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-rw-r--r--doc/html/coordsys.html80
1 files changed, 40 insertions, 40 deletions
diff --git a/doc/html/coordsys.html b/doc/html/coordsys.html
index 8a9facf7d..86c4d9449 100644
--- a/doc/html/coordsys.html
+++ b/doc/html/coordsys.html
@@ -33,9 +33,9 @@ body { background: #ffffff; color: black; }
-<p> A <a href="ntqpaintdevice.html">paint device</a> in TQt is a drawable 2D
+<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
-paint devices. A <a href="ntqpainter.html">TQPainter</a> is an object which can draw on such
+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
top left corner. X increases to the right and Y increases downwards.
@@ -49,20 +49,20 @@ left corner of a paint device.
<p> The rectangle and the line were drawn by this code (with the grid
added and colors touched up in the illustration):
<p> <pre>
- void MyWidget::paintEvent( <a href="qpaintevent.html">TQPaintEvent</a> * )
+ void MyWidget::paintEvent( <a href="tqpaintevent.html">TQPaintEvent</a> * )
{
- <a href="ntqpainter.html">TQPainter</a> p( this );
- p.<a href="ntqpainter.html#setPen">setPen</a>( darkGray );
- p.<a href="ntqpainter.html#drawRect">drawRect</a>( 1,2, 5,4 );
- p.<a href="ntqpainter.html#setPen">setPen</a>( lightGray );
- p.<a href="ntqpainter.html#drawLine">drawLine</a>( 9,2, 7,7 );
+ <a href="tqpainter.html">TQPainter</a> p( this );
+ p.<a href="tqpainter.html#setPen">setPen</a>( darkGray );
+ p.<a href="tqpainter.html#drawRect">drawRect</a>( 1,2, 5,4 );
+ p.<a href="tqpainter.html#setPen">setPen</a>( lightGray );
+ p.<a href="tqpainter.html#drawLine">drawLine</a>( 9,2, 7,7 );
}
</pre>
<p> Note that all of the pixels drawn by drawRect() are inside the size
specified (5*4 pixels). This is different from some toolkits; in TQt
the size you specify exactly encompasses the pixels drawn. This
-applies to all the relevant functions in <a href="ntqpainter.html">TQPainter</a>.
+applies to all the relevant functions in <a href="tqpainter.html">TQPainter</a>.
<p> Similarly, the drawLine() call draws both endpoints of the line, not
just one.
<p> Here are the classes that relate most closely to the coordinate
@@ -71,7 +71,7 @@ system:
<tr bgcolor="#f0f0f0"> <td valign="top"><a href="ntqpoint.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
-or two ints, for example <a href="ntqpainter.html#drawPoint">TQPainter::drawPoint</a>().
+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.
@@ -84,12 +84,12 @@ ints, for example <a href="tqwidget.html#setGeometry">TQWidget::setGeometry</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
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="ntqpainter.html#setClipRegion">TQPainter::setClipRegion</a>(), <a href="tqwidget.html#repaint">TQWidget::repaint</a>() and <a href="qpaintevent.html#region">TQPaintEvent::region</a>().
-<tr bgcolor="#f0f0f0"> <td valign="top"><a href="ntqpainter.html">TQPainter</a>
+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>().
+<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="ntqpainter.html">TQPainter</a> works 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 way on all devices.
-<tr bgcolor="#d0d0d0"> <td valign="top"><a href="ntqpaintdevice.html">TQPaintDevice</a>
+<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
file or other <a href="tqiodevice.html">TQIODevice</a>, and plays them back). Other
@@ -97,7 +97,7 @@ devices can be defined.
</table></center>
<p> <h2> Transformations
</h2>
-<a name="2"></a><p> Although TQt's default coordinate system works as described above, <a href="ntqpainter.html">TQPainter</a> also supports arbitrary transformations.
+<a name="2"></a><p> Although TQt's default coordinate system works as described above, <a href="tqpainter.html">TQPainter</a> also supports arbitrary transformations.
