some temporary workarounds for MSVC problems
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@ -92,6 +92,13 @@ namespace
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bool fixup()
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bool fixup()
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{
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{
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#ifdef _MSC_VER
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/*
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We can't call hasAcceptableInput with MSVC
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and need to find our own code instead TODO ...
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*/
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return true;
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#else
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auto d = QQuickTextInputPrivate::get( this );
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auto d = QQuickTextInputPrivate::get( this );
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// QQuickTextInputPrivate::checkIsValid ???
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// QQuickTextInputPrivate::checkIsValid ???
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@ -102,6 +109,7 @@ namespace
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isAcceptable = d->fixup();
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isAcceptable = d->fixup();
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return isAcceptable;
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return isAcceptable;
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#endif
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}
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}
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void updateColors();
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void updateColors();
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@ -78,6 +78,14 @@ static uint qskTextureRaster(
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const QRect& rect, Qt::AspectRatioMode scalingMode,
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const QRect& rect, Qt::AspectRatioMode scalingMode,
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const QskGraphic& graphic, const QskColorFilter& filter )
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const QskGraphic& graphic, const QskColorFilter& filter )
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{
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{
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#ifdef _MSC_VER
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/*
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We can't access the internals of QOpenGLTexture with MSVC
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and have to replace the code below by doing OpenGL calls directly.
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Until this is not done we disable using the raster
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*/
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return qskTextureFBO( rect, scalingMode, graphic, filter );
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#else
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QImage image( rect.size(), QImage::Format_RGBA8888_Premultiplied );
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QImage image( rect.size(), QImage::Format_RGBA8888_Premultiplied );
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image.fill( Qt::transparent );
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image.fill( Qt::transparent );
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@ -98,6 +106,7 @@ static uint qskTextureRaster(
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uint textureId = 0;
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uint textureId = 0;
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qSwap( texture.d_func()->textureId, textureId );
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qSwap( texture.d_func()->textureId, textureId );
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return textureId;
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return textureId;
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#endif
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}
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}
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QskGraphicTextureFactory::QskGraphicTextureFactory()
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QskGraphicTextureFactory::QskGraphicTextureFactory()
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