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-rw-r--r--doc/html/tutorial1-11.html28
1 files changed, 14 insertions, 14 deletions
diff --git a/doc/html/tutorial1-11.html b/doc/html/tutorial1-11.html
index 5ea46d92..1385646c 100644
--- a/doc/html/tutorial1-11.html
+++ b/doc/html/tutorial1-11.html
@@ -64,7 +64,7 @@ using a <a href="tqtimer.html">TQTimer</a>.
void paintShot( <a href="tqpainter.html">TQPainter</a> * );
</pre>
<p> This private function paints the shot.
-<p> <pre> <a href="ntqrect.html">TQRect</a> shotRect() const;
+<p> <pre> <a href="tqrect.html">TQRect</a> shotRect() const;
</pre>
<p> This private function returns the shot's enclosing rectangle if
one is in the air; otherwise the returned rectangle is undefined.
@@ -116,15 +116,15 @@ is reset to zero. The <tt>shoot_ang</tt> and <tt>shoot_f</tt> are set to the cur
cannon angle and force. Finally, we start the timer.
<p> <pre> void CannonField::moveShot()
{
- <a href="ntqregion.html">TQRegion</a> r( shotRect() );
+ <a href="tqregion.html">TQRegion</a> r( shotRect() );
timerCount++;
- <a href="ntqrect.html">TQRect</a> shotR = shotRect();
+ <a href="tqrect.html">TQRect</a> shotR = shotRect();
- if ( shotR.<a href="ntqrect.html#x">x</a>() &gt; width() || shotR.<a href="ntqrect.html#y">y</a>() &gt; height() )
+ if ( shotR.<a href="tqrect.html#x">x</a>() &gt; width() || shotR.<a href="tqrect.html#y">y</a>() &gt; height() )
<a name="x2378"></a> autoShootTimer-&gt;<a href="tqtimer.html#stop">stop</a>();
else
- <a name="x2373"></a> r = r.<a href="ntqrect.html#unite">unite</a>( TQRegion( shotR ) );
+ <a name="x2373"></a> r = r.<a href="tqrect.html#unite">unite</a>( TQRegion( shotR ) );
<a href="tqwidget.html#repaint">repaint</a>( r );
}
</pre>
@@ -132,7 +132,7 @@ cannon angle and force. Finally, we start the timer.
milliseconds when the <a href="tqtimer.html">TQTimer</a> fires.
<p> Its tasks are to compute the new position, repaint the screen with the
shot in the new position, and if necessary, stop the timer.
-<p> First we make a <a href="ntqregion.html">TQRegion</a> that holds the old shotRect(). A <a href="ntqregion.html">TQRegion</a>
+<p> First we make a <a href="tqregion.html">TQRegion</a> that holds the old shotRect(). A <a href="tqregion.html">TQRegion</a>
is capable of holding any sort of region, and we'll use it here to
simplify the painting. ShotRect() returns the rectangle where the
shot is now - it is explained in detail later.
@@ -145,13 +145,13 @@ stop the timer or we add the new shotRect() to the TQRegion.
for just the one or two rectangles that need updating.
<p> <pre> void CannonField::<a href="tqwidget.html#paintEvent">paintEvent</a>( <a href="tqpaintevent.html">TQPaintEvent</a> *e )
{
- <a name="x2369"></a> <a href="ntqrect.html">TQRect</a> updateR = e-&gt;<a href="tqpaintevent.html#rect">rect</a>();
+ <a name="x2369"></a> <a href="tqrect.html">TQRect</a> updateR = e-&gt;<a href="tqpaintevent.html#rect">rect</a>();
<a href="tqpainter.html">TQPainter</a> p( this );
- <a name="x2370"></a> if ( updateR.<a href="ntqrect.html#intersects">intersects</a>( cannonRect() ) )
+ <a name="x2370"></a> if ( updateR.<a href="tqrect.html#intersects">intersects</a>( cannonRect() ) )
paintCannon( &amp;p );
if ( autoShootTimer-&gt;<a href="tqtimer.html#isActive">isActive</a>() &amp;&amp;
- updateR.<a href="ntqrect.html#intersects">intersects</a>( shotRect() ) )
+ updateR.<a href="tqrect.html#intersects">intersects</a>( shotRect() ) )
paintShot( &amp;p );
}
</pre>
@@ -179,13 +179,13 @@ the paintEvent() from the previous chapter.
double velx = velocity*cos( radians );
double vely = velocity*sin( radians );
- <a name="x2372"></a> double x0 = ( barrelRect.<a href="ntqrect.html#right">right</a>() + 5 )*cos(radians);
- double y0 = ( barrelRect.<a href="ntqrect.html#right">right</a>() + 5 )*sin(radians);
+ <a name="x2372"></a> double x0 = ( barrelRect.<a href="tqrect.html#right">right</a>() + 5 )*cos(radians);
+ double y0 = ( barrelRect.<a href="tqrect.html#right">right</a>() + 5 )*sin(radians);
double x = x0 + velx*time;
double y = y0 + vely*time - 0.5*gravity*time*time;
- <a href="ntqrect.html">TQRect</a> r = TQRect( 0, 0, 6, 6 );
- <a name="x2371"></a> r.<a href="ntqrect.html#moveCenter">moveCenter</a>( TQPoint( tqRound(x), height() - 1 - tqRound(y) ) );
+ <a href="tqrect.html">TQRect</a> r = TQRect( 0, 0, 6, 6 );
+ <a name="x2371"></a> r.<a href="tqrect.html#moveCenter">moveCenter</a>( TQPoint( tqRound(x), height() - 1 - tqRound(y) ) );
return r;
}
</pre>
@@ -197,7 +197,7 @@ movement in a gravity field. For simplicity, we've chosen to
disregard any Einsteinian effects.
<p> We calculate the center point in a coordinate system where y
coordinates increase upward. After we have calculated the center
-point, we construct a <a href="ntqrect.html">TQRect</a> with size 6x6 and move its center point to
+point, we construct a <a href="tqrect.html">TQRect</a> with size 6x6 and move its center point to
the point calculated above. In the same operation we convert the
point into the widget's coordinate system (see <a href="coordsys.html">The
Coordinate System</a>).