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-rw-r--r--doc/html/tutorial1-14.html42
1 files changed, 21 insertions, 21 deletions
diff --git a/doc/html/tutorial1-14.html b/doc/html/tutorial1-14.html
index 962f6866e..1c8bf07f4 100644
--- a/doc/html/tutorial1-14.html
+++ b/doc/html/tutorial1-14.html
@@ -72,10 +72,10 @@ three mouse event handlers. The names say it all.
<p> <pre> void paintBarrier( <a href="tqpainter.html">TQPainter</a> * );
</pre>
<p> This private function paints the barrier wall.
-<p> <pre> <a href="ntqrect.html">TQRect</a> barrierRect() const;
+<p> <pre> <a href="tqrect.html">TQRect</a> barrierRect() const;
</pre>
<p> This private function returns the enclosing rectangle of the barrier.
-<p> <pre> bool barrelHit( const <a href="ntqpoint.html">TQPoint</a> &amp; ) const;
+<p> <pre> bool barrelHit( const <a href="tqpoint.html">TQPoint</a> &amp; ) const;
</pre>
<p> This private function checks if a point is inside the barrel of the cannon.
<p> <pre> bool barrelPressed;
@@ -90,8 +90,8 @@ barrel and not released it.
</pre>
<p> This line has been added to the constructor. Initially, the mouse is
not pressed on the barrel.
-<p> <pre> <a name="x2429"></a> } else if ( shotR.<a href="ntqrect.html#x">x</a>() &gt; width() || shotR.<a href="ntqrect.html#y">y</a>() &gt; height() ||
- shotR.<a href="ntqrect.html#intersects">intersects</a>(barrierRect()) ) {
+<p> <pre> <a name="x2429"></a> } else if ( shotR.<a href="tqrect.html#x">x</a>() &gt; width() || shotR.<a href="tqrect.html#y">y</a>() &gt; height() ||
+ shotR.<a href="tqrect.html#intersects">intersects</a>(barrierRect()) ) {
</pre>
<p> Now that we have a barrier, there are three ways to miss. We test for
the third, too.
@@ -115,12 +115,12 @@ coordinate system.
{
if ( !barrelPressed )
return;
- <a href="ntqpoint.html">TQPoint</a> pnt = e-&gt;<a href="qmouseevent.html#pos">pos</a>();
- <a name="x2424"></a> if ( pnt.<a href="ntqpoint.html#x">x</a>() &lt;= 0 )
- <a name="x2422"></a> pnt.<a href="ntqpoint.html#setX">setX</a>( 1 );
- <a name="x2425"></a> if ( pnt.<a href="ntqpoint.html#y">y</a>() &gt;= <a href="tqwidget.html#height">height</a>() )
- <a name="x2423"></a> pnt.<a href="ntqpoint.html#setY">setY</a>( <a href="tqwidget.html#height">height</a>() - 1 );
- double rad = atan(((double)<a href="tqwidget.html#rect">rect</a>().bottom()-pnt.<a href="ntqpoint.html#y">y</a>())/pnt.<a href="ntqpoint.html#x">x</a>());
+ <a href="tqpoint.html">TQPoint</a> pnt = e-&gt;<a href="qmouseevent.html#pos">pos</a>();
+ <a name="x2424"></a> if ( pnt.<a href="tqpoint.html#x">x</a>() &lt;= 0 )
+ <a name="x2422"></a> pnt.<a href="tqpoint.html#setX">setX</a>( 1 );
+ <a name="x2425"></a> if ( pnt.<a href="tqpoint.html#y">y</a>() &gt;= <a href="tqwidget.html#height">height</a>() )
+ <a name="x2423"></a> pnt.<a href="tqpoint.html#setY">setY</a>( <a href="tqwidget.html#height">height</a>() - 1 );
+ double rad = atan(((double)<a href="tqwidget.html#rect">rect</a>().bottom()-pnt.<a href="tqpoint.html#y">y</a>())/pnt.<a href="tqpoint.html#x">x</a>());
setAngle( tqRound ( rad*180/3.14159265 ) );
}
</pre>
@@ -149,7 +149,7 @@ button and it was pressed inside this widget.
