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/****************************************************************************
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**
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** TQt Coordinate System Documentation
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of the TQt GUI Toolkit.
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**
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** This file may be used under the terms of the GNU General
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** Public License versions 2.0 or 3.0 as published by the Free
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** Software Foundation and appearing in the files LICENSE.GPL2
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** and LICENSE.GPL3 included in the packaging of this file.
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** Alternatively you may (at your option) use any later version
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** of the GNU General Public License if such license has been
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** publicly approved by Trolltech ASA (or its successors, if any)
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** and the KDE Free TQt Foundation.
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**
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** Please review the following information to ensure GNU General
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** Public Licensing requirements will be met:
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** http://trolltech.com/products/qt/licenses/licensing/opensource/.
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** If you are unsure which license is appropriate for your use, please
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** review the following information:
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** http://trolltech.com/products/qt/licenses/licensing/licensingoverview
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** or contact the sales department at sales@trolltech.com.
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**
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** This file may be used under the terms of the Q Public License as
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** defined by Trolltech ASA and appearing in the file LICENSE.QPL
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** included in the packaging of this file. Licensees holding valid Qt
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** Commercial licenses may use this file in accordance with the Qt
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** Commercial License Agreement provided with the Software.
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**
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** This file is provided "AS IS" with NO WARRANTY OF ANY KIND,
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** INCLUDING THE WARRANTIES OF DESIGN, MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE. Trolltech reserves all rights not granted
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** herein.
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**
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**********************************************************************/
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/*!
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\page coordsys.html
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\title The Coordinate System
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A \link QPaintDevice paint device\endlink in TQt is a drawable 2D
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surface. \l TQWidget, \l QPixmap, \l QPicture and \l QPrinter are all
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paint devices. A \l QPainter is an object which can draw on such
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devices.
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The default coordinate system of a paint device has its origin at the
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top left corner. X increases to the right and Y increases downwards.
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The unit is one pixel on pixel-based devices and one point on
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printers.
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\section1 An Example
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The illustration below shows a highly magnified portion of the top
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left corner of a paint device.
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\img coordsys.png
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The rectangle and the line were drawn by this code (with the grid
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added and colors touched up in the illustration):
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\code
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void MyWidget::paintEvent( QPaintEvent * )
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{
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QPainter p( this );
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p.setPen( darkGray );
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p.drawRect( 1,2, 5,4 );
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p.setPen( lightGray );
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p.drawLine( 9,2, 7,7 );
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}
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\endcode
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Note that all of the pixels drawn by drawRect() are inside the size
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specified (5*4 pixels). This is different from some toolkits; in Qt
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the size you specify exactly encompasses the pixels drawn. This
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applies to all the relevant functions in QPainter.
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Similarly, the drawLine() call draws both endpoints of the line, not
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just one.
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Here are the classes that relate most closely to the coordinate
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system:
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\table
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\row \i \l QPoint
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\i A single 2D point in the coordinate system. Most functions in
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Qt that deal with points can accept either a QPoint argument
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or two ints, for example \l QPainter::drawPoint().
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\row \i \l TQSize
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\i A single 2D vector. Internally, QPoint and TQSize are the same,
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but a point is not the same as a size, so both classes exist.
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Again, most functions accept either a TQSize or two ints, for
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example \l TQWidget::resize().
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\row \i \l QRect
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\i A 2D rectangle. Most functions accept either a QRect or four
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ints, for example \l TQWidget::setGeometry().
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\row \i \l QRegion
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\i An arbitrary set of points, including all the normal set
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operations, e.g. \l QRegion::intersect(), and also a less
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usual function to return a list of rectangles whose union is
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equal to the region. QRegion is used e.g. by \l
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QPainter::setClipRegion(), \l TQWidget::repaint() and \l
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QPaintEvent::region().
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\row \i \l QPainter
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\i The class that paints. It can paint on any device with the
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same code. There are differences between devices, \l
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QPrinter::newPage() is a good example, but QPainter works the
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same way on all devices.
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\row \i \l QPaintDevice
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\i A device on which QPainter can paint. There are two internal
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devices, both pixel-based, and two external devices, \l
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QPrinter and \l QPicture (which records QPainter commands to a
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file or other \l TQIODevice, and plays them back). Other
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devices can be defined.
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\endtable
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\section1 Transformations
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Although Qt's default coordinate system works as described above, \l
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QPainter also supports arbitrary transformations.