<p> This transformation engine is a three-step pipeline, closely following
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
@@ -105,13 +105,13 @@ the model outlined in books such as
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
to orient and position your objects in your model. TQt provides
-methods such as <a href="ntqpainter.html#rotate">TQPainter::rotate</a>(), <a href="ntqpainter.html#scale">TQPainter::scale</a>(), <a href="ntqpainter.html#translate">TQPainter::translate</a>() and so on to operate on this matrix.
-<p> <a href="ntqpainter.html#save">TQPainter::save</a>() and <a href="ntqpainter.html#restore">TQPainter::restore</a>() save and restore this
-matrix. You can also use <a href="ntqwmatrix.html">TQWMatrix</a> objects, <a href="ntqpainter.html#worldMatrix">TQPainter::worldMatrix</a>() and <a href="ntqpainter.html#setWorldMatrix">TQPainter::setWorldMatrix</a>() to store and
+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
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>
-and <a href="ntqpainter.html#setWindow">TQPainter::setWindow</a>() positions the <em>window</em>, deciding what
+and <a href="tqpainter.html#setWindow">TQPainter::setWindow</a>() positions the <em>window</em>, deciding what
coordinates will be visible. (If you have 3D experience, the window
is what's usually called projection in 3D.)
<p> The third step uses the viewport. The viewport too, describes the view
@@ -122,12 +122,12 @@ you are drawing, which is usually appropriate. For printing this
function is vital, since very few printers can print over the entire
physical page.
<p> So each object to be drawn is transformed into model
-coordinates using <a href="ntqpainter.html#worldMatrix">TQPainter::worldMatrix</a>(), then positioned
-on the drawing device using <a href="ntqpainter.html#window">TQPainter::window</a>() and
-<a href="ntqpainter.html#viewport">TQPainter::viewport</a>().
+coordinates using <a href="tqpainter.html#worldMatrix">TQPainter::worldMatrix</a>(), then positioned
+on the drawing device using <a href="tqpainter.html#window">TQPainter::window</a>() and
+<a href="tqpainter.html#viewport">TQPainter::viewport</a>().
<p> It is perfectly possible to do without one or two of the stages. If,
-for example, your goal is to draw something scaled, then just using <a href="ntqpainter.html#scale">TQPainter::scale</a>() makes perfect sense. If your goal is to use a
-fixed-size coordinate system, <a href="ntqpainter.html#setWindow">TQPainter::setWindow</a>() is
+for example, your goal is to draw something scaled, then just using <a href="tqpainter.html#scale">TQPainter::scale</a>() makes perfect sense. If your goal is to use a
+fixed-size coordinate system, <a href="tqpainter.html#setWindow">TQPainter::setWindow</a>() is
ideal. And so on.
<p> Here is a short example that uses all three mechanisms: the function
that draws the clock face in the <a href="aclock-example.html">aclock/aclock.cpp</a> example. We
@@ -135,23 +135,23 @@ recommend compiling and running the example before you read any
further. In particular, try resizing the window to different sizes.
<p>
-<pre> void AnalogClock::drawClock( <a href="ntqpainter.html">TQPainter</a> *paint )
+<pre> void AnalogClock::drawClock( <a href="tqpainter.html">TQPainter</a> *paint )
{
- <a name="x2275"></a> paint-&gt;<a href="ntqpainter.html#save">save</a>();
+ <a name="x2275"></a> paint-&gt;<a href="tqpainter.html#save">save</a>();
</pre>
<p> Firstly, we save the painter's state, so that the calling function
is guaranteed not to be disturbed by the transformations we're going
to use.
-<p> <pre> <a name="x2277"></a> paint-&gt;<a href="ntqpainter.html#setWindow">setWindow</a>( -500,-500, 1000,1000 );
+<p> <pre> <a name="x2277"></a> paint-&gt;<a href="tqpainter.html#setWindow">setWindow</a>( -500,-500, 1000,1000 );
</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="ntqpainter.html#viewport">viewport</a>();
+<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>() );
</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="ntqpainter.html#setViewport">setViewport</a>( v.<a href="ntqrect.html#left">left</a>() + (v.<a href="ntqrect.html#width">width</a>()-d)/2,
+<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 );
</pre>
<p> Then we set a new square viewport, centered in the old one.
