diff options
Diffstat (limited to 'doc/html/tutorial1-11.html')
-rw-r--r-- | doc/html/tutorial1-11.html | 84 |
1 files changed, 42 insertions, 42 deletions
diff --git a/doc/html/tutorial1-11.html b/doc/html/tutorial1-11.html index a5948c8a9..1d091f26a 100644 --- a/doc/html/tutorial1-11.html +++ b/doc/html/tutorial1-11.html @@ -59,17 +59,17 @@ implementation. void moveShot(); </pre> <p> This private slot is used to move the shot while it is in the air, -using a <a href="qtimer.html">TQTimer</a>. +using a <a href="ntqtimer.html">TQTimer</a>. <p> <pre> private: - void paintShot( <a href="qpainter.html">TQPainter</a> * ); + void paintShot( <a href="ntqpainter.html">TQPainter</a> * ); </pre> <p> This private function paints the shot. -<p> <pre> <a href="qrect.html">TQRect</a> shotRect() const; +<p> <pre> <a href="ntqrect.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. <p> <pre> int timerCount; - <a href="qtimer.html">TQTimer</a> * autoShootTimer; + <a href="ntqtimer.html">TQTimer</a> * autoShootTimer; float shoot_ang; float shoot_f; }; @@ -85,30 +85,30 @@ when the shot was fired. <p> <pre> #include <math.h> </pre> <p> We include the math library because we need the sin() and cos() functions. -<p> <pre> CannonField::CannonField( <a href="qwidget.html">TQWidget</a> *parent, const char *name ) - : <a href="qwidget.html">TQWidget</a>( parent, name ) +<p> <pre> CannonField::CannonField( <a href="ntqwidget.html">TQWidget</a> *parent, const char *name ) + : <a href="ntqwidget.html">TQWidget</a>( parent, name ) { ang = 45; f = 0; timerCount = 0; - autoShootTimer = new <a href="qtimer.html">TQTimer</a>( this, "movement handler" ); - <a name="x2379"></a> <a href="qobject.html#connect">connect</a>( autoShootTimer, SIGNAL(<a href="qtimer.html#timeout">timeout</a>()), + autoShootTimer = new <a href="ntqtimer.html">TQTimer</a>( this, "movement handler" ); + <a name="x2379"></a> <a href="ntqobject.html#connect">connect</a>( autoShootTimer, SIGNAL(<a href="ntqtimer.html#timeout">timeout</a>()), this, SLOT(moveShot()) ); shoot_ang = 0; shoot_f = 0; - <a href="qwidget.html#setPalette">setPalette</a>( TQPalette( TQColor( 250, 250, 200) ) ); + <a href="ntqwidget.html#setPalette">setPalette</a>( TQPalette( TQColor( 250, 250, 200) ) ); } </pre> -<p> We initialize our new private variables and connect the <a href="qtimer.html#timeout">TQTimer::timeout</a>() signal to our moveShot() slot. We'll move the +<p> We initialize our new private variables and connect the <a href="ntqtimer.html#timeout">TQTimer::timeout</a>() signal to our moveShot() slot. We'll move the shot every time the timer times out. <p> <pre> void CannonField::shoot() { - <a name="x2376"></a> if ( autoShootTimer-><a href="qtimer.html#isActive">isActive</a>() ) + <a name="x2376"></a> if ( autoShootTimer-><a href="ntqtimer.html#isActive">isActive</a>() ) return; timerCount = 0; shoot_ang = ang; shoot_f = f; - <a name="x2377"></a> autoShootTimer-><a href="qtimer.html#start">start</a>( 50 ); + <a name="x2377"></a> autoShootTimer-><a href="ntqtimer.html#start">start</a>( 50 ); } </pre> <p> This function shoots a shot unless a shot is in the air. The <tt>timerCount</tt> @@ -116,23 +116,23 @@ 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="qregion.html">TQRegion</a> r( shotRect() ); + <a href="ntqregion.html">TQRegion</a> r( shotRect() ); timerCount++; - <a href="qrect.html">TQRect</a> shotR = shotRect(); + <a href="ntqrect.html">TQRect</a> shotR = shotRect(); - if ( shotR.<a href="qrect.html#x">x</a>() > width() || shotR.<a href="qrect.html#y">y</a>() > height() ) - <a name="x2378"></a> autoShootTimer-><a href="qtimer.html#stop">stop</a>(); + if ( shotR.<a href="ntqrect.html#x">x</a>() > width() || shotR.<a href="ntqrect.html#y">y</a>() > height() ) + <a name="x2378"></a> autoShootTimer-><a href="ntqtimer.html#stop">stop</a>(); else - <a name="x2373"></a> r = r.<a href="qrect.html#unite">unite</a>( TQRegion( shotR ) ); - <a href="qwidget.html#repaint">repaint</a>( r ); + <a name="x2373"></a> r = r.<a href="ntqrect.html#unite">unite</a>( TQRegion( shotR ) ); + <a href="ntqwidget.html#repaint">repaint</a>( r ); } </pre> <p> moveShot() is the slot that moves the shot, called every 50 -milliseconds when the <a href="qtimer.html">TQTimer</a> fires. +milliseconds when the <a href="ntqtimer.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="qregion.html">TQRegion</a> that holds the old shotRect(). A <a href="qregion.html">TQRegion</a> +<p> First we make a <a href="ntqregion.html">TQRegion</a> that holds the old shotRect(). A <a href="ntqregion.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. @@ -143,15 +143,15 @@ shot one step along its trajectory. stop the timer or we add the new shotRect() to the TQRegion. <p> Finally, we repaint the TQRegion. This will send a single paint event for just the one or two rectangles that need updating. -<p> <pre> void CannonField::<a href="qwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">TQPaintEvent</a> *e ) +<p> <pre> void CannonField::<a href="ntqwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">TQPaintEvent</a> *e ) { - <a name="x2369"></a> <a href="qrect.html">TQRect</a> updateR = e-><a href="qpaintevent.html#rect">rect</a>(); - <a href="qpainter.html">TQPainter</a> p( this ); + <a name="x2369"></a> <a href="ntqrect.html">TQRect</a> updateR = e-><a href="qpaintevent.html#rect">rect</a>(); + <a href="ntqpainter.html">TQPainter</a> p( this ); - <a name="x2370"></a> if ( updateR.