<p> If the left button is released, we can be sure that the barrel is no
longer pressed.
<p> The paint event has two extra lines:
-<p> <pre> <a name="x2427"></a> if ( updateR.<a href="ntqrect.html#intersects">intersects</a>( barrierRect() ) )
+<p> <pre> <a name="x2427"></a> if ( updateR.<a href="tqrect.html#intersects">intersects</a>( barrierRect() ) )
paintBarrier( &amp;p );
</pre>
<p> paintBarrier() does the same sort of thing as paintShot(),
@@ -170,26 +170,26 @@ yellow and with a black outline.
</pre>
<p> This private function returns the rectangle of the barrier. We fix
the bottom edge of the barrier to the bottom edge of the widget.
-<p> <pre> bool CannonField::barrelHit( const <a href="ntqpoint.html">TQPoint</a> &amp;p ) const
+<p> <pre> bool CannonField::barrelHit( const <a href="tqpoint.html">TQPoint</a> &amp;p ) const
{
- <a href="ntqwmatrix.html">TQWMatrix</a> mtx;
- <a name="x2436"></a> mtx.<a href="ntqwmatrix.html#translate">translate</a>( 0, height() - 1 );
- <a name="x2435"></a> mtx.<a href="ntqwmatrix.html#rotate">rotate</a>( -ang );
- <a name="x2433"></a> mtx = mtx.<a href="ntqwmatrix.html#invert">invert</a>();
- <a name="x2434"></a><a name="x2426"></a> return barrelRect.<a href="ntqrect.html#contains">contains</a>( mtx.<a href="ntqwmatrix.html#map">map</a>(p) );
+ <a href="tqwmatrix.html">TQWMatrix</a> mtx;
+ <a name="x2436"></a> mtx.<a href="tqwmatrix.html#translate">translate</a>( 0, height() - 1 );
+ <a name="x2435"></a> mtx.<a href="tqwmatrix.html#rotate">rotate</a>( -ang );
+ <a name="x2433"></a> mtx = mtx.<a href="tqwmatrix.html#invert">invert</a>();
+ <a name="x2434"></a><a name="x2426"></a> return barrelRect.<a href="tqrect.html#contains">contains</a>( mtx.<a href="tqwmatrix.html#map">map</a>(p) );
}
</pre>
<p> This function returns TRUE if the point is in the barrel; otherwise it returns
FALSE.
-<p> Here we use the class <a href="ntqwmatrix.html">TQWMatrix</a>. It is defined in the header file
-ntqwmatrix.h, which is included by tqpainter.h.
-<p> <a href="ntqwmatrix.html">TQWMatrix</a> defines a coordinate system mapping. It can perform the same
+<p> Here we use the class <a href="tqwmatrix.html">TQWMatrix</a>. It is defined in the header file
+tqwmatrix.h, which is included by tqpainter.h.
+<p> <a href="tqwmatrix.html">TQWMatrix</a> defines a coordinate system mapping. It can perform the same
transformations as the <a href="tqpainter.html">TQPainter</a>.
<p> Here we perform the same transformation steps as we do when drawing
the barrel in the paintCannon() function. First we translate the
coordinate system and then we rotate it.
<p> Now we need to check whether the point <tt>p</tt> (in widget coordinates) lies
-inside the barrel. To do this, we invert the <a href="ntqwmatrix.html#TransformationMode">transformation matrix</a>.
+inside the barrel. To do this, we invert the <a href="tqwmatrix.html#TransformationMode">transformation matrix</a>.
The inverted matrix performs the inverse transformation that we used
when drawing the barrel. We map the point <tt>p</tt> using the inverted
matrix and return TRUE if it is inside the original barrel rectangle.