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-rw-r--r--doc/html/coordsys.html36
1 files changed, 18 insertions, 18 deletions
diff --git a/doc/html/coordsys.html b/doc/html/coordsys.html
index 86c4d9449..4b2859272 100644
--- a/doc/html/coordsys.html
+++ b/doc/html/coordsys.html
@@ -34,7 +34,7 @@ body { background: #ffffff; color: black; }
<p> A <a href="tqpaintdevice.html">paint device</a> in TQt is a drawable 2D
-surface. <a href="tqwidget.html">TQWidget</a>, <a href="ntqpixmap.html">TQPixmap</a>, <a href="ntqpicture.html">TQPicture</a> and <a href="ntqprinter.html">TQPrinter</a> are all
+surface. <a href="tqwidget.html">TQWidget</a>, <a href="tqpixmap.html">TQPixmap</a>, <a href="tqpicture.html">TQPicture</a> and <a href="tqprinter.html">TQPrinter</a> are all
paint devices. A <a href="tqpainter.html">TQPainter</a> is an object which can draw on such
devices.
<p> The default coordinate system of a paint device has its origin at the
@@ -68,30 +68,30 @@ just one.
<p> Here are the classes that relate most closely to the coordinate
system:
<p> <center><table cellpadding="4" cellspacing="2" border="0">
-<tr bgcolor="#f0f0f0"> <td valign="top"><a href="ntqpoint.html">TQPoint</a>
+<tr bgcolor="#f0f0f0"> <td valign="top"><a href="tqpoint.html">TQPoint</a>
<td valign="top">A single 2D point in the coordinate system. Most functions in
-TQt that deal with points can accept either a <a href="ntqpoint.html">TQPoint</a> argument
+TQt that deal with points can accept either a <a href="tqpoint.html">TQPoint</a> argument
or two ints, for example <a href="tqpainter.html#drawPoint">TQPainter::drawPoint</a>().
<tr bgcolor="#d0d0d0"> <td valign="top"><a href="tqsize.html">TQSize</a>
<td valign="top">A single 2D vector. Internally, TQPoint and <a href="tqsize.html">TQSize</a> are the same,
but a point is not the same as a size, so both classes exist.
Again, most functions accept either a TQSize or two ints, for
example <a href="tqwidget.html#resize">TQWidget::resize</a>().
-<tr bgcolor="#f0f0f0"> <td valign="top"><a href="ntqrect.html">TQRect</a>
-<td valign="top">A 2D rectangle. Most functions accept either a <a href="ntqrect.html">TQRect</a> or four
+<tr bgcolor="#f0f0f0"> <td valign="top"><a href="tqrect.html">TQRect</a>
+<td valign="top">A 2D rectangle. Most functions accept either a <a href="tqrect.html">TQRect</a> or four
ints, for example <a href="tqwidget.html#setGeometry">TQWidget::setGeometry</a>().
-<tr bgcolor="#d0d0d0"> <td valign="top"><a href="ntqregion.html">TQRegion</a>
+<tr bgcolor="#d0d0d0"> <td valign="top"><a href="tqregion.html">TQRegion</a>
<td valign="top">An arbitrary set of points, including all the normal set
-operations, e.g. <a href="ntqregion.html#intersect">TQRegion::intersect</a>(), and also a less
+operations, e.g. <a href="tqregion.html#intersect">TQRegion::intersect</a>(), and also a less
usual function to return a list of rectangles whose union is
-equal to the region. <a href="ntqregion.html">TQRegion</a> is used e.g. by <a href="tqpainter.html#setClipRegion">TQPainter::setClipRegion</a>(), <a href="tqwidget.html#repaint">TQWidget::repaint</a>() and <a href="tqpaintevent.html#region">TQPaintEvent::region</a>().
+equal to the region. <a href="tqregion.html">TQRegion</a> is used e.g. by <a href="tqpainter.html#setClipRegion">TQPainter::setClipRegion</a>(), <a href="tqwidget.html#repaint">TQWidget::repaint</a>() and <a href="tqpaintevent.html#region">TQPaintEvent::region</a>().
<tr bgcolor="#f0f0f0"> <td valign="top"><a href="tqpainter.html">TQPainter</a>
<td valign="top">The class that paints. It can paint on any device with the
-same code. There are differences between devices, <a href="ntqprinter.html#newPage">TQPrinter::newPage</a>() is a good example, but <a href="tqpainter.html">TQPainter</a> works the
+same code. There are differences between devices, <a href="tqprinter.html#newPage">TQPrinter::newPage</a>() is a good example, but <a href="tqpainter.html">TQPainter</a> works the
same way on all devices.
<tr bgcolor="#d0d0d0"> <td valign="top"><a href="tqpaintdevice.html">TQPaintDevice</a>
<td valign="top">A device on which TQPainter can paint. There are two internal
-devices, both pixel-based, and two external devices, <a href="ntqprinter.html">TQPrinter</a> and <a href="ntqpicture.html">TQPicture</a> (which records TQPainter commands to a
+devices, both pixel-based, and two external devices, <a href="tqprinter.html">TQPrinter</a> and <a href="tqpicture.html">TQPicture</a> (which records TQPainter commands to a
file or other <a href="tqiodevice.html">TQIODevice</a>, and plays them back). Other
devices can be defined.
