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authorTimothy Pearson <kb9vqf@pearsoncomputing.net>2011-11-08 12:31:36 -0600
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+<title>TQt Tutorial - Chapter 10: Smooth as Silk</title>
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+<td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>TQt Tutorial - Chapter 10: Smooth as Silk</h1>
+
+
+<p> <center><img src="t10.png" alt="Screenshot of tutorial ten"></center>
+<p> In this example, we introduce painting in a pixmap to remove flickering.
+We also add a force control.
+<p> <ul>
+<li> <a href="t10-lcdrange-h.html">t10/lcdrange.h</a> contains the LCDRange
+class definition.
+<li> <a href="t10-lcdrange-cpp.html">t10/lcdrange.cpp</a> contains the LCDRange
+implementation.
+<li> <a href="t10-cannon-h.html">t10/cannon.h</a> contains the CannonField class
+definition.
+<li> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a> contains the CannonField
+implementation.
+<li> <a href="t10-main-cpp.html">t10/main.cpp</a> contains MyWidget and main.
+</ul>
+<p> <h2> Line-by-line Walkthrough
+</h2>
+<a name="1"></a><p> <h3> <a href="t10-cannon-h.html">t10/cannon.h</a>
+</h3>
+<a name="1-1"></a><p> The CannonField now has a force value in addition to the angle.
+<p>
+
+<p> <pre> int angle() const { return ang; }
+ int force() const { return f; }
+
+ public slots:
+ void setAngle( int degrees );
+ void setForce( int newton );
+
+ signals:
+ void angleChanged( int );
+ void forceChanged( int );
+</pre>
+<p> The interface to the force follows the same practice as for the angle.
+<p> <pre> private:
+ <a href="qrect.html">TQRect</a> cannonRect() const;
+</pre>
+<p> We have put the definition of the cannon's enclosing rectangle in a
+separate function.
+<p> <pre> int ang;
+ int f;
+ };
+</pre>
+<p> The force is stored in the integer <tt>f</tt>.
+<p> <h3> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a>
+</h3>
+<a name="1-2"></a><p>
+
+<p> <pre> #include &lt;<a href="qpixmap-h.html">qpixmap.h</a>&gt;
+</pre>
+<p> We include the <a href="qpixmap.html">TQPixmap</a> class definition.
+<p> <pre> CannonField::CannonField( <a href="qwidget.html">TQWidget</a> *parent, const char *name )
+ : <a href="qwidget.html">TQWidget</a>( parent, name )
+ {
+ ang = 45;
+ f = 0;
+ <a href="qwidget.html#setPalette">setPalette</a>( TQPalette( TQColor( 250, 250, 200) ) );
+ }
+</pre>
+<p> The force (<tt>f</tt>) is initialized to zero.
+<p> <pre> void CannonField::setAngle( int degrees )
+ {
+ if ( degrees &lt; 5 )
+ degrees = 5;
+ if ( degrees &gt; 70 )
+ degrees = 70;
+ if ( ang == degrees )
+ return;
+ ang = degrees;
+ <a href="qwidget.html#repaint">repaint</a>( cannonRect(), FALSE );
+ emit angleChanged( ang );
+ }
+</pre>
+<p> We have made a slight change in the setAngle() function. It repaints
+only the portion of the widget that contains the cannon. The FALSE
+argument indicates that the specified rectangle should not be erased
+before a paint event is sent to the widget. This speeds up and smooths
+the drawing a little bit.
+<p> <pre> void CannonField::setForce( int newton )
+ {
+ if ( newton &lt; 0 )
+ newton = 0;
+ if ( f == newton )
+ return;
+ f = newton;
+ emit forceChanged( f );
+ }
+</pre>
+<p> The implementation of setForce() is tquite similar to that of
+setAngle(). The only difference is that because we don't show the force
+value, we don't need to repaint the widget.
+<p> <pre> void CannonField::<a href="qwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">TQPaintEvent</a> *e )
+ {
+ <a name="x2357"></a> if ( !e-&gt;<a href="qpaintevent.html#rect">rect</a>().intersects( cannonRect() ) )
+ return;
+</pre>
+<p> We have now optimized the paint event to repaint only the parts of the
+widget that need updating. First we check whether we have to paint
+anything at all, and we return if we don't.
+<p> <pre> <a href="qrect.html">TQRect</a> cr = cannonRect();
+ <a name="x2361"></a> <a href="qpixmap.html">TQPixmap</a> pix( cr.<a href="qrect.html#size">size</a>() );
+</pre>
+<p> Then we create a temporary pixmap, which we use for flicker-free
+painting. All the painting operations are done into this pixmap, and
+then the pixmap is drawn on the screen in a single operation.
+<p> This is the essence of flicker-free drawing: Draw on each pixel
+precisely once. Less, and you get drawing errors. More, and you get
+flicker. It doesn't matter much in this example - when the code was
+written there were still machines slow enough for it to flicker, but
+not any more. We've kept the code for educational purposes.
+<p> <pre> <a name="x2362"></a><a name="x2358"></a> pix.<a href="qpixmap.html#fill">fill</a>( this, cr.<a href="qrect.html#topLeft">topLeft</a>() );
+</pre>
+<p> We fill the pixmap with the background from this widget.