@@ -165,41 +165,41 @@ possible square that'll fit in the output device.
<p> Next come three drawing blocks, one for the hour hand, one for the
minute hand and finally one for the clock face itself. First we draw
the hour hand:
-<p> <pre> paint-&gt;<a href="ntqpainter.html#save">save</a>();
- <a name="x2274"></a> paint-&gt;<a href="ntqpainter.html#rotate">rotate</a>( 30*(time.hour()%12-3) + time.minute()/2 );
+<p> <pre> paint-&gt;<a href="tqpainter.html#save">save</a>();
+ <a name="x2274"></a> paint-&gt;<a href="tqpainter.html#rotate">rotate</a>( 30*(time.hour()%12-3) + time.minute()/2 );
</pre>
<p> We save the painter and then rotate it so that one axis points along
the hour hand.
<p> <pre> pts.setPoints( 4, -20,0, 0,-20, 300,0, 0,20 );
- <a name="x2271"></a> paint-&gt;<a href="ntqpainter.html#drawConvexPolygon">drawConvexPolygon</a>( pts );
+ <a name="x2271"></a> paint-&gt;<a href="tqpainter.html#drawConvexPolygon">drawConvexPolygon</a>( pts );
</pre>
<p> We set <em>pts</em> to a four-point polygon that looks like the hour hand at
three o'clock, and draw it. Because of the rotation, it's drawn
pointed in the right direction.
-<p> <pre> <a name="x2273"></a> paint-&gt;<a href="ntqpainter.html#restore">restore</a>();
+<p> <pre> <a name="x2273"></a> paint-&gt;<a href="tqpainter.html#restore">restore</a>();
</pre>
<p> We restore the saved painter, undoing the rotation. We could also
call rotate( -30 ) but that might introduce rounding errors, so it's
better to use save() and restore(). Next, the minute hand, drawn
almost the same way:
-<p> <pre> paint-&gt;<a href="ntqpainter.html#save">save</a>();
- paint-&gt;<a href="ntqpainter.html#rotate">rotate</a>( (time.minute()-15)*6 );
+<p> <pre> paint-&gt;<a href="tqpainter.html#save">save</a>();
+ paint-&gt;<a href="tqpainter.html#rotate">rotate</a>( (time.minute()-15)*6 );
pts.setPoints( 4, -10,0, 0,-10, 400,0, 0,10 );
- paint-&gt;<a href="ntqpainter.html#drawConvexPolygon">drawConvexPolygon</a>( pts );
- paint-&gt;<a href="ntqpainter.html#restore">restore</a>();
+ paint-&gt;<a href="tqpainter.html#drawConvexPolygon">drawConvexPolygon</a>( pts );
+ paint-&gt;<a href="tqpainter.html#restore">restore</a>();
</pre>
<p> The only differences are how the rotation angle is computed and the
shape of the polygon.
<p> The last part to be drawn is the clock face itself.
<p> <pre> for ( int i=0; i&lt;12; i++ ) {
- <a name="x2272"></a> paint-&gt;<a href="ntqpainter.html#drawLine">drawLine</a>( 440,0, 460,0 );
- paint-&gt;<a href="ntqpainter.html#rotate">rotate</a>( 30 );
+ <a name="x2272"></a> paint-&gt;<a href="tqpainter.html#drawLine">drawLine</a>( 440,0, 460,0 );
+ paint-&gt;<a href="tqpainter.html#rotate">rotate</a>( 30 );
}
</pre>
<p> Twelve short hour lines at thirty-degree intervals. At the end of
that, the painter is rotated in a way which isn't very useful, but
we're done with painting so that doesn't matter.
-<p> <pre> paint-&gt;<a href="ntqpainter.html#restore">restore</a>();
+<p> <pre> paint-&gt;<a href="tqpainter.html#restore">restore</a>();
}
</pre>
<p> The final line of the function restores the painter, so that the