o)) {
        qCDebug(lcTransient) << window << "is transient for" << that;
        window->setTransientParent(that);
    }
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(that->contentItem())->data();
    itemProperty.append(&itemProperty, o);
}

int QQuickWindowPrivate::data_count(QQmlListProperty<QObject> *property)
{
    QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
    if (!win || !win->contentItem() || !QQuickItemPrivate::get(win->contentItem())->data().count)
        return 0;
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
    return itemProperty.count(&itemProperty);
}

QObject *QQuickWindowPrivate::data_at(QQmlListProperty<QObject> *property, int i)
{
    QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
    return itemProperty.at(&itemProperty, i);
}

void QQuickWindowPrivate::data_clear(QQmlListProperty<QObject> *property)
{
    QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
    itemProperty.clear(&itemProperty);
}

void QQuickWindowPrivate::data_replace(QQmlListProperty<QObject> *property, int i, QObject *o)
{
    QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
    itemProperty.replace(&itemProperty, i, o);
}

void QQuickWindowPrivate::data_removeLast(QQmlListProperty<QObject> *property)
{
    QQuickWindow *win = static_cast<QQuickWindow*>(property->object);
    QQmlListProperty<QObject> itemProperty = QQuickItemPrivate::get(win->contentItem())->data();
    itemProperty.removeLast(&itemProperty);
}

bool QQuickWindowPrivate::isRenderable() const
{
    Q_Q(const QQuickWindow);
    return ((q->isExposed() && q->isVisible())) && q->geometry().isValid();
}

void QQuickWindowPrivate::contextCreationFailureMessage(const QSurfaceFormat &format,
                                                        QString *translatedMessage,
                                                        QString *untranslatedMessage)
{
    const QString contextType = QLatin1String("OpenGL");
    QString formatStr;
    QDebug(&formatStr) << format;
#if defined(Q_OS_WIN32)
    const bool isDebug = QLibraryInfo::isDebugBuild();
    const QString eglLibName = QLatin1String(isDebug ? "libEGLd.dll" : "libEGL.dll");
    const QString glesLibName = QLatin1String(isDebug ? "libGLESv2d.dll" : "libGLESv2.dll");
     //: %1 Context type (Open GL, EGL), %2 format, ANGLE %3, %4 library names
    const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow",
        "Failed to create %1 context for format %2.\n"
        "This is most likely caused by not having the necessary graphics drivers installed.\n\n"
        "Install a driver providing OpenGL 2.0 or higher, or, if this is not possible, "
        "make sure the ANGLE Open GL ES 2.0 emulation libraries (%3, %4 and d3dcompiler_*.dll) "
        "are available in the application executable's directory or in a location listed in PATH.");
    *translatedMessage = QQuickWindow::tr(msg).arg(contextType, formatStr, eglLibName, glesLibName);
    *untranslatedMessage = QString::fromLatin1(msg).arg(contextType, formatStr, eglLibName, glesLibName);
#else // Q_OS_WIN32
    //: %1 Context type (Open GL, EGL), %2 format specification
    const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow",
                                         "Failed to create %1 context for format %2");
    *translatedMessage = QQuickWindow::tr(msg).arg(contextType, formatStr);
    *untranslatedMessage = QString::fromLatin1(msg).arg(contextType, formatStr);
#endif // !Q_OS_WIN32
}

void QQuickWindowPrivate::rhiCreationFailureMessage(const QString &backendName,
                                                    QString *translatedMessage,
                                                    QString *untranslatedMessage)
{
    const char msg[] = QT_TRANSLATE_NOOP("QQuickWindow",
        "Failed to initialize graphics backend for %1.");
    *translatedMessage = QQuickWindow::tr(msg).arg(backendName);
    *untranslatedMessage = QString::fromLatin1(msg).arg(backendName);
}

#if QT_DEPRECATED_SINCE(5, 8)

// ### Qt6: remove
/*!
    Propagates an event \a e to a QQuickItem \a item on the window.

    Use \l QCoreApplication::sendEvent() directly instead.

    The return value is currently not used.

    \deprecated
*/
bool QQuickWindow::sendEvent(QQuickItem *item, QEvent *e)
{
    Q_D(QQuickWindow);

    if (!item) {
        qWarning("QQuickWindow::sendEvent: Cannot send event to a null item");
        return false;
    }

    Q_ASSERT(e);

    switch (e->type()) {
    case QEvent::KeyPress:
    case QEvent::KeyRelease:
        e->accept();
        QCoreApplication::sendEvent(item, e);
        while (!e->isAccepted() && (item = item->parentItem())) {
            e->accept();
            QCoreApplication::sendEvent(item, e);
        }
        break;
    case QEvent::MouseButtonPress:
    case QEvent::MouseButtonRelease:
    case QEvent::MouseButtonDblClick:
    case QEvent::MouseMove: {
            // XXX todo - should sendEvent be doing this?  how does it relate to forwarded events?
            d->hasFiltered.clear();
            if (!d->sendFilteredMouseEvent(e, item, item->parentItem())) {
                // accept because qml items by default accept and have to explicitly opt out of accepting
                e->accept();
                QCoreApplication::sendEvent(item, e);
            }
        }
        break;
    default:
        QCoreApplication::sendEvent(item, e);
        break;
    }

    return false;
}

#endif

void QQuickWindowPrivate::cleanupNodes()
{
    for (int ii = 0; ii < cleanupNodeList.count(); ++ii)
        delete cleanupNodeList.at(ii);
    cleanupNodeList.clear();
}

void QQuickWindowPrivate::cleanupNodesOnShutdown(QQuickItem *item)
{
    QQuickItemPrivate *p = QQuickItemPrivate::get(item);
    if (p->itemNodeInstance) {
        delete p->itemNodeInstance;
        p->itemNodeInstance = nullptr;

        if (p->extra.isAllocated()) {
            p->extra->opacityNode = nullptr;
            p->extra->clipNode = nullptr;
            p->extra->rootNode = nullptr;
        }

        p->paintNode = nullptr;

        p->dirty(QQuickItemPrivate::Window);
    }

    // Qt 6: Make invalidateSceneGraph a virtual member of QQuickItem
    if (p->flags & QQuickItem::ItemHasContents) {
        const QMetaObject *mo = item->metaObject();
        int index = mo->indexOfSlot("invalidateSceneGraph()");
        if (index >= 0) {
            const QMetaMethod &method = mo->method(index);
            // Skip functions named invalidateSceneGraph() in QML items.
            if (strstr(method.enclosingMetaObject()->className(), "_QML_") == nullptr)
                method.invoke(item, Qt::DirectConnection);
        }
    }

    for (int ii = 0; ii < p->childItems.count(); ++ii)
        cleanupNodesOnShutdown(p->childItems.at(ii));
}

// This must be called from the render thread, with the main thread frozen
void QQuickWindowPrivate::cleanupNodesOnShutdown()
{
    Q_Q(QQuickWindow);
    cleanupNodes();
    cleanupNodesOnShutdown(contentItem);
    for (QSet<QQuickItem *>::const_iterator it = parentlessItems.begin(), cend = parentlessItems.end(); it != cend; ++it)
        cleanupNodesOnShutdown(*it);
    animationController->windowNodesDestroyed();
    q->cleanupSceneGraph();
}

void QQuickWindowPrivate::updateDirtyNodes()
{
    qCDebug(DBG_DIRTY) << "QQuickWindowPrivate::updateDirtyNodes():";

    cleanupNodes();

    QQuickItem *updateList = dirtyItemList;
    dirtyItemList = nullptr;
    if (updateList) QQuickItemPrivate::get(updateList)->prevDirtyItem = &updateList;

    while (updateList) {
        QQuickItem *item = updateList;
        QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item);
        itemPriv->removeFromDirtyList();

        qCDebug(DBG_DIRTY) << "   QSGNode:" << item << qPrintable(itemPriv->dirtyToString());
        updateDirtyNode(item);
    }
}

static inline QSGNode *qquickitem_before_paintNode(QQuickItemPrivate *d)
{
    const QList<QQuickItem *> childItems = d->paintOrderChildItems();
    QQuickItem *before = nullptr;
    for (int i=0; i<childItems.size(); ++i) {
        QQuickItemPrivate *dd = QQuickItemPrivate::get(childItems.at(i));
        // Perform the same check as the in fetchNextNode below.
        if (dd->z() < 0 && (dd->explicitVisible || (dd->extra.isAllocated() && dd->extra->effectRefCount)))
            before = childItems.at(i);
        else
            break;
    }
    return Q_UNLIKELY(before) ? QQuickItemPrivate::get(before)->itemNode() : nullptr;
}

static QSGNode *fetchNextNode(QQuickItemPrivate *itemPriv, int &ii, bool &returnedPaintNode)
{
    QList<QQuickItem *> orderedChildren = itemPriv->paintOrderChildItems();

    for (; ii < orderedChildren.count() && orderedChildren.at(ii)->z() < 0; ++ii) {
        QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(orderedChildren.at(ii));
        if (!childPrivate->explicitVisible &&
            (!childPrivate->extra.isAllocated() || !childPrivate->extra->effectRefCount))
            continue;

        ii++;
        return childPrivate->itemNode();
    }

    if (itemPriv->paintNode && !returnedPaintNode) {
        returnedPaintNode = true;
        return itemPriv->paintNode;
    }

    for (; ii < orderedChildren.count(); ++ii) {
        QQuickItemPrivate *childPrivate = QQuickItemPrivate::get(orderedChildren.at(ii));
        if (!childPrivate->explicitVisible &&
            (!childPrivate->extra.isAllocated() || !childPrivate->extra->effectRefCount))
            continue;

        ii++;
        return childPrivate->itemNode();
    }

    return nullptr;
}

void QQuickWindowPrivate::updateDirtyNode(QQuickItem *item)
{
    QQuickItemPrivate *itemPriv = QQuickItemPrivate::get(item);
    quint32 dirty = itemPriv->dirtyAttributes;
    itemPriv->dirtyAttributes = 0;

    if ((dirty & QQuickItemPrivate::TransformUpdateMask) ||
        (dirty & QQuickItemPrivate::Size && itemPriv->origin() != QQuickItem::TopLeft &&
         (itemPriv->scale() != 1. || itemPriv->rotation() != 0.))) {

