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author | Michele Calgaro <michele.calgaro@yahoo.it> | 2024-07-15 19:08:22 +0900 |
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committer | Michele Calgaro <michele.calgaro@yahoo.it> | 2024-07-18 09:31:41 +0900 |
commit | a30f5359f03c3017fa19a6770fab32d25d22cb87 (patch) | |
tree | cb365dd7a1c3666e3f972c6cad04be7b8e846cba /doc/html/tutorial1-10.html | |
parent | 25ad1267da6916e738a126ff5a9b41cd686adfc6 (diff) | |
download | tqt3-a30f5359f03c3017fa19a6770fab32d25d22cb87.tar.gz tqt3-a30f5359f03c3017fa19a6770fab32d25d22cb87.zip |
Rename graphics class nt* related files to equivalent tq* (part 1)
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
Diffstat (limited to 'doc/html/tutorial1-10.html')
-rw-r--r-- | doc/html/tutorial1-10.html | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/doc/html/tutorial1-10.html b/doc/html/tutorial1-10.html index c1949dd59..8bb1345ba 100644 --- a/doc/html/tutorial1-10.html +++ b/doc/html/tutorial1-10.html @@ -122,9 +122,9 @@ the drawing a little bit. <p> The implementation of setForce() is quite 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="tqwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">TQPaintEvent</a> *e ) +<p> <pre> void CannonField::<a href="tqwidget.html#paintEvent">paintEvent</a>( <a href="tqpaintevent.html">TQPaintEvent</a> *e ) { - <a name="x2357"></a> if ( !e-><a href="qpaintevent.html#rect">rect</a>().intersects( cannonRect() ) ) + <a name="x2357"></a> if ( !e-><a href="tqpaintevent.html#rect">rect</a>().intersects( cannonRect() ) ) return; </pre> <p> We have now optimized the paint event to repaint only the parts of the @@ -144,20 +144,20 @@ 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>() ); </pre> <p> We fill the pixmap with the background from this widget. -<p> <pre> <a href="ntqpainter.html">TQPainter</a> p( &pix ); - <a name="x2354"></a> p.<a href="ntqpainter.html#setBrush">setBrush</a>( blue ); - p.<a href="ntqpainter.html#setPen">setPen</a>( NoPen ); - <a name="x2359"></a><a name="x2356"></a> p.<a href="ntqpainter.html#translate">translate</a>( 0, pix.<a href="ntqpixmap.html#height">height</a>() - 1 ); - <a name="x2349"></a> p.<a href="ntqpainter.html#drawPie">drawPie</a>( TQRect( -35,-35, 70, 70 ), 0, 90*16 ); - <a name="x2353"></a> p.<a href="ntqpainter.html#rotate">rotate</a>( -ang ); - <a name="x2351"></a> p.<a href="ntqpainter.html#drawRect">drawRect</a>( TQRect(33, -4, 15, 8) ); - <a name="x2352"></a> p.<a href="ntqpainter.html#end">end</a>(); +<p> <pre> <a href="tqpainter.html">TQPainter</a> p( &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="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) ); + <a name="x2352"></a> p.<a href="tqpainter.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="ntqpainter.html#begin">begin</a>( this ); - <a name="x2350"></a> p.<a href="ntqpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="ntqrect.html#topLeft">topLeft</a>(), pix ); +<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 ); </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 |