<a href="qrect.html#intersects">intersects</a>( cannonRect() ) ) + <a name="x2370"></a> if ( updateR.<a href="ntqrect.html#intersects">intersects</a>( cannonRect() ) ) paintCannon( &p ); - if ( autoShootTimer-><a href="qtimer.html#isActive">isActive</a>() && - updateR.<a href="qrect.html#intersects">intersects</a>( shotRect() ) ) + if ( autoShootTimer-><a href="ntqtimer.html#isActive">isActive</a>() && + updateR.<a href="ntqrect.html#intersects">intersects</a>( shotRect() ) ) paintShot( &p ); } </pre> @@ -159,11 +159,11 @@ for just the one or two rectangles that need updating. chapter. Now we fetch the bounding rectangle of the region that needs painting, check whether it intersects either the cannon and/or the shot, and if necessary, call paintCannon() and/or paintShot(). -<p> <pre> void CannonField::paintShot( <a href="qpainter.html">TQPainter</a> *p ) +<p> <pre> void CannonField::paintShot( <a href="ntqpainter.html">TQPainter</a> *p ) { - p-><a href="qpainter.html#setBrush">setBrush</a>( black ); - p-><a href="qpainter.html#setPen">setPen</a>( NoPen ); - <a name="x2366"></a> p-><a href="qpainter.html#drawRect">drawRect</a>( shotRect() ); + p-><a href="ntqpainter.html#setBrush">setBrush</a>( black ); + p-><a href="ntqpainter.html#setPen">setPen</a>( NoPen ); + <a name="x2366"></a> p-><a href="ntqpainter.html#drawRect">drawRect</a>( shotRect() ); } </pre> <p> This private function paints the shot by drawing a black filled rectangle. @@ -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="qrect.html#right">right</a>() + 5 )*cos(radians); - double y0 = ( barrelRect.<a href="qrect.html#right">right</a>() + 5 )*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); double x = x0 + velx*time; double y = y0 + vely*time - 0.5*gravity*time*time; - <a href="qrect.html">TQRect</a> r = TQRect( 0, 0, 6, 6 ); - <a name="x2371"></a> r.<a href="qrect.html#moveCenter">moveCenter</a>( TQPoint( qRound(x), height() - 1 - qRound(y) ) ); + <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( qRound(x), height() - 1 - qRound(y) ) ); return r; } </pre> @@ -197,31 +197,31 @@ 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="qrect.html">TQRect</a> with size 6x6 and move its center point to +point, we construct a <a href="ntqrect.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>). -<p> The qRound() function is an inline function defined in qglobal.h (included +<p> The qRound() function is an inline function defined in ntqglobal.h (included by all other TQt header files). qRound() rounds a double to the closest integer. <p> <h3> <a href="t11-main-cpp.html">t11/main.cpp</a> </h3> <a name="1-3"></a><p> -<p> <pre> class MyWidget: public <a href="qwidget.html">TQWidget</a> +<p> <pre> class MyWidget: public <a href="ntqwidget.html">TQWidget</a> { public: - MyWidget( <a href="qwidget.html">TQWidget</a> *parent=0, const char *name=0 ); + MyWidget( <a href="ntqwidget.html">TQWidget</a> *parent=0, const char *name=0 ); }; </pre> <p> The only addition is the Shoot button. -<p> <pre> <a href="qpushbutton.html">TQPushButton</a> *shoot = new <a href="qpushbutton.html">TQPushButton</a>( "&Shoot", this, "shoot" ); - <a name="x2382"></a> shoot-><a href="qwidget.html#setFont">setFont</a>( TQFont( "Times", 18, TQFont::Bold ) ); +<p> <pre> <a href="ntqpushbutton.html">TQPushButton</a> *shoot = new <a href="ntqpushbutton.html">TQPushButton</a>( "&Shoot", this, "shoot" ); + <a name="x2382"></a> shoot-><a href="ntqwidget.html#setFont">setFont</a>( TQFont( "Times", 18, TQFont::Bold ) ); </pre> <p> In the constructor we create and set up the Shoot button exactly like we did with the Quit button. Note that the first argument to the constructor is the button text, and the third is the widget's name. -<p> <pre> <a href="qobject.html#connect">connect</a>( shoot, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), cannonField, SLOT(shoot()) ); +<p> <pre> <a href="ntqobject.html#connect">connect</a>( shoot, SIGNAL(<a href="ntqbutton.html#clicked">clicked</a>()), cannonField, SLOT(shoot()) ); </pre> <p> Connects the clicked() signal of the Shoot button to the shoot() slot of the CannonField. @@ -232,7 +232,7 @@ of the CannonField. makefile and build the application.) <p> <h2> Exercises </h2> -<a name="3"></a><p> Make the shot a filled circle. Hint: <a href="qpainter.html#drawEllipse">TQPainter::drawEllipse</a>() may +<a name="3"></a><p> Make the shot a filled circle. Hint: <a href="ntqpainter.html#drawEllipse">TQPainter::drawEllipse</a>() may help. <p> Change the color of the cannon when a shot is in the air. <p> You're now ready for <a href="tutorial1-12.html">Chapter 12.</a> |