        QMatrix4x4 matrix;

        if (itemPriv->x != 0. || itemPriv->y != 0.)
            matrix.translate(itemPriv->x, itemPriv->y);

        for (int ii = itemPriv->transforms.count() - 1; ii >= 0; --ii)
            itemPriv->transforms.at(ii)->applyTo(&matrix);

        if (itemPriv->scale() != 1. || itemPriv->rotation() != 0.) {
            QPointF origin = item->transformOriginPoint();
            matrix.translate(origin.x(), origin.y());
            if (itemPriv->scale() != 1.)
                matrix.scale(itemPriv->scale(), itemPriv->scale());
            if (itemPriv->rotation() != 0.)
                matrix.rotate(itemPriv->rotation(), 0, 0, 1);
            matrix.translate(-origin.x(), -origin.y());
        }

        itemPriv->itemNode()->setMatrix(matrix);
    }

    bool clipEffectivelyChanged = (dirty & (QQuickItemPrivate::Clip | QQuickItemPrivate::Window)) &&
                                  ((item->clip() == false) != (itemPriv->clipNode() == nullptr));
    int effectRefCount = itemPriv->extra.isAllocated()?itemPriv->extra->effectRefCount:0;
    bool effectRefEffectivelyChanged = (dirty & (QQuickItemPrivate::EffectReference | QQuickItemPrivate::Window)) &&
                                  ((effectRefCount == 0) != (itemPriv->rootNode() == nullptr));

    if (clipEffectivelyChanged) {
        QSGNode *parent = itemPriv->opacityNode() ? (QSGNode *) itemPriv->opacityNode() :
                                                    (QSGNode *) itemPriv->itemNode();
        QSGNode *child = itemPriv->rootNode();

        if (item->clip()) {
            Q_ASSERT(itemPriv->clipNode() == nullptr);
            QQuickDefaultClipNode *clip = new QQuickDefaultClipNode(item->clipRect());
            itemPriv->extra.value().clipNode = clip;
            clip->update();

            if (!child) {
                parent->reparentChildNodesTo(clip);
                parent->appendChildNode(clip);
            } else {
                parent->removeChildNode(child);
                clip->appendChildNode(child);
                parent->appendChildNode(clip);
            }

        } else {
            QQuickDefaultClipNode *clip = itemPriv->clipNode();
            Q_ASSERT(clip);
            parent->removeChildNode(clip);
            if (child) {
                clip->removeChildNode(child);
                parent->appendChildNode(child);
            } else {
                clip->reparentChildNodesTo(parent);
            }

            delete itemPriv->clipNode();
            itemPriv->extra->clipNode = nullptr;
        }
    }

    if (effectRefEffectivelyChanged) {
        if (dirty & QQuickItemPrivate::ChildrenUpdateMask)
            itemPriv->childContainerNode()->removeAllChildNodes();

        QSGNode *parent = itemPriv->clipNode();
        if (!parent)
            parent = itemPriv->opacityNode();
        if (!parent)
            parent = itemPriv->itemNode();

        if (itemPriv->extra.isAllocated() && itemPriv->extra->effectRefCount) {
            Q_ASSERT(itemPriv->rootNode() == nullptr);
            QSGRootNode *root = new QSGRootNode();
            itemPriv->extra->rootNode = root;
            parent->reparentChildNodesTo(root);
            parent->appendChildNode(root);
        } else {
            Q_ASSERT(itemPriv->rootNode() != nullptr);
            QSGRootNode *root = itemPriv->rootNode();
            parent->removeChildNode(root);
            root->reparentChildNodesTo(parent);
            delete itemPriv->rootNode();
            itemPriv->extra->rootNode = nullptr;
        }
    }

    if (dirty & QQuickItemPrivate::ChildrenUpdateMask) {
        int ii = 0;
        bool fetchedPaintNode = false;
        QList<QQuickItem *> orderedChildren = itemPriv->paintOrderChildItems();
        int desiredNodesSize = orderedChildren.size() + (itemPriv->paintNode ? 1 : 0);

        // now start making current state match the promised land of
        // desiredNodes. in the case of our current state matching desiredNodes
        // (though why would we get ChildrenUpdateMask with no changes?) then we
        // should make no changes at all.

        // how many nodes did we process, when examining changes
        int desiredNodesProcessed = 0;

        // currentNode is how far, in our present tree, we have processed. we
        // make use of this later on to trim the current child list if the
        // desired list is shorter.
        QSGNode *groupNode = itemPriv->childContainerNode();
        QSGNode *currentNode = groupNode->firstChild();
        int added = 0;
        int removed = 0;
        int replaced = 0;
        QSGNode *desiredNode = nullptr;

        while (currentNode && (desiredNode = fetchNextNode(itemPriv, ii, fetchedPaintNode))) {
            // uh oh... reality and our utopic paradise are diverging!
            // we need to reconcile this...
            if (currentNode != desiredNode) {
                // for now, we're just removing the node from the children -
                // and replacing it with the new node.
                if (desiredNode->parent())
                    desiredNode->parent()->removeChildNode(desiredNode);
                groupNode->insertChildNodeAfter(desiredNode, currentNode);
                groupNode->removeChildNode(currentNode);
                replaced++;

                // since we just replaced currentNode, we also need to reset
                // the pointer.
                currentNode = desiredNode;
            }

            currentNode = currentNode->nextSibling();
            desiredNodesProcessed++;
        }

        // if we didn't process as many nodes as in the new list, then we have
        // more nodes at the end of desiredNodes to append to our list.
        // this will be the case when adding new nodes, for instance.
        if (desiredNodesProcessed < desiredNodesSize) {
            while ((desiredNode = fetchNextNode(itemPriv, ii, fetchedPaintNode))) {
                if (desiredNode->parent())
                    desiredNode->parent()->removeChildNode(desiredNode);
                groupNode->appendChildNode(desiredNode);
                added++;
            }
        } else if (currentNode) {
            // on the other hand, if we processed less than our current node
            // tree, then nodes have been _removed_ from the scene, and we need
            // to take care of that here.
            while (currentNode) {
                QSGNode *node = currentNode->nextSibling();
                groupNode->removeChildNode(currentNode);
                currentNode = node;
                removed++;
            }
        }
    }

    if ((dirty & QQuickItemPrivate::Size) && itemPriv->clipNode()) {
        itemPriv->clipNode()->setRect(item->clipRect());
        itemPriv->clipNode()->update();
    }

    if (dirty & (QQuickItemPrivate::OpacityValue | QQuickItemPrivate::Visible
                 | QQuickItemPrivate::HideReference | QQuickItemPrivate::Window))
    {
        qreal opacity = itemPriv->explicitVisible && (!itemPriv->extra.isAllocated() || itemPriv->extra->hideRefCount == 0)
                      ? itemPriv->opacity() : qreal(0);

        if (opacity != 1 && !itemPriv->opacityNode()) {
            QSGOpacityNode *node = new QSGOpacityNode;
            itemPriv->extra.value().opacityNode = node;

            QSGNode *parent = itemPriv->itemNode();
            QSGNode *child = itemPriv->clipNode();
            if (!child)
                child = itemPriv->rootNode();

            if (child) {
                parent->removeChildNode(child);
                node->appendChildNode(child);
                parent->appendChildNode(node);
            } else {
                parent->reparentChildNodesTo(node);
                parent->appendChildNode(node);
            }
        }
        if (itemPriv->opacityNode())
            itemPriv->opacityNode()->setOpacity(opacity);
    }

    if (dirty & QQuickItemPrivate::ContentUpdateMask) {

        if (itemPriv->flags & QQuickItem::ItemHasContents) {
            updatePaintNodeData.transformNode = itemPriv->itemNode();
            itemPriv->paintNode = item->updatePaintNode(itemPriv->paintNode, &updatePaintNodeData);

            Q_ASSERT(itemPriv->paintNode == nullptr ||
                     itemPriv->paintNode->parent() == nullptr ||
                     itemPriv->paintNode->parent() == itemPriv->childContainerNode());

            if (itemPriv->paintNode && itemPriv->paintNode->parent() == nullptr) {
                QSGNode *before = qquickitem_before_paintNode(itemPriv);
                if (before && before->parent()) {
                    Q_ASSERT(before->parent() == itemPriv->childContainerNode());
                    itemPriv->childContainerNode()->insertChildNodeAfter(itemPriv->paintNode, before);
                } else {
                    itemPriv->childContainerNode()->prependChildNode(itemPriv->paintNode);
                }
            }
        } else if (itemPriv->paintNode) {
            delete itemPriv->paintNode;
            itemPriv->paintNode = nullptr;
        }
    }

#ifndef QT_NO_DEBUG
    // Check consistency.

    QList<QSGNode *> nodes;
    nodes << itemPriv->itemNodeInstance
          << itemPriv->opacityNode()
          << itemPriv->clipNode()
          << itemPriv->rootNode()
          << itemPriv->paintNode;
    nodes.removeAll(0);

    Q_ASSERT(nodes.constFirst() == itemPriv->itemNodeInstance);
    for (int i=1; i<nodes.size(); ++i) {
        QSGNode *n = nodes.at(i);
        // Failing this means we messed up reparenting
        Q_ASSERT(n->parent() == nodes.at(i-1));
        // Only the paintNode and the one who is childContainer may have more than one child.
        Q_ASSERT(n == itemPriv->paintNode || n == itemPriv->childContainerNode() || n->childCount() == 1);
    }
#endif

}

bool QQuickWindowPrivate::emitError(QQuickWindow::SceneGraphError error, const QString &msg)
{
    Q_Q(QQuickWindow);
    static const QMetaMethod errorSignal = QMetaMethod::fromSignal(&QQuickWindow::sceneGraphError);
    if (q->isSignalConnected(errorSignal)) {
        emit q->sceneGraphError(error, msg);
        return true;
    }
    return false;
}

void QQuickWindow::maybeUpdate()
{
    Q_D(QQuickWindow);
    if (d->renderControl)
        QQuickRenderControlPrivate::get(d->renderControl)->maybeUpdate();
    else if (d->windowManager)
        d->windowManager->maybeUpdate(this);
}

void QQuickWindow::cleanupSceneGraph()
{
    Q_D(QQuickWindow);
#if QT_CONFIG(opengl)
    delete d->vaoHelper;
    d->vaoHelper = nullptr;
#endif
    if (!d->renderer)
        return;

    delete d->renderer->rootNode();
    delete d->renderer;
    d->renderer = nullptr;

    d->runAndClearJobs(&d->beforeSynchronizingJobs);
    d->runAndClearJobs(&d->afterSynchronizingJobs);
    d->runAndClearJobs(&d->beforeRenderingJobs);
    d->runAndClearJobs(&d->afterRenderingJobs);
    d->runAndClearJobs(&d->afterSwapJobs);
}

void QQuickWindow::setTransientParent_helper(QQuickWindow *window)
{
    qCDebug(lcTransient) << this << "is transient for" << window;
    setTransientParent(window);
    disconnect(sender(), SIGNAL(windowChanged(QQuickWindow*)),
               this, SLOT(setTransientParent_helper(QQuickWindow*)));
}

/*!
    Returns the OpenGL context used for rendering.