+<p> <pre> <a href="qpainter.html">TQPainter</a> p( &amp;pix );
+ <a name="x2354"></a> p.<a href="qpainter.html#setBrush">setBrush</a>( blue );
+ p.<a href="qpainter.html#setPen">setPen</a>( NoPen );
+ <a name="x2359"></a><a name="x2356"></a> p.<a href="qpainter.html#translate">translate</a>( 0, pix.<a href="qpixmap.html#height">height</a>() - 1 );
+ <a name="x2349"></a> p.<a href="qpainter.html#drawPie">drawPie</a>( TQRect( -35,-35, 70, 70 ), 0, 90*16 );
+ <a name="x2353"></a> p.<a href="qpainter.html#rotate">rotate</a>( -ang );
+ <a name="x2351"></a> p.<a href="qpainter.html#drawRect">drawRect</a>( TQRect(33, -4, 15, 8) );
+ <a name="x2352"></a> p.<a href="qpainter.html#end">end</a>();
+</pre>
+<p> We paint, as in Chapter 9, but now we paint in the pixmap.
+<p> At this point, we have a painter variable and a pixmap that looks
+precisely right, but we still haven't painted on the screen.
+<p> <pre> <a name="x2348"></a> p.<a href="qpainter.html#begin">begin</a>( this );
+ <a name="x2350"></a> p.<a href="qpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="qrect.html#topLeft">topLeft</a>(), pix );
+</pre>
+<p> So we open the painter on the CannonField itself and then draw the pixmap.
+<p> That's all. A couple of extra lines at the top and a couple at the
+bottom, and the code is 100% flicker-free.
+<p> <pre> TQRect CannonField::cannonRect() const
+ {
+ <a href="qrect.html">TQRect</a> r( 0, 0, 50, 50 );
+ <a name="x2360"></a> r.<a href="qrect.html#moveBottomLeft">moveBottomLeft</a>( <a href="qwidget.html#rect">rect</a>().bottomLeft() );
+ return r;
+ }
+</pre>
+<p> This function returns the rectangle enclosing the cannon in widget
+coordinates. First we create a rectangle with the size 50x50 and then
+move it so its bottom left corner is equal to the widget's own bottom-
+left corner.
+<p> The <a href="qwidget.html#rect">TQWidget::rect</a>() function returns the widget's enclosing
+rectangle in the widget's own coordinates (where the top left corner
+is 0, 0).
+<p> <h3> <a href="t10-main-cpp.html">t10/main.cpp</a>
+</h3>
+<a name="1-3"></a><p>
+
+<p> <pre> MyWidget::MyWidget( <a href="qwidget.html">TQWidget</a> *parent, const char *name )
+ : <a href="qwidget.html">TQWidget</a>( parent, name )
+ {
+</pre>
+<p> The constructor is mostly the same, but some new bits have been added.
+<p> <pre> LCDRange *force = new LCDRange( this, "force" );
+ force-&gt;setRange( 10, 50 );
+</pre>
+<p> We add a second LCDRange, which will be used to set the force.
+<p> <pre> <a href="qobject.html#connect">connect</a>( force, SIGNAL(valueChanged(int)),
+ cannonField, SLOT(setForce(int)) );
+ <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(forceChanged(int)),
+ force, SLOT(setValue(int)) );
+</pre>
+<p> We connect the <tt>force</tt> widget and the <tt>cannonField</tt> widget, just like
+we did for the <tt>angle</tt> widget.
+<p> <pre> <a href="qvboxlayout.html">TQVBoxLayout</a> *leftBox = new <a href="qvboxlayout.html">TQVBoxLayout</a>;
+ <a name="x2365"></a> grid-&gt;<a href="qgridlayout.html#addLayout">addLayout</a>( leftBox, 1, 0 );
+ leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( angle );
+ leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( force );
+</pre>
+<p> In Chapter 9 we put <tt>angle</tt> in the lower-left cell of the layout.
+Now we want to have two widgets in that cell, so we make a vertical
+box, put the vertical box in the grid cell, and put each of <tt>angle</tt>
+and <tt>range</tt> in the vertical box.
+<p> <pre> force-&gt;setValue( 25 );
+</pre>
+<p> We initialize the force value to 25.
+<p> <h2> Behavior
+</h2>
+<a name="2"></a><p> The flicker has gone and we have a force control.
+<p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
+makefile and build the application.)
+<p> <h2> Exercises
+</h2>
+<a name="3"></a><p> Make the size of the cannon barrel be dependent on the force.
+<p> Put the cannon in the bottom-right corner.
+<p> Try adding a better keyboard interface. For example, make + and -
+increase and decrease the force and enter shoot. Hint: <a href="qaccel.html">TQAccel</a> and
+new addStep() and subtractStep() slots in LCDRange, like <a href="qslider.html#addStep">TQSlider::addStep</a>(). If you're bothered by the way the left and right
+keys work (I am!), change that too.
+<p> You're now ready for <a href="tutorial1-11.html">Chapter 11.</a>
+<p> [<a href="tutorial1-09.html">Previous tutorial</a>]
+[<a href="tutorial1-11.html">Next tutorial</a>]
+[<a href="tutorial.html">Main tutorial page</a>]
+<p>
+<!-- eof -->
+<p><address><hr><div align=center>
+<table width=100% cellspacing=0 border=0><tr>
+<td>Copyright &copy; 2007
+<a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
+<td align=right><div align=right>TQt 3.3.8</div>
+</table></div></address></body>
+</html>