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This transformation engine is a three-step pipeline, closely following
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the model outlined in books such as
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\link http://www.amazon.com/exec/obidos/ASIN/0201848406/trolltech/t
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Foley \& Van Dam \endlink and the
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\link http://www.amazon.com/exec/obidos/ASIN/0201604582/trolltech/t
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OpenGL Programming Guide.\endlink Refer to those for in-depth
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coverage; here we give just a brief overview and an example.
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The first step uses the world transformation matrix. Use this matrix
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to orient and position your objects in your model. TQt provides
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methods such as \l QPainter::rotate(), \l QPainter::scale(), \l
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QPainter::translate() and so on to operate on this matrix.
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\l QPainter::save() and \l QPainter::restore() save and restore this
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matrix. You can also use \l QWMatrix objects, \l
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QPainter::worldMatrix() and \l QPainter::setWorldMatrix() to store and
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use named matrices.
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The second step uses the window. The window describes the view
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boundaries in model coordinates. The matrix positions the \e objects
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and \l QPainter::setWindow() positions the \e window, deciding what
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coordinates will be visible. (If you have 3D experience, the window
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is what's usually called projection in 3D.)
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The third step uses the viewport. The viewport too, describes the view
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boundaries, but in device coordinates. The viewport and the windows
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describe the same rectangle, but in different coordinate systems.
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On-screen, the default is the entire \l TQWidget or \l QPixmap where
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you are drawing, which is usually appropriate. For printing this
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function is vital, since very few printers can print over the entire
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physical page.
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So each object to be drawn is transformed into model
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coordinates using \l QPainter::worldMatrix(), then positioned
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on the drawing device using \l QPainter::window() and
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\l QPainter::viewport().
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It is perfectly possible to do without one or two of the stages. If,
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for example, your goal is to draw something scaled, then just using \l
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QPainter::scale() makes perfect sense. If your goal is to use a
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fixed-size coordinate system, \l QPainter::setWindow() is
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ideal. And so on.
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Here is a short example that uses all three mechanisms: the function
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that draws the clock face in the \l aclock/aclock.cpp example. We
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recommend compiling and running the example before you read any
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further. In particular, try resizing the window to different sizes.
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\quotefile aclock/aclock.cpp
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\skipto ::drawClock
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\printline ::drawClock
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\printline {
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\printline save
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Firstly, we save the painter's state, so that the calling function
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is guaranteed not to be disturbed by the transformations we're going
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to use.
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\printline setWindow
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We set the model coordinate system we want a 1000*1000 window where
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0,0 is in the middle.
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\printline viewport
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\printline TQMIN
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The device may not be square and we want the clock to be, so we find
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its current viewport and compute its shortest side.
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\printline setViewport
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\printline height
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Then we set a new square viewport, centered in the old one.
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We're now done with our view. From this point on, when we draw in a
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1000*1000 area around 0,0, what we draw will show up in the largest
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possible square that'll fit in the output device.
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Time to start drawing.
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\skipto pts
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\printline pts
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\e pts is just a temporary variable to hold some points.
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Next come three drawing blocks, one for the hour hand, one for the
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minute hand and finally one for the clock face itself. First we draw
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the hour hand:
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\skipto save
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\printline save
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\printline rotate
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We save the painter and then rotate it so that one axis points along
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the hour hand.
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\printline setPoints
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\printline drawConvexPolygon
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We set \e pts to a four-point polygon that looks like the hour hand at
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three o'clock, and draw it. Because of the rotation, it's drawn
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pointed in the right direction.
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\printline restore
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We restore the saved painter, undoing the rotation. We could also
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call rotate( -30 ) but that might introduce rounding errors, so it's
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better to use save() and restore(). Next, the minute hand, drawn
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almost the same way:
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\printline save
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\printline rotate
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\printline setPoints
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\printline drawConvexPolygon
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\printline restore
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The only differences are how the rotation angle is computed and the
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shape of the polygon.
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The last part to be drawn is the clock face itself.
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\printline for
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\printline drawLine
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\printline rotate
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\printline }
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Twelve short hour lines at thirty-degree intervals. At the end of
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that, the painter is rotated in a way which isn't very useful, but
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we're done with painting so that doesn't matter.
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\printline restore
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\printline }
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The final line of the function restores the painter, so that the
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caller won't be affected by all the transformations we've done.
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*/
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