    \note If the scene graph is not ready, or the scene graph is not using
    OpenGL (or RHI over OpenGL), this function will return null.

    \sa sceneGraphInitialized(), sceneGraphInvalidated()
 */
QOpenGLContext *QQuickWindow::openglContext() const
{
#if QT_CONFIG(opengl)
    Q_D(const QQuickWindow);
    if (d->context && d->context->isValid()) {
        QSGRendererInterface *rif = d->context->sceneGraphContext()->rendererInterface(d->context);
        if (rif) {
            return reinterpret_cast<QOpenGLContext *>(rif->getResource(const_cast<QQuickWindow *>(this),
                                                                       QSGRendererInterface::OpenGLContextResource));
        }
    }
#endif
    return nullptr;
}

/*!
    Returns true if the scene graph has been initialized; otherwise returns false.
 */
bool QQuickWindow::isSceneGraphInitialized() const
{
    Q_D(const QQuickWindow);
    return d->context != nullptr && d->context->isValid();
}

/*!
    \fn void QQuickWindow::frameSwapped()

    This signal is emitted when a frame has been queued for presenting. With
    vertical synchronization enabled the signal is emitted at most once per
    vsync interval in a continuously animating scene.

    This signal will be emitted from the scene graph rendering thread.
*/

/*!
    \qmlsignal QtQuick.Window::Window::frameSwapped()

    This signal is emitted when a frame has been queued for presenting. With
    vertical synchronization enabled the signal is emitted at most once per
    vsync interval in a continuously animating scene.
 */

/*!
    \fn void QQuickWindow::sceneGraphInitialized()

    This signal is emitted when the scene graph has been initialized.

    This signal will be emitted from the scene graph rendering thread.
 */

/*!
    \qmlsignal QtQuick.Window::Window::sceneGraphInitialized()
    \internal
 */

/*!
    \fn void QQuickWindow::sceneGraphInvalidated()

    This signal is emitted when the scene graph has been invalidated.

    This signal implies that the graphics rendering context used
    has been invalidated and all user resources tied to that context
    should be released.

    In the case of the default OpenGL adaptation the context of this
    window will be bound when this function is called. The only exception
    is if the native OpenGL has been destroyed outside Qt's control,
    for instance through EGL_CONTEXT_LOST.

    This signal will be emitted from the scene graph rendering thread.
 */

/*!
    \qmlsignal QtQuick.Window::Window::sceneGraphInvalidated()
    \internal
 */

/*!
    \fn void QQuickWindow::sceneGraphError(SceneGraphError error, const QString &message)

    This signal is emitted when an \a error occurred during scene graph initialization.

    Applications should connect to this signal if they wish to handle errors,
    like graphics context creation failures, in a custom way. When no slot is
    connected to the signal, the behavior will be different: Quick will print
    the \a message, or show a message box, and terminate the application.

    This signal will be emitted from the GUI thread.

    \since 5.3
 */

/*!
    \qmlsignal QtQuick.Window::Window::sceneGraphError(SceneGraphError error, QString message)

    This signal is emitted when an \a error occurred during scene graph initialization.

    You can implement onSceneGraphError(error, message) to handle errors,
    such as graphics context creation failures, in a custom way.
    If no handler is connected to this signal, Quick will print the \a message,
    or show a message box, and terminate the application.

    \since 5.3
 */

/*!
    \class QQuickCloseEvent
    \internal
    \since 5.1

    \inmodule QtQuick

    \brief Notification that a \l QQuickWindow is about to be closed
*/
/*!
    \qmltype CloseEvent
    \instantiates QQuickCloseEvent
    \inqmlmodule QtQuick.Window
    \ingroup qtquick-visual
    \brief Notification that a \l Window is about to be closed.
    \since 5.1

    Notification that a window is about to be closed by the windowing system
    (e.g. the user clicked the title bar close button). The CloseEvent contains
    an accepted property which can be set to false to abort closing the window.

    \sa QQuickWindow::closing()
*/

/*!
    \qmlproperty bool CloseEvent::accepted

    This property indicates whether the application will allow the user to
    close the window.  It is true by default.
*/

/*!
    \fn void QQuickWindow::closing(QQuickCloseEvent *close)
    \since 5.1

    This signal is emitted when the window receives the event \a close from
    the windowing system.

    On \macOs, Qt will create a menu item \c Quit if there is no menu item
    whose text is "quit" or "exit". This menu item calls the \c QCoreApplication::quit
    signal, not the \c QQuickWindow::closing() signal.

    \sa {QMenuBar as a Global Menu Bar}
*/

/*!
    \qmlsignal QtQuick.Window::Window::closing(CloseEvent close)
    \since 5.1

    This signal is emitted when the user tries to close the window.

    This signal includes a \a close parameter. The \c {close.accepted}
    property is true by default so that the window is allowed to close; but you
    can implement an \c onClosing handler and set \c {close.accepted = false} if
    you need to do something else before the window can be closed.
 */

#if QT_CONFIG(opengl)
/*!
    Sets the render target for this window to be \a fbo.

    The specified fbo must be created in the context of the window
    or one that shares with it.

    \note
    This function only has an effect when using the default OpenGL scene
    graph adaptation.

    \note This function has no effect when running on the RHI graphics abstraction.

    \warning
    This function can only be called from the thread doing
    the rendering.
 */

void QQuickWindow::setRenderTarget(QOpenGLFramebufferObject *fbo)
{
    Q_D(QQuickWindow);
    if (d->rhi)
        return;

    if (d->context && QThread::currentThread() != d->context->thread()) {
        qWarning("QQuickWindow::setRenderTarget: Cannot set render target from outside the rendering thread");
        return;
    }

    d->renderTarget = fbo;
    if (fbo) {
        d->renderTargetId = fbo->handle();
        d->renderTargetSize = fbo->size();
    } else {
        d->renderTargetId = 0;
        d->renderTargetSize = QSize();
    }
}
#endif
/*!
    \overload

    Sets the render target for this window to be an FBO with
    \a fboId and \a size.

    The specified FBO must be created in the context of the window
    or one that shares with it.

    \note \a fboId can also be set to 0. In this case rendering will target the
    default framebuffer of whichever surface is current when the scenegraph
    renders. \a size must still be valid, specifying the dimensions of the
    surface.

    \note
    This function only has an effect when using the default OpenGL scene
    graph adaptation.

    \warning
    This function can only be called from the thread doing
    the rendering.
*/

void QQuickWindow::setRenderTarget(uint fboId, const QSize &size)
{
    Q_D(QQuickWindow);
    if (d->context && QThread::currentThread() != d->context->thread()) {
        qWarning("QQuickWindow::setRenderThread: Cannot set render target from outside the rendering thread");
        return;
    }

    d->renderTargetId = fboId;
    d->renderTargetSize = size;

    // Unset any previously set instance...
    d->renderTarget = nullptr;
}


/*!
    Returns the FBO id of the render target when set; otherwise returns 0.
 */
uint QQuickWindow::renderTargetId() const
{
    Q_D(const QQuickWindow);
    return d->renderTargetId;
}

/*!
    Returns the size of the currently set render target; otherwise returns an empty size.
 */
QSize QQuickWindow::renderTargetSize() const
{
    Q_D(const QQuickWindow);
    return d->renderTargetSize;
}



#if QT_CONFIG(opengl)
/*!
    Returns the render target for this window.

    The default is to render to the surface of the window, in which
    case the render target is 0.

    \note This function will return nullptr when not using the OpenGL scene
    graph adaptation.

    \note This function has no effect and returns nullptr when running on the
    RHI graphics abstraction.
 */
QOpenGLFramebufferObject *QQuickWindow::renderTarget() const
{
    Q_D(const QQuickWindow);
    return d->renderTarget;
}
#endif

/*!
    Grabs the contents of the window and returns it as an image.

    It is possible to call the grabWindow() function when the window is not
    visible. This requires that the window is \l{QWindow::create()} {created}
    and has a valid size and that no other QQuickWindow instances are rendering
    in the same process.

    \warning Calling this function will cause performance problems.

