summaryrefslogtreecommitdiffstats
path: root/doc/html/tutorial1-10.html
diff options
context:
space:
mode:
authorMichele Calgaro <michele.calgaro@yahoo.it>2024-07-20 20:15:52 +0900
committerMichele Calgaro <michele.calgaro@yahoo.it>2024-07-21 23:04:19 +0900
commit1e9fa8e06de5da7fcc268e9cccb2d6b21c5f53a3 (patch)
tree5f1bb482f68ee0f95843fbf375cd2274acdabf25 /doc/html/tutorial1-10.html
parent14c414378d96f7463b989384f4a0e5dd76632b6d (diff)
downloadtqt3-1e9fa8e06de5da7fcc268e9cccb2d6b21c5f53a3.tar.gz
tqt3-1e9fa8e06de5da7fcc268e9cccb2d6b21c5f53a3.zip
Rename graphics class nt* related files to equivalent tq* (part 2)
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
Diffstat (limited to 'doc/html/tutorial1-10.html')
-rw-r--r--doc/html/tutorial1-10.html20
1 files changed, 10 insertions, 10 deletions
diff --git a/doc/html/tutorial1-10.html b/doc/html/tutorial1-10.html
index 8bb1345ba..5f59affa6 100644
--- a/doc/html/tutorial1-10.html
+++ b/doc/html/tutorial1-10.html
@@ -66,7 +66,7 @@ implementation.
</pre>
<p> The interface to the force follows the same practice as for the angle.
<p> <pre> private:
- <a href="ntqrect.html">TQRect</a> cannonRect() const;
+ <a href="tqrect.html">TQRect</a> cannonRect() const;
</pre>
<p> We have put the definition of the cannon's enclosing rectangle in a
separate function.
@@ -79,9 +79,9 @@ separate function.
</h3>
<a name="1-2"></a><p>
-<p> <pre> #include &lt;<a href="qpixmap-h.html">ntqpixmap.h</a>&gt;
+<p> <pre> #include &lt;<a href="tqpixmap-h.html">tqpixmap.h</a>&gt;
</pre>
-<p> We include the <a href="ntqpixmap.html">TQPixmap</a> class definition.
+<p> We include the <a href="tqpixmap.html">TQPixmap</a> class definition.
<p> <pre> CannonField::CannonField( <a href="tqwidget.html">TQWidget</a> *parent, const char *name )
: <a href="tqwidget.html">TQWidget</a>( parent, name )
{
@@ -130,8 +130,8 @@ value, we don't need to repaint the widget.
<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="ntqrect.html">TQRect</a> cr = cannonRect();
- <a name="x2361"></a> <a href="ntqpixmap.html">TQPixmap</a> pix( cr.<a href="ntqrect.html#size">size</a>() );
+<p> <pre> <a href="tqrect.html">TQRect</a> cr = cannonRect();
+ <a name="x2361"></a> <a href="tqpixmap.html">TQPixmap</a> pix( cr.<a href="tqrect.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
@@ -141,13 +141,13 @@ 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="ntqpixmap.html#fill">fill</a>( this, cr.<a href="ntqrect.html#topLeft">topLeft</a>() );
+<p> <pre> <a name="x2362"></a><a name="x2358"></a> pix.<a href="tqpixmap.html#fill">fill</a>( this, cr.<a href="tqrect.html#topLeft">topLeft</a>() );
</pre>
<p> We fill the pixmap with the background from this widget.
<p> <pre> <a href="tqpainter.html">TQPainter</a> p( &amp;pix );
<a name="x2354"></a> p.<a href="tqpainter.html#setBrush">setBrush</a>( blue );
p.<a href="tqpainter.html#setPen">setPen</a>( NoPen );
- <a name="x2359"></a><a name="x2356"></a> p.<a href="tqpainter.html#translate">translate</a>( 0, pix.<a href="ntqpixmap.html#height">height</a>() - 1 );
+ <a name="x2359"></a><a name="x2356"></a> p.<a href="tqpainter.html#translate">translate</a>( 0, pix.<a href="tqpixmap.html#height">height</a>() - 1 );
<a name="x2349"></a> p.<a href="tqpainter.html#drawPie">drawPie</a>( TQRect( -35,-35, 70, 70 ), 0, 90*16 );
<a name="x2353"></a> p.<a href="tqpainter.html#rotate">rotate</a>( -ang );
<a name="x2351"></a> p.<a href="tqpainter.html#drawRect">drawRect</a>( TQRect(33, -4, 15, 8) );
@@ -157,15 +157,15 @@ not any more. We've kept the code for educational purposes.
<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="tqpainter.html#begin">begin</a>( this );
- <a name="x2350"></a> p.<a href="tqpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="ntqrect.html#topLeft">topLeft</a>(), pix );
+ <a name="x2350"></a> p.<a href="tqpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="tqrect.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="ntqrect.html">TQRect</a> r( 0, 0, 50, 50 );
- <a name="x2360"></a> r.<a href="ntqrect.html#moveBottomLeft">moveBottomLeft</a>( <a href="tqwidget.html#rect">rect</a>().bottomLeft() );
+ <a href="tqrect.html">TQRect</a> r( 0, 0, 50, 50 );
+ <a name="x2360"></a> r.<a href="tqrect.html#moveBottomLeft">moveBottomLeft</a>( <a href="tqwidget.html#rect">rect</a>().bottomLeft() );
return r;
}
</pre>