You are calling the base class implementation so the view forwards events to the scene which forwards them to the item.
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You are calling the base class implementation so the view forwards events to the scene which forwards them to the item.
I thought the logic was the other way around. The most specific item is called first, which would be the graphics item, and then the event is propagated up until some object accepts it.
But anyhow, I HAVE to call the base implementation in order to use the functionality provided by the Graphics View Framework. And I also have to remimplement the mouse events in the view and the scene to do custom things. So how can I for example detect the the item is being dragged and not the view, if view and item both react to the mouse move event?
You click on the view so it is the first one to get the event.
Store additional information somewhere that you have already handled the event and check that information on every level (view, scene, item) of event handling.Quote:
But anyhow, I HAVE to call the base implementation in order to use the functionality provided by the Graphics View Framework. And I also have to remimplement the mouse events in the view and the scene to do custom things. So how can I for example detect the the item is being dragged and not the view, if view and item both react to the mouse move event?