    \warning This function can only be called from the GUI thread.
 */
QImage QQuickWindow::grabWindow()
{
    Q_D(QQuickWindow);

    if (!isVisible() && !d->renderControl) {
        // backends like software and d3d12 can grab regardless of the window state
        if (d->windowManager && (d->windowManager->flags() & QSGRenderLoop::SupportsGrabWithoutExpose))
            return d->windowManager->grab(this);
    }

    if (!isVisible() && !d->renderControl) {
        if (d->rhi) {
            // ### we may need a full offscreen round when non-exposed...

            if (d->renderControl)
                return d->renderControl->grab();
            else if (d->windowManager)
                return d->windowManager->grab(this);
            return QImage();
        }

#if QT_CONFIG(opengl)
        auto openglRenderContext = static_cast<QSGDefaultRenderContext *>(d->context);
        if (!openglRenderContext->openglContext()) {
            if (!handle() || !size().isValid()) {
                qWarning("QQuickWindow::grabWindow: window must be created and have a valid size");
                return QImage();
            }

            QOpenGLContext context;
            context.setFormat(requestedFormat());
            context.setShareContext(qt_gl_global_share_context());
            context.create();
            context.makeCurrent(this);
            QSGDefaultRenderContext::InitParams rcParams;
            rcParams.openGLContext = &context;
            d->context->initialize(&rcParams);

            d->polishItems();
            d->syncSceneGraph();
            d->renderSceneGraph(size());

            bool alpha = format().alphaBufferSize() > 0 && color().alpha() < 255;
            QImage image = qt_gl_read_framebuffer(size() * effectiveDevicePixelRatio(), alpha, alpha);
            image.setDevicePixelRatio(effectiveDevicePixelRatio());
            d->cleanupNodesOnShutdown();
            d->context->invalidate();
            context.doneCurrent();

            return image;
        }
#endif
    }

    if (d->renderControl)
        return d->renderControl->grab();
    else if (d->windowManager)
        return d->windowManager->grab(this);
    return QImage();
}

/*!
    Returns an incubation controller that splices incubation between frames
    for this window. QQuickView automatically installs this controller for you,
    otherwise you will need to install it yourself using \l{QQmlEngine::setIncubationController()}.

    The controller is owned by the window and will be destroyed when the window
    is deleted.
*/
QQmlIncubationController *QQuickWindow::incubationController() const
{
    Q_D(const QQuickWindow);

    if (!d->windowManager)
        return nullptr; // TODO: make sure that this is safe

    if (!d->incubationController)
        d->incubationController = new QQuickWindowIncubationController(d->windowManager);
    return d->incubationController;
}



/*!
    \enum QQuickWindow::CreateTextureOption

    The CreateTextureOption enums are used to customize a texture is wrapped.

    \value TextureHasAlphaChannel The texture has an alpha channel and should
    be drawn using blending.

    \value TextureHasMipmaps The texture has mipmaps and can be drawn with
    mipmapping enabled.

    \value TextureOwnsGLTexture The texture object owns the texture id and
    will delete the OpenGL texture when the texture object is deleted.

    \value TextureCanUseAtlas The image can be uploaded into a texture atlas.

    \value TextureIsOpaque The texture will return false for
    QSGTexture::hasAlphaChannel() and will not be blended. This flag was added
    in Qt 5.6.

 */

/*!
    \enum QQuickWindow::SceneGraphError

    This enum describes the error in a sceneGraphError() signal.

    \value ContextNotAvailable graphics context creation failed. This typically means that
    no suitable OpenGL implementation was found, for example because no graphics drivers
    are installed and so no OpenGL 2 support is present. On mobile and embedded boards
    that use OpenGL ES such an error is likely to indicate issues in the windowing system
    integration and possibly an incorrect configuration of Qt.

    \since 5.3
 */

/*!
    \enum QQuickWindow::TextRenderType
    \since 5.10

    This enum describes the default render type of text-like elements in Qt
    Quick (\l Text, \l TextInput, etc.).

    Select NativeTextRendering if you prefer text to look native on the target
    platform and do not require advanced features such as transformation of the
    text. Using such features in combination with the NativeTextRendering
    render type will lend poor and sometimes pixelated results.

    \value QtTextRendering Use Qt's own rasterization algorithm.

    \value NativeTextRendering Use the operating system's native rasterizer for text.
*/

/*!
    \fn void QQuickWindow::beforeSynchronizing()

    This signal is emitted before the scene graph is synchronized with the QML state.

    This signal can be used to do any preparation required before calls to
    QQuickItem::updatePaintNode().

    The OpenGL context used for rendering the scene graph will be bound at this point.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \warning Make very sure that a signal handler for beforeSynchronizing leaves the GL
    context in the same state as it was when the signal handler was entered. Failing to
    do so can result in the scene not rendering properly.

    \sa resetOpenGLState()
*/

/*!
    \qmlsignal QtQuick.Window::Window::beforeSynchronizing()
    \internal
*/

/*!
    \fn void QQuickWindow::afterSynchronizing()

    This signal is emitted after the scene graph is synchronized with the QML state.

    This signal can be used to do preparation required after calls to
    QQuickItem::updatePaintNode(), while the GUI thread is still locked.

    The graphics context used for rendering the scene graph will be bound at this point.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \warning When using the OpenGL adaptation, make sure that a signal handler for
    afterSynchronizing leaves the OpenGL context in the same state as it was when the
    signal handler was entered. Failing to do so can result in the scene not rendering
    properly.

    \since 5.3
    \sa resetOpenGLState()
 */

/*!
    \qmlsignal QtQuick.Window::Window::afterSynchronizing()
    \internal
    \since 5.3
 */

/*!
    \fn void QQuickWindow::beforeRendering()

    This signal is emitted before the scene starts rendering.

    Combined with the modes for clearing the background, this option
    can be used to paint using raw OpenGL under QML content.

    The OpenGL context used for rendering the scene graph will be bound
    at this point.

    When using the RHI, the signal is emitted after the preparations for the
    frame have been done, meaning there is a command buffer in recording mode,
    where applicable. If desired, the slot function connected to this signal
    can query native resources like the command before via
    QSGRendererInterface. Note however that the recording of the main render
    pass is not yet started at this point and it is not possible to add
    commands within that pass. Starting a pass means clearing the color, depth,
    and stencil buffers so it is not possible to achieve an underlay type of
    rendering by just connecting to this signal. Rather, connect to
    beforeRenderPassRecording(). However, connecting to this signal is still
    important if the recording of copy type of commands is desired since those
    cannot be enqueued within a render pass.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \warning Make very sure that a signal handler for beforeRendering leaves the OpenGL
    context in the same state as it was when the signal handler was entered. Failing to
    do so can result in the scene not rendering properly.

    \sa resetOpenGLState()
*/

/*!
    \qmlsignal QtQuick.Window::Window::beforeRendering()
    \internal
*/

/*!
    \fn void QQuickWindow::afterRendering()

    This signal is emitted after the scene has completed rendering, before swapbuffers is called.

    This signal can be used to paint using raw OpenGL on top of QML content,
    or to do screen scraping of the current frame buffer.

    The OpenGL context used for rendering the scene graph will be bound at this point.

    When using the RHI, the signal is emitted after scene graph has added its
    commands to the command buffer, which is not yet submitted to the graphics
    queue. If desired, the slot function connected to this signal can query
    native resources, like the command buffer, before via QSGRendererInterface.
    Note however that the render pass (or passes) are already recorded at this
    point and it is not possible to add more commands within the scenegraph's
    pass. Instead, use afterRenderPassRecording() for that. This signal has
    therefore limited use and is rarely needed in an RHI-based setup. Rather,
    it is the combination of beforeRendering() + beforeRenderPassRecording() or
    beforeRendering() + afterRenderPassRecording() that is typically used to
    achieve under- or overlaying of the custom rendering.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \warning Make very sure that a signal handler for afterRendering() leaves the OpenGL
    context in the same state as it was when the signal handler was entered. Failing to
    do so can result in the scene not rendering properly.

    \sa resetOpenGLState()
 */

/*!
    \qmlsignal QtQuick.Window::Window::afterRendering()
    \internal
 */

/*!
    \fn void QQuickWindow::beforeRenderPassRecording()

    This signal is emitted before the scenegraph starts recording commands for
    the main render pass. (Layers have their own passes and are fully recorded
    by the time this signal is emitted.) The render pass is already active on
    the command buffer when the signal is emitted.

    This signal is applicable when using the RHI graphics abstraction with the
    scenegraph. It is emitted later than beforeRendering() and it guarantees
    that not just the frame, but also the recording of the scenegraph's main
    render pass is active. This allows inserting commands without having to
    generate an entire, separate render pass (which would typically clear the
    attached images). The native graphics objects can be queried via
    QSGRendererInterface.

    When not running with the RHI (and using OpenGL directly), the signal is
    emitted after the renderer has cleared the render target. This makes it
    possible to create applications that function identically both with and
    without the RHI.

    \note Resource updates (uploads, copies) typically cannot be enqueued from
    within a render pass. Therefore, more complex user rendering will need to
    connect to both beforeRendering() and this signal.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \since 5.14
*/

/*!
    \qmlsignal QtQuick.Window::Window::beforeRenderPassRecording()
    \internal
    \since 5.14
*/

/*!
    \fn void QQuickWindow::afterRenderPassRecording()

    This signal is emitted after the scenegraph has recorded the commands for
    its main render pass, but the pass is not yet finalized on the command
    buffer.

    This signal is applicable when using the RHI graphics abstraction with the
    scenegraph. It is emitted earlier than afterRendering() and it guarantees
    that not just the frame, but also the recording of the scenegraph's main
    render pass is still active. This allows inserting commands without having
    to generate an entire, separate render pass (which would typically clear
    the attached images). The native graphics objects can be queried via
    QSGRendererInterface.

    When not running with the RHI (and using OpenGL directly), the signal is
    emitted after the renderer has finished its rendering, but before
    afterRendering(). This makes it possible to create applications that
    function identically both with and without the RHI.

    \note Resource updates (uploads, copies) typically cannot be enqueued from
    within a render pass. Therefore, more complex user rendering will need to
    connect to both beforeRendering() and this signal.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \since 5.14
*/

/*!
    \qmlsignal QtQuick.Window::Window::afterRenderPassRecording()
    \internal
    \since 5.14
*/

/*!
    \fn void QQuickWindow::afterAnimating()

    This signal is emitted on the GUI thread before requesting the render thread to
    perform the synchronization of the scene graph.

    Unlike the other similar signals, this one is emitted on the GUI thread
    instead of the render thread. It can be used to synchronize external
    animation systems with the QML content. At the same time this means that
    this signal is not suitable for triggering graphics operations.

    \since 5.3
 */

/*!
    \qmlsignal QtQuick.Window::Window::afterAnimating()

    This signal is emitted on the GUI thread before requesting the render thread to
    perform the synchronization of the scene graph.

    You can implement onAfterAnimating to do additional processing after each animation step.