</table></center>
@@ -103,11 +103,11 @@ the model outlined in books such as
<a href="http://www.amazon.com/exec/obidos/ASIN/0201848406/trolltech/t">Foley &amp; Van Dam</a> and the
<a href="http://www.amazon.com/exec/obidos/ASIN/0201604582/trolltech/t">OpenGL Programming Guide.</a> Refer to those for in-depth
coverage; here we give just a brief overview and an example.
-<p> The first step uses the world <a href="ntqwmatrix.html#TransformationMode">transformation matrix</a>. Use this matrix
+<p> The first step uses the world <a href="tqwmatrix.html#TransformationMode">transformation matrix</a>. Use this matrix
to orient and position your objects in your model. TQt provides
methods such as <a href="tqpainter.html#rotate">TQPainter::rotate</a>(), <a href="tqpainter.html#scale">TQPainter::scale</a>(), <a href="tqpainter.html#translate">TQPainter::translate</a>() and so on to operate on this matrix.
<p> <a href="tqpainter.html#save">TQPainter::save</a>() and <a href="tqpainter.html#restore">TQPainter::restore</a>() save and restore this
-matrix. You can also use <a href="ntqwmatrix.html">TQWMatrix</a> objects, <a href="tqpainter.html#worldMatrix">TQPainter::worldMatrix</a>() and <a href="tqpainter.html#setWorldMatrix">TQPainter::setWorldMatrix</a>() to store and
+matrix. You can also use <a href="tqwmatrix.html">TQWMatrix</a> objects, <a href="tqpainter.html#worldMatrix">TQPainter::worldMatrix</a>() and <a href="tqpainter.html#setWorldMatrix">TQPainter::setWorldMatrix</a>() to store and
use named matrices.
<p> The second step uses the window. The window describes the view
boundaries in model coordinates. The matrix positions the <em>objects</em>
@@ -117,7 +117,7 @@ is what's usually called projection in 3D.)
<p> The third step uses the viewport. The viewport too, describes the view
boundaries, but in device coordinates. The viewport and the windows
describe the same rectangle, but in different coordinate systems.
-<p> On-screen, the default is the entire <a href="tqwidget.html">TQWidget</a> or <a href="ntqpixmap.html">TQPixmap</a> where
+<p> On-screen, the default is the entire <a href="tqwidget.html">TQWidget</a> or <a href="tqpixmap.html">TQPixmap</a> where
you are drawing, which is usually appropriate. For printing this
function is vital, since very few printers can print over the entire
physical page.
@@ -146,20 +146,20 @@ to use.
</pre>
<p> We set the model coordinate system we want a 1000*1000 window where
0,0 is in the middle.
-<p> <pre> <a name="x2278"></a> <a href="ntqrect.html">TQRect</a> v = paint-&gt;<a href="tqpainter.html#viewport">viewport</a>();
- <a name="x2282"></a><a name="x2279"></a> int d = TQMIN( v.<a href="ntqrect.html#width">width</a>(), v.<a href="ntqrect.html#height">height</a>() );
+<p> <pre> <a name="x2278"></a> <a href="tqrect.html">TQRect</a> v = paint-&gt;<a href="tqpainter.html#viewport">viewport</a>();
+ <a name="x2282"></a><a name="x2279"></a> int d = TQMIN( v.<a href="tqrect.html#width">width</a>(), v.<a href="tqrect.html#height">height</a>() );
</pre>
<p> The device may not be square and we want the clock to be, so we find
its current viewport and compute its shortest side.
-<p> <pre> <a name="x2280"></a><a name="x2276"></a> paint-&gt;<a href="tqpainter.html#setViewport">setViewport</a>( v.<a href="ntqrect.html#left">left</a>() + (v.<a href="ntqrect.html#width">width</a>()-d)/2,
- <a name="x2281"></a> v.<a href="ntqrect.html#top">top</a>() + (v.<a href="ntqrect.html#height">height</a>()-d)/2, d, d );
+<p> <pre> <a name="x2280"></a><a name="x2276"></a> paint-&gt;<a href="tqpainter.html#setViewport">setViewport</a>( v.<a href="tqrect.html#left">left</a>() + (v.<a href="tqrect.html#width">width</a>()-d)/2,
+ <a name="x2281"></a> v.<a href="tqrect.html#top">top</a>() + (v.<a href="tqrect.html#height">height</a>()-d)/2, d, d );
</pre>
<p> Then we set a new square viewport, centered in the old one.
<p> We're now done with our view. From this point on, when we draw in a
1000*1000 area around 0,0, what we draw will show up in the largest
possible square that'll fit in the output device.
<p> Time to start drawing.
-<p> <pre> <a href="ntqpointarray.html">TQPointArray</a> pts;
+<p> <pre> <a href="tqpointarray.html">TQPointArray</a> pts;
</pre>
<p> <em>pts</em> is just a temporary variable to hold some points.
<p> Next come three drawing blocks, one for the hour hand, one for the