    \since 5.3
 */

/*!
    \fn void QQuickWindow::openglContextCreated(QOpenGLContext *context)

    This signal is emitted on the GUI thread when the OpenGL \a context
    for this window is created, before it is made current.

    Some implementations will share the same OpenGL context between
    multiple QQuickWindow instances. The openglContextCreated() signal
    will in this case only be emitted for the first window, when the
    OpenGL context is actually created.

    QQuickWindow::openglContext() will still return 0 for this window
    until after the QQuickWindow::sceneGraphInitialized() has been
    emitted.

    \note
    This signal will only be emmited when using the default OpenGL scene
    graph adaptation.

    \since 5.3
 */

/*!
    \qmlsignal QtQuick.Window::Window::openglContextCreated()
    \internal
    \since 5.3
 */

/*!
    \fn void QQuickWindow::sceneGraphAboutToStop()

    This signal is emitted on the render thread when the scene graph is
    about to stop rendering. This happens usually because the window
    has been hidden.

    Applications may use this signal to release resources, but should be
    prepared to reinstantiated them again fast. The scene graph and the
    graphics context are not released at this time.

    \warning This signal is emitted from the scene graph rendering thread. If your
    slot function needs to finish before execution continues, you must make sure that
    the connection is direct (see Qt::ConnectionType).

    \warning Make very sure that a signal handler for sceneGraphAboutToStop() leaves the
    graphics context in the same state as it was when the signal handler was entered.
    Failing to do so can result in the scene not rendering properly.

    \sa sceneGraphInvalidated(), resetOpenGLState()
    \since 5.3
 */

/*!
    \qmlsignal QtQuick.Window::Window::sceneGraphAboutToStop()
    \internal
    \since 5.3
 */

/*!
    Sets whether the scene graph rendering of QML should clear the color buffer
    before it starts rendering to \a enabled.

    By disabling clearing of the color buffer, it is possible to render OpengGL content
    under the scene graph.

    The color buffer is cleared by default.

    \warning This flag is ignored completely when running with the RHI graphics
    abstraction instead of using OpenGL directly. As explicit clear commands
    simply do not exist in some modern APIs, the scene graph cannot offer this
    flexibility anymore. The images associated with a render target will always
    get cleared when a render pass starts. As a solution, an alternative to
    disabling scene graph issued clears is provided in form of the
    beforeRenderPassRecording() signal.

    \sa beforeRendering(), beforeRenderPassRecording()
 */

void QQuickWindow::setClearBeforeRendering(bool enabled)
{
    Q_D(QQuickWindow);
    d->clearBeforeRendering = enabled;
}



/*!
    Returns whether clearing of the color buffer is done before rendering or not.
 */

bool QQuickWindow::clearBeforeRendering() const
{
    Q_D(const QQuickWindow);
    return d->clearBeforeRendering;
}

/*!
    \overload
 */

QSGTexture *QQuickWindow::createTextureFromImage(const QImage &image) const
{
    return createTextureFromImage(image, {});
}


/*!
    Creates a new QSGTexture from the supplied \a image. If the image has an
    alpha channel, the corresponding texture will have an alpha channel.

    The caller of the function is responsible for deleting the returned texture.
    For example whe using the OpenGL adaptation the actual OpenGL texture will
    be deleted when the texture object is deleted.

    When \a options contains TextureCanUseAtlas, the engine may put the image
    into a texture atlas. Textures in an atlas need to rely on
    QSGTexture::normalizedTextureSubRect() for their geometry and will not
    support QSGTexture::Repeat. Other values from CreateTextureOption are
    ignored.

    When \a options contains TextureIsOpaque, the engine will create an RGB
    texture which returns false for QSGTexture::hasAlphaChannel(). Opaque
    textures will in most cases be faster to render. When this flag is not set,
    the texture will have an alpha channel based on the image's format.

    When \a options contains TextureHasMipmaps, the engine will create a
    texture which can use mipmap filtering. Mipmapped textures can not be in
    an atlas.

    When using the OpenGL adaptation, the returned texture will be using
    \c GL_TEXTURE_2D as texture target and \c GL_RGBA as internal format.
    Reimplement QSGTexture to create textures with different parameters.

    \warning This function will return 0 if the scene graph has not yet been
    initialized.

    \warning The returned texture is not memory managed by the scene graph and
    must be explicitly deleted by the caller on the rendering thread.
    This is achieved by deleting the texture from a QSGNode destructor
    or by using deleteLater() in the case where the texture already has affinity
    to the rendering thread.

    This function can be called from any thread.

    \sa sceneGraphInitialized(), QSGTexture
 */

QSGTexture *QQuickWindow::createTextureFromImage(const QImage &image, CreateTextureOptions options) const
{
    Q_D(const QQuickWindow);
    if (!isSceneGraphInitialized()) // check both for d->context and d->context->isValid()
         return nullptr;
    uint flags = 0;
    if (options & TextureCanUseAtlas)     flags |= QSGRenderContext::CreateTexture_Atlas;
    if (options & TextureHasMipmaps)      flags |= QSGRenderContext::CreateTexture_Mipmap;
    if (!(options & TextureIsOpaque))     flags |= QSGRenderContext::CreateTexture_Alpha;
    return d->context->createTexture(image, flags);
}


#if QT_DEPRECATED_SINCE(5, 15)
/*!
    Creates a new QSGTexture object from an existing OpenGL texture \a id and \a size.

    The caller of the function is responsible for deleting the returned texture.

    The returned texture will be using \c GL_TEXTURE_2D as texture target and
    assumes that internal format is \c {GL_RGBA}. Reimplement QSGTexture to
    create textures with different parameters.

    Use \a options to customize the texture attributes. The TextureUsesAtlas
    option is ignored.

    \warning This function will return null if the scenegraph has not yet been
    initialized or OpenGL is not in use.

    \note This function only has an effect when using the default OpenGL scene graph
    adaptation.

    \note This function has no effect when running on the RHI graphics
    abstraction. Use createTextureFromNativeObject() instead.

    \obsolete

    \sa sceneGraphInitialized(), QSGTexture
 */
QSGTexture *QQuickWindow::createTextureFromId(uint id, const QSize &size, CreateTextureOptions options) const
{
#if QT_CONFIG(opengl)
    Q_D(const QQuickWindow);
    if (!d->rhi) {
        if (openglContext()) {
            QSGPlainTexture *texture = new QSGPlainTexture();
            texture->setTextureId(id);
            texture->setHasAlphaChannel(options & TextureHasAlphaChannel);
            texture->setOwnsTexture(options & TextureOwnsGLTexture);
            texture->setTextureSize(size);
            return texture;
        }
    } else {
        qWarning("createTextureFromId() must not be called when running on the RHI. "
                 "Use createTextureFromNativeObject() instead.");
    }
#else
    Q_UNUSED(id)
    Q_UNUSED(size)
    Q_UNUSED(options)
#endif
    return nullptr;
}
#endif

/*!
    \enum QQuickWindow::NativeObjectType
    \since 5.14

    Specifies the type of the native object passed to functions such as
    createTextureFromNativeObject().

    \value NativeObjectTexture The native object is a 2D texture (OpenGL,
    Direct3D 11, Metal) or image (Vulkan).
 */

/*!
    Creates a new QSGTexture object from an existing native object.

    The native object is wrapped, but not owned, by the resulting QSGTexture.
    The caller of the function is responsible for deleting the returned
    QSGTexture, but that will not destroy the underlying native object.

    \a type specifies the type of the object. In practice the type is
    NativeObjectTexture, indicating that the native object is a texture or
    image of the underlying graphics API. Other types may be introduced in the
    future.

    This function is currently suitable for 2D RGBA textures only.

    Unlike createTextureFromId(), this function supports both direct OpenGL
    usage and the RHI abstracted rendering path.

    \warning This function will return null if the scenegraph has not yet been
    initialized.

    Use \a options to customize the texture attributes. Only the
    TextureHasAlphaChannel and TextureHasMipmaps are taken into account here.

    \warning Unlike createTextureFromId(), this function never takes ownership
    of the native object, and the TextureOwnsGLTexture flag is ignored.

    \a size specifies the size in pixels.

    \a nativeObjectPtr is a pointer to the native object handle. With OpenGL,
    the native handle is a GLuint value, so \a nativeObjectPtr is then a
    pointer to a GLuint. With Vulkan, the native handle is a VkImage, so \a
    nativeObjectPtr is a pointer to a VkImage. With Direct3D 11 and Metal \a
    nativeObjectPtr is a pointer to a ID3D11Texture2D or MTLTexture pointer.

    \note Pay attention to the fact that \a nativeObjectPtr is always a pointer
    to the native texture handle type, even if the native type itself is a
    pointer.

    \a nativeLayout is only used for APIs like Vulkan. When applicable, it must
    specify the current image layout, such as, a VkImageLayout value.

    \sa sceneGraphInitialized(), QSGTexture, QSGTexture::nativeTexture()

    \since 5.14
 */
QSGTexture *QQuickWindow::createTextureFromNativeObject(NativeObjectType type,
                                                        const void *nativeObjectPtr,
                                                        int nativeLayout,
                                                        const QSize &size,
                                                        CreateTextureOptions options) const
{
    if (type != NativeObjectTexture) {
        qWarning("createTextureFromNativeObject: only textures are supported");
        return nullptr;
    }

#if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */
    Q_D(const QQuickWindow);
    if (d->rhi) {
        QSGPlainTexture *texture = new QSGPlainTexture;
        texture->setTextureFromNativeObject(d->rhi, type, nativeObjectPtr, nativeLayout,
                                            size, options.testFlag(TextureHasMipmaps));
        texture->setHasAlphaChannel(options & TextureHasAlphaChannel);
        // note that the QRhiTexture does not (and cannot) own the native object
        texture->setOwnsTexture(true); // texture meaning the QRhiTexture here, not the native object
        texture->setTextureSize(size);
        return texture;
    } else if (openglContext()) {
        QSGPlainTexture *texture = new QSGPlainTexture;
        texture->setTextureId(*reinterpret_cast<const uint *>(nativeObjectPtr));
        texture->setHasAlphaChannel(options & TextureHasAlphaChannel);
        texture->setOwnsTexture(options & TextureOwnsGLTexture);
        texture->setTextureSize(size);
        return texture;
    }
#else
    Q_UNUSED(nativeObjectPtr);
    Q_UNUSED(nativeLayout);
    Q_UNUSED(size);
    Q_UNUSED(options);
#endif

    return nullptr;
}

/*!
    \qmlproperty color Window::color

    The background color for the window.

    Setting this property is more efficient than using a separate Rectangle.
*/

/*!
    \property QQuickWindow::color
    \brief The color used to clear the OpenGL context.

    Setting the clear color has no effect when clearing is disabled.
    By default, the clear color is white.

    \sa setClearBeforeRendering(), setDefaultAlphaBuffer()
 */

void QQuickWindow::setColor(const QColor &color)
{
    Q_D(QQuickWindow);
    if (color == d->clearColor)
        return;

    if (color.alpha() != d->clearColor.alpha()) {
        QSurfaceFormat fmt = requestedFormat();
        if (color.alpha() < 255)
            fmt.setAlphaBufferSize(8);
        else
            fmt.setAlphaBufferSize(-1);
        setFormat(fmt);
    }
    d->clearColor = color;
    emit colorChanged(color);
    update();
}

QColor QQuickWindow::color() const
{
    return d_func()->clearColor;
}

/*!
    \brief Returns whether to use alpha transparency on newly created windows.

    \since 5.1
    \sa setDefaultAlphaBuffer()
 */
bool QQuickWindow::hasDefaultAlphaBuffer()
{
    return QQuickWindowPrivate::defaultAlphaBuffer;
}

/*!
    \brief \a useAlpha specifies whether to use alpha transparency on newly created windows.
    \since 5.1

    In any application which expects to create translucent windows, it's necessary to set
    this to true before creating the first QQuickWindow. The default value is false.

    \sa hasDefaultAlphaBuffer()
 */
void QQuickWindow::setDefaultAlphaBuffer(bool useAlpha)
{
    QQuickWindowPrivate::defaultAlphaBuffer = useAlpha;
}
#if QT_CONFIG(opengl)
/*!
    \since 5.2

    Call this function to reset the OpenGL context its default state.

    The scene graph uses the OpenGL context and will both rely on and
    clobber its state. When mixing raw OpenGL commands with scene
    graph rendering, this function provides a convenient way of
    resetting the OpenGL context state back to its default values.

    This function does not touch state in the fixed-function pipeline.

    This function does not clear the color, depth and stencil buffers. Use
    QQuickWindow::setClearBeforeRendering to control clearing of the color
    buffer. The depth and stencil buffer might be clobbered by the scene
    graph renderer. Clear these manually on demand.

    \note This function only has an effect when using the default OpenGL scene graph
    adaptation.

    \note This function will only reset the OpenGL context in relation to what has been changed
    internally as part of the OpenGL scene graph. It does not reset anything that has been changed
    externally such as direct OpenGL calls done inside the application code if those same calls are
    not used internally.

    \note This function has no effect when running on the RHI graphics
    abstraction and the underlying RHI backend is not OpenGL.

    \sa QQuickWindow::beforeRendering(), beginExternalCommands(), endExternalCommands()
 */
void QQuickWindow::resetOpenGLState()
{
    Q_D(QQuickWindow);

    if (!openglContext())
        return;

    QOpenGLContext *ctx = openglContext();
    QOpenGLFunctions *gl = ctx->functions();

    gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
    gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    if (!d->vaoHelper)
        d->vaoHelper = new QOpenGLVertexArrayObjectHelper(ctx);
    if (d->vaoHelper->isValid())
        d->vaoHelper->glBindVertexArray(0);

    if (ctx->isOpenGLES() || (gl->openGLFeatures() & QOpenGLFunctions::FixedFunctionPipeline)) {
        int maxAttribs;
        gl->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
        for (int i=0; i<maxAttribs; ++i) {
            gl->glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
            gl->glDisableVertexAttribArray(i);
        }
    }

    gl->glActiveTexture(GL_TEXTURE0);
    gl->glBindTexture(GL_TEXTURE_2D, 0);

    gl->glDisable(GL_DEPTH_TEST);
    gl->glDisable(GL_STENCIL_TEST);
    gl->glDisable(GL_SCISSOR_TEST);

    gl->glColorMask(true, true, true, true);
    gl->glClearColor(0, 0, 0, 0);

    gl->glDepthMask(true);
    gl->glDepthFunc(GL_LESS);
    gl->glClearDepthf(1);

    gl->glStencilMask(0xff);
    gl->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
    gl->glStencilFunc(GL_ALWAYS, 0, 0xff);

    gl->glDisable(GL_BLEND);
    gl->glBlendFunc(GL_ONE, GL_ZERO);

    gl->glUseProgram(0);

    QOpenGLFramebufferObject::bindDefault();
}
#endif

/*!
    \struct QQuickWindow::GraphicsStateInfo
    \inmodule QtQuick
    \since 5.14

    \brief Describes some of the RHI's graphics state at the point of a
    \l{QQuickWindow::beginExternalCommands()}{beginExternalCommands()} call.
 */

/*!
    \return a reference to a GraphicsStateInfo struct describing some of the
    RHI's internal state, in particular, the double or tripple buffering status
    of the backend (such as, the Vulkan or Metal integrations). This is
    relevant when the underlying graphics APIs is Vulkan or Metal, and the
    external rendering code wishes to perform double or tripple buffering of
    its own often-changing resources, such as, uniform buffers, in order to
    avoid stalling the pipeline.
 */
const QQuickWindow::GraphicsStateInfo &QQuickWindow::graphicsStateInfo()
{
    Q_D(QQuickWindow);
    if (d->rhi) {
        d->rhiStateInfo.currentFrameSlot = d->rhi->currentFrameSlot();
        d->rhiStateInfo.framesInFlight = d->rhi->resourceLimit(QRhi::FramesInFlight);
    }
    return d->rhiStateInfo;
}

/*!
    When mixing raw graphics (OpenGL, Vulkan, Metal, etc.) commands with scene
    graph rendering, it is necessary to call this function before recording
    commands to the command buffer used by the scene graph to render its main
    render pass. This is to avoid clobbering state.

    In practice this function is often called from a slot connected to the
    beforeRenderPassRecording() or afterRenderPassRecording() signals.

    The function does not need to be called when recording commands to the
    application's own command buffer (such as, a VkCommandBuffer or
    MTLCommandBuffer + MTLRenderCommandEncoder created and managed by the
    application, not retrieved from the scene graph). With graphics APIs where
    no native command buffer concept is exposed (OpenGL, Direct 3D 11),
    beginExternalCommands() and endExternalCommands() together provide a
    replacement for resetOpenGLState().

    Calling this function and endExternalCommands() is not necessary within the
    \l{QSGRenderNode::render()}{render()} implementation of a QSGRenderNode
    because the scene graph performs the necessary steps implicitly for render
    nodes.

    Native graphics objects (such as, graphics device, command buffer or
    encoder) are accessible via QSGRendererInterface::getResource().

    \warning Watch out for the fact that
    QSGRendererInterface::CommandListResource may return a different object
    between beginExternalCommands() - endExternalCommands(). This can happen
    when the underlying implementation provides a dedicated secondary command
    buffer for recording external graphics commands within a render pass.
    Therefore, always query CommandListResource after calling this function. Do
    not attempt to reuse an object from an earlier query.

    \note This function has no effect when the scene graph is using OpenGL
    directly and the RHI graphics abstraction layer is not in use. Refer to
    resetOpenGLState() in that case.

    \note When the scenegraph is using the RHI graphics abstraction layer with
    the OpenGL backend underneath, pay attention to the fact that the OpenGL
    state in the context can have arbitrary settings, and this function does not
    perform any resetting of the state back to defaults. Call
    resetOpenGLState() if that is seen necessary.

    \sa endExternalCommands(), resetOpenGLState()

    \since 5.14
 */
void QQuickWindow::beginExternalCommands()
{
#if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */
    Q_D(QQuickWindow);
    if (d->rhi && d->context && d->context->isValid()) {
        QSGDefaultRenderContext *rc = static_cast<QSGDefaultRenderContext *>(d->context);
        QRhiCommandBuffer *cb = rc->currentFrameCommandBuffer();
        if (cb)
            cb->beginExternal();
    }
#endif
}

/*!
    When mixing raw graphics (OpenGL, Vulkan, Metal, etc.) commands with scene
    graph rendering, it is necessary to call this function after recording
    commands to the command buffer used by the scene graph to render its main
    render pass. This is to avoid clobbering state.

    In practice this function is often called from a slot connected to the
    beforeRenderPassRecording() or afterRenderPassRecording() signals.

    The function does not need to be called when recording commands to the
    application's own command buffer (such as, a VkCommandBuffer or
    MTLCommandBuffer + MTLRenderCommandEncoder created and managed by the
    application, not retrieved from the scene graph). With graphics APIs where
    no native command buffer concept is exposed (OpenGL, Direct 3D 11),
    beginExternalCommands() and endExternalCommands() together provide a
    replacement for resetOpenGLState().

    Calling this function and beginExternalCommands() is not necessary within the
    \l{QSGRenderNode::render()}{render()} implementation of a QSGRenderNode
    because the scene graph performs the necessary steps implicitly for render
    nodes.

    \note This function has no effect when the scene graph is using OpenGL
    directly and the RHI graphics abstraction layer is not in use. Refer to
    resetOpenGLState() in that case.

    \sa beginExternalCommands()

    \since 5.14
 */
void QQuickWindow::endExternalCommands()
{
#if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */
    Q_D(QQuickWindow);
    if (d->rhi && d->context && d->context->isValid()) {
        QSGDefaultRenderContext *rc = static_cast<QSGDefaultRenderContext *>(d->context);
        QRhiCommandBuffer *cb = rc->currentFrameCommandBuffer();
        if (cb)
            cb->endExternal();
    }
#endif
}

/*!
    \qmlproperty string Window::title

    The window's title in the windowing system.

    The window title might appear in the title area of the window decorations,
    depending on the windowing system and the window flags. It might also
    be used by the windowing system to identify the window in other contexts,
    such as in the task switcher.
 */

/*!
    \qmlproperty Qt::WindowModality Window::modality

    The modality of the window.

    A modal window prevents other windows from receiving input events.
    Possible values are Qt.NonModal (the default), Qt.WindowModal,
    and Qt.ApplicationModal.
 */

/*!
    \qmlproperty Qt::WindowFlags Window::flags

    The window flags of the window.

    The window flags control the window's appearance in the windowing system,
    whether it's a dialog, popup, or a regular window, and whether it should
    have a title bar, etc.

    The flags which you read from this property might differ from the ones
    that you set if the requested flags could not be fulfilled.

    \sa Qt::WindowFlags
 */

/*!
    \qmlattachedproperty Window Window::window
    \since 5.7

    This attached property holds the item's window.
    The Window attached property can be attached to any Item.
*/

/*!
    \qmlattachedproperty int Window::width
    \qmlattachedproperty int Window::height
    \since 5.5

    These attached properties hold the size of the item's window.
    The Window attached property can be attached to any Item.
*/

/*!
    \qmlproperty int Window::x
    \qmlproperty int Window::y
    \qmlproperty int Window::width
    \qmlproperty int Window::height

    Defines the window's position and size.

    The (x,y) position is relative to the \l Screen if there is only one,
    or to the virtual desktop (arrangement of multiple screens).

    \qml
    Window { x: 100; y: 100; width: 100; height: 100 }
    \endqml

    \image screen-and-window-dimensions.jpg
 */

/*!
    \qmlproperty int Window::minimumWidth
    \qmlproperty int Window::minimumHeight
    \since 5.1

    Defines the window's minimum size.

    This is a hint to the window manager to prevent resizing below the specified
    width and height.
 */

/*!
    \qmlproperty int Window::maximumWidth
    \qmlproperty int Window::maximumHeight
    \since 5.1

    Defines the window's maximum size.

    This is a hint to the window manager to prevent resizing above the specified
    width and height.
 */

/*!
    \qmlproperty bool Window::visible

    Whether the window is visible on the screen.

    Setting visible to false is the same as setting \l visibility to \l {QWindow::}{Hidden}.

    \sa visibility
 */

/*!
    \qmlproperty QWindow::Visibility Window::visibility

    The screen-occupation state of the window.

    Visibility is whether the window should appear in the windowing system as
    normal, minimized, maximized, fullscreen or hidden.

    To set the visibility to \l {QWindow::}{AutomaticVisibility} means to give the
    window a default visible state, which might be \l {QWindow::}{FullScreen} or
    \l {QWindow::}{Windowed} depending on the platform. However when reading the
    visibility property you will always get the actual state, never
    \c AutomaticVisibility.

    When a window is not visible its visibility is Hidden, and setting
    visibility to \l {QWindow::}{Hidden} is the same as setting \l visible to \c false.

    \sa visible
    \since 5.1
 */

/*!
    \qmlattachedproperty QWindow::Visibility Window::visibility
    \since 5.4

    This attached property holds whether the window is currently shown
    in the windowing system as normal, minimized, maximized, fullscreen or
    hidden. The \c Window attached property can be attached to any Item. If the
    item is not shown in any window, the value will be \l {QWindow::}{Hidden}.

    \sa visible, visibility
*/

/*!
    \qmlproperty Item Window::contentItem
    \readonly
    \brief The invisible root item of the scene.
*/

/*!
    \qmlproperty Qt::ScreenOrientation Window::contentOrientation

    This is a hint to the window manager in case it needs to display
    additional content like popups, dialogs, status bars, or similar
    in relation to the window.

    The recommended orientation is \l {Screen::orientation}{Screen.orientation}, but
    an application doesn't have to support all possible orientations,
    and thus can opt to ignore the current screen orientation.

    The difference between the window and the content orientation
    determines how much to rotate the content by.

    The default value is Qt::PrimaryOrientation.

    \sa Screen

    \since 5.1
 */

/*!
    \qmlproperty real Window::opacity

    The opacity of the window.

    If the windowing system supports window opacity, this can be used to fade the
    window in and out, or to make it semitransparent.

    A value of 1.0 or above is treated as fully opaque, whereas a value of 0.0 or below
    is treated as fully transparent. Values inbetween represent varying levels of
    translucency between the two extremes.

    The default value is 1.0.

    \since 5.1
 */

/*!
    \qmlproperty variant Window::screen

    The screen with which the window is associated.

    If specified before showing a window, will result in the window being shown
    on that screen, unless an explicit window position has been set. The value
    must be an element from the Qt.application.screens array.

    \note To ensure that the window is associated with the desired screen when
    the underlying native window is created, make sure this property is set as
    early as possible and that the setting of its value is not deferred. This
    can be particularly important on embedded platforms without a windowing system,
    where only one window per screen is allowed at a time. Setting the screen after
    a window has been created does not move the window if the new screen is part of
    the same virtual desktop as the old screen.

    \since 5.9

    \sa QWindow::setScreen(), QWindow::screen(), QScreen, {QtQml::Qt::application}{Qt.application}
 */

/*!
    \qmlproperty QWindow Window::transientParent
    \since 5.13

    The window for which this window is a transient pop-up.

    This is a hint to the window manager that this window is a dialog or pop-up
    on behalf of the transient parent. It usually means that the transient
    window will be centered over its transient parent when it is initially
    shown, that minimizing the parent window will also minimize the transient
    window, and so on; however results vary somewhat from platform to platform.

    Normally if you declare a Window inside an Item or inside another Window,
    this relationship is deduced automatically. In that case, if you declare
    this window's \l visible property \c true, it will not actually be shown
    until the \c transientParent window is shown.

    However if you set this property, then Qt Quick will no longer wait until
    the \c transientParent window is shown before showing this window. If you
    want to to be able to show a transient window independently of the "parent"
    Item or Window within which it was declared, you can remove that
    relationship by setting \c transientParent to \c null:

    \qml
    import QtQuick.Window 2.13

    Window {
        // visible is false by default
        Window {
            transientParent: null
            visible: true
        }
    }
    \endqml

    In order to cause the window to be centered above its transient parent by
    default, depending on the window manager, it may also be necessary to set
    the \l Window::flags property with a suitable \l Qt::WindowType (such as
    \c Qt::Dialog).
*/

/*!
    \property QQuickWindow::transientParent
    \brief The window for which this window is a transient pop-up.
    \since 5.13

    This is a hint to the window manager that this window is a dialog or pop-up
    on behalf of the transient parent, which may be any kind of \l QWindow.

    In order to cause the window to be centered above its transient parent by
    default, depending on the window manager, it may also be necessary to set
    the \l flags property with a suitable \l Qt::WindowType (such as \c Qt::Dialog).

    \sa parent()
 */

/*!
    \qmlproperty Item Window::activeFocusItem
    \since 5.1

    The item which currently has active focus or \c null if there is
    no item with active focus.
 */

/*!
    \qmlattachedproperty Item Window::activeFocusItem
    \since 5.4

    This attached property holds the item which currently has active focus or
    \c null if there is no item with active focus. The Window attached property
    can be attached to any Item.
*/

/*!
    \qmlproperty bool Window::active
    \since 5.1

    The active status of the window.

    \sa requestActivate()
 */

/*!
    \qmlattachedproperty bool Window::active
    \since 5.4

    This attached property tells whether the window is active. The Window
    attached property can be attached to any Item.

    Here is an example which changes a label to show the active state of the
    window in which it is shown:

    \qml
    import QtQuick 2.4
    import QtQuick.Window 2.2

    Text {
        text: Window.active ? "active" : "inactive"
    }
    \endqml
*/

/*!
    \qmlmethod QtQuick::Window::requestActivate()
    \since 5.1

    Requests the window to be activated, i.e. receive keyboard focus.
 */

/*!
    \qmlmethod QtQuick::Window::alert(int msec)
    \since 5.1

    Causes an alert to be shown for \a msec milliseconds. If \a msec is \c 0
    (the default), then the alert is shown indefinitely until the window
    becomes active again.

    In alert state, the window indicates that it demands attention, for example
    by flashing or bouncing the taskbar entry.
*/

/*!
    \qmlmethod QtQuick::Window::close()

    Closes the window.

    When this method is called, or when the user tries to close the window by
    its title bar button, the \l closing signal will be emitted. If there is no
    handler, or the handler does not revoke permission to close, the window
    will subsequently close. If the QGuiApplication::quitOnLastWindowClosed
    property is \c true, and there are no other windows open, the application
    will quit.
*/

/*!
    \qmlmethod QtQuick::Window::raise()

    Raises the window in the windowing system.

    Requests that the window be raised to appear above other windows.
*/

/*!
    \qmlmethod QtQuick::Window::lower()

    Lowers the window in the windowing system.

    Requests that the window be lowered to appear below other windows.
*/

/*!
    \qmlmethod QtQuick::Window::show()

    Shows the window.

    This is equivalent to calling showFullScreen(), showMaximized(), or showNormal(),
    depending on the platform's default behavior for the window type and flags.

    \sa showFullScreen(), showMaximized(), showNormal(), hide(), QQuickItem::flags()
*/

/*!
    \qmlmethod QtQuick::Window::hide()

    Hides the window.

    Equivalent to setting \l visible to \c false or \l visibility to \l {QWindow::}{Hidden}.

    \sa show()
*/

/*!
    \qmlmethod QtQuick::Window::showMinimized()

    Shows the window as minimized.

    Equivalent to setting \l visibility to \l {QWindow::}{Minimized}.
*/

/*!
    \qmlmethod QtQuick::Window::showMaximized()

    Shows the window as maximized.

    Equivalent to setting \l visibility to \l {QWindow::}{Maximized}.
*/

/*!
    \qmlmethod QtQuick::Window::showFullScreen()

    Shows the window as fullscreen.

    Equivalent to setting \l visibility to \l {QWindow::}{FullScreen}.
*/

/*!
    \qmlmethod QtQuick::Window::showNormal()

    Shows the window as normal, i.e. neither maximized, minimized, nor fullscreen.

    Equivalent to setting \l visibility to \l {QWindow::}{Windowed}.
*/

/*!
    \enum QQuickWindow::RenderStage
    \since 5.4

    \value BeforeSynchronizingStage Before synchronization.
    \value AfterSynchronizingStage After synchronization.
    \value BeforeRenderingStage Before rendering.
    \value AfterRenderingStage After rendering.
    \value AfterSwapStage After the frame is swapped.
    \value NoStage As soon as possible. This value was added in Qt 5.6.

    \sa {Scene Graph and Rendering}
 */

/*!
    \since 5.4

    Schedules \a job to run when the rendering of this window reaches
    the given \a stage.

    This is a convenience to the equivalent signals in QQuickWindow for
    "one shot" tasks.

    The window takes ownership over \a job and will delete it when the
    job is completed.

    If rendering is shut down before \a job has a chance to run, the
    job will be run and then deleted as part of the scene graph cleanup.
    If the window is never shown and no rendering happens before the QQuickWindow
    is destroyed, all pending jobs will be destroyed without their run()
    method being called.

    If the rendering is happening on a different thread, then the job
    will happen on the rendering thread.

    If \a stage is \l NoStage, \a job will be run at the earliest opportunity
    whenever the render thread is not busy rendering a frame. If there is no
    OpenGL context available or the window is not exposed at the time the job is
    either posted or handled, it is deleted without executing the run() method.
    If a non-threaded renderer is in use, the run() method of the job is executed
    synchronously.
    The OpenGL context is changed to the renderer context before executing a
    \l NoStage job.

    \note This function does not trigger rendering; the jobs targeting any other
    stage than NoStage will be stored run until rendering is triggered elsewhere.
    To force the job to run earlier, call QQuickWindow::update();

    \sa beforeRendering(), afterRendering(), beforeSynchronizing(),
    afterSynchronizing(), frameSwapped(), sceneGraphInvalidated()
 */

void QQuickWindow::scheduleRenderJob(QRunnable *job, RenderStage stage)
{
    Q_D(QQuickWindow);

    d->renderJobMutex.lock();
    if (stage == BeforeSynchronizingStage) {
        d->beforeSynchronizingJobs << job;
    } else if (stage == AfterSynchronizingStage) {
        d->afterSynchronizingJobs << job;
    } else if (stage == BeforeRenderingStage) {
        d->beforeRenderingJobs << job;
    } else if (stage == AfterRenderingStage) {
        d->afterRenderingJobs << job;
    } else if (stage == AfterSwapStage) {
        d->afterSwapJobs << job;
    } else if (stage == NoStage) {
        if (d->renderControl && openglContext()
#if QT_CONFIG(opengl)
            && openglContext()->thread() == QThread::currentThread()
#endif
            ) {
            job->run();
            delete job;
        } else if (isExposed()) {
            d->windowManager->postJob(this, job);
        } else {
            delete job;
        }
    }
    d->renderJobMutex.unlock();
}

void QQuickWindowPrivate::runAndClearJobs(QList<QRunnable *> *jobs)
{
    renderJobMutex.lock();
    QList<QRunnable *> jobList = *jobs;
    jobs->clear();
    renderJobMutex.unlock();

    for (QRunnable *r : qAsConst(jobList)) {
        r->run();
        delete r;
    }
}

void QQuickWindow::runJobsAfterSwap()
{
    Q_D(QQuickWindow);
    d->runAndClearJobs(&d->afterSwapJobs);
}

/*!
 * Returns the device pixel ratio for this window.
 *
 * This is different from QWindow::devicePixelRatio() in that it supports
 * redirected rendering via QQuickRenderControl. When using a
 * QQuickRenderControl, the QQuickWindow is often not created, meaning it is
 * never shown and there is no underlying native window created in the
 * windowing system. As a result, querying properties like the device pixel
 * ratio cannot give correct results. Use this function instead.
 *
 * \sa QWindow::devicePixelRatio()
 */
qreal QQuickWindow::effectiveDevicePixelRatio() const
{
    QWindow *w = QQuickRenderControl::renderWindowFor(const_cast<QQuickWindow *>(this));
    return w ? w->devicePixelRatio() : devicePixelRatio();
}

/*!
    \return the current renderer interface. The value is always valid and is never null.

    \note This function can be called at any time after constructing the
    QQuickWindow, even while isSceneGraphInitialized() is still false. However,
    some renderer interface functions, in particular
    QSGRendererInterface::getResource() will not be functional until the
    scenegraph is up and running. Backend queries, like
    QSGRendererInterface::graphicsApi() or QSGRendererInterface::shaderType(),
    will always be functional on the other hand.

    \note The ownership of the returned pointer stays with Qt. The returned
    instance may or may not be shared between different QQuickWindow instances,
    depending on the scenegraph backend in use. Therefore applications are
    expected to query the interface object for each QQuickWindow instead of
    reusing the already queried pointer.

    \sa QSGRenderNode, QSGRendererInterface

    \since 5.8
 */
QSGRendererInterface *QQuickWindow::rendererInterface() const
{
    Q_D(const QQuickWindow);

    // no context validity check - it is essential to be able to return a
    // renderer interface instance before scenegraphInitialized() is emitted
    // (depending on the backend, that can happen way too late for some of the
    // rif use cases, like examining the graphics api or shading language in
    // use)

    return d->context->sceneGraphContext()->rendererInterface(d->context);
}

/*!
    Requests a Qt Quick scenegraph backend for the specified graphics \a api.
    Backends can either be built-in or be installed in form of dynamically
    loaded plugins.

    \note The call to the function must happen before constructing the first
    QQuickWindow in the application. It cannot be changed afterwards.

    If the selected backend is invalid or an error occurs, the default backend
    (OpenGL or software, depending on the Qt configuration) is used.

    \since 5.8
 */
void QQuickWindow::setSceneGraphBackend(QSGRendererInterface::GraphicsApi api)
{
    switch (api) {
    case QSGRendererInterface::Software:
        setSceneGraphBackend(QStringLiteral("software"));
        break;
    case QSGRendererInterface::Direct3D12:
        setSceneGraphBackend(QStringLiteral("d3d12"));
        break;
    default:
        break;
    }
#if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */
    if (QSGRendererInterface::isApiRhiBased(api))
        QSGRhiSupport::configure(api);
#endif
}

/*!
    Requests the specified Qt Quick scenegraph \a backend. Backends can either
    be built-in or be installed in form of dynamically loaded plugins.

    \overload

    \note The call to the function must happen before constructing the first
    QQuickWindow in the application. It cannot be changed afterwards.

    If \a backend is invalid or an error occurs, the default backend (OpenGL or
    software, depending on the Qt configuration) is used.

    \note Calling this function is equivalent to setting the
    \c QT_QUICK_BACKEND or \c QMLSCENE_DEVICE environment variables. However, this
    API is safer to use in applications that spawn other processes as there is
    no need to worry about environment inheritance.

    \since 5.8
 */
void QQuickWindow::setSceneGraphBackend(const QString &backend)
{
    QSGContext::setBackend(backend);
}

/*!
    Returns the requested Qt Quick scenegraph backend.

    \note The return value of this function may still be outdated by
    subsequent calls to setSceneGraphBackend() until the first QQuickWindow in the
    application has been constructed.

    \since 5.9
 */
QString QQuickWindow::sceneGraphBackend()
{
    return QSGContext::backend();
}

/*!
    Creates a simple rectangle node. When the scenegraph is not initialized, the return value is null.

    This is cross-backend alternative to constructing a QSGSimpleRectNode directly.

    \since 5.8
    \sa QSGRectangleNode
 */
QSGRectangleNode *QQuickWindow::createRectangleNode() const
{
    Q_D(const QQuickWindow);
    return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createRectangleNode() : nullptr;
}

/*!
    Creates a simple image node. When the scenegraph is not initialized, the return value is null.

    This is cross-backend alternative to constructing a QSGSimpleTextureNode directly.

    \since 5.8
    \sa QSGImageNode
 */
QSGImageNode *QQuickWindow::createImageNode() const
{
    Q_D(const QQuickWindow);
    return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createImageNode() : nullptr;
}

/*!
    Creates a nine patch node. When the scenegraph is not initialized, the return value is null.

    \since 5.8
 */
QSGNinePatchNode *QQuickWindow::createNinePatchNode() const
{
    Q_D(const QQuickWindow);
    return isSceneGraphInitialized() ? d->context->sceneGraphContext()->createNinePatchNode() : nullptr;
}

/*!
    \since 5.10

    Returns the render type of text-like elements in Qt Quick.
    The default is QQuickWindow::QtTextRendering.

    \sa setTextRenderType()
*/
QQuickWindow::TextRenderType QQuickWindow::textRenderType()
{
    return QQuickWindowPrivate::textRenderType;
}

/*!
    \since 5.10

    Sets the default render type of text-like elements in Qt Quick to \a renderType.

    \note setting the render type will only affect elements created afterwards;
    the render type of existing elements will not be modified.

    \sa textRenderType()
*/
void QQuickWindow::setTextRenderType(QQuickWindow::TextRenderType renderType)
{
    QQuickWindowPrivate::textRenderType = renderType;
}

#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug debug, const QQuickWindow *win)
{
    QDebugStateSaver saver(debug);
    debug.nospace();
    if (!win) {
        debug << "QQuickWindow(0)";
        return debug;
    }

    debug << win->metaObject()->className() << '(' << static_cast<const void *>(win);
    if (win->isActive())
        debug << " active";
    if (win->isExposed())
        debug << " exposed";
    debug << ", visibility=" << win->visibility() << ", flags=" << win->flags();
    if (!win->title().isEmpty())
        debug << ", title=" << win->title();
    if (!win->objectName().isEmpty())
        debug << ", name=" << win->objectName();
    if (win->parent())
        debug << ", parent=" << static_cast<const void *>(win->parent());
    if (win->transientParent())
        debug << ", transientParent=" << static_cast<const void *>(win->transientParent());
    debug << ", geometry=";
    QtDebugUtils::formatQRect(debug, win->geometry());
    debug << ')';
    return debug;
}
#endif

#include "moc_qquickwindow.cpp"

QT_END_NAMESPACE
