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236 lines
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236 lines
11 KiB
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<title>TQt Tutorial - Chapter 10: Smooth as Silk</title>
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<td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>TQt Tutorial - Chapter 10: Smooth as Silk</h1>
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<p> <center><img src="t10.png" alt="Screenshot of tutorial ten"></center>
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<p> In this example, we introduce painting in a pixmap to remove flickering.
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We also add a force control.
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<p> <ul>
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<li> <a href="t10-lcdrange-h.html">t10/lcdrange.h</a> contains the LCDRange
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class definition.
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<li> <a href="t10-lcdrange-cpp.html">t10/lcdrange.cpp</a> contains the LCDRange
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implementation.
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<li> <a href="t10-cannon-h.html">t10/cannon.h</a> contains the CannonField class
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definition.
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<li> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a> contains the CannonField
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implementation.
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<li> <a href="t10-main-cpp.html">t10/main.cpp</a> contains MyWidget and main.
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</ul>
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<p> <h2> Line-by-line Walkthrough
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</h2>
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<a name="1"></a><p> <h3> <a href="t10-cannon-h.html">t10/cannon.h</a>
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</h3>
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<a name="1-1"></a><p> The CannonField now has a force value in addition to the angle.
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<p>
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<p> <pre> int angle() const { return ang; }
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int force() const { return f; }
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public slots:
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void setAngle( int degrees );
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void setForce( int newton );
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signals:
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void angleChanged( int );
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void forceChanged( int );
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</pre>
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<p> The interface to the force follows the same practice as for the angle.
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<p> <pre> private:
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<a href="tqrect.html">TQRect</a> cannonRect() const;
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</pre>
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<p> We have put the definition of the cannon's enclosing rectangle in a
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separate function.
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<p> <pre> int ang;
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int f;
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};
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</pre>
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<p> The force is stored in the integer <tt>f</tt>.
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<p> <h3> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a>
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</h3>
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<a name="1-2"></a><p>
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<p> <pre> #include <<a href="tqpixmap-h.html">tqpixmap.h</a>>
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</pre>
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<p> We include the <a href="tqpixmap.html">TQPixmap</a> class definition.
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<p> <pre> CannonField::CannonField( <a href="tqwidget.html">TQWidget</a> *parent, const char *name )
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: <a href="tqwidget.html">TQWidget</a>( parent, name )
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{
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ang = 45;
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f = 0;
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<a href="tqwidget.html#setPalette">setPalette</a>( TQPalette( TQColor( 250, 250, 200) ) );
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}
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</pre>
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<p> The force (<tt>f</tt>) is initialized to zero.
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<p> <pre> void CannonField::setAngle( int degrees )
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{
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if ( degrees < 5 )
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degrees = 5;
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if ( degrees > 70 )
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degrees = 70;
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if ( ang == degrees )
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return;
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ang = degrees;
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<a href="tqwidget.html#repaint">repaint</a>( cannonRect(), FALSE );
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emit angleChanged( ang );
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}
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</pre>
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<p> We have made a slight change in the setAngle() function. It repaints
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only the portion of the widget that contains the cannon. The FALSE
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argument indicates that the specified rectangle should not be erased
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before a paint event is sent to the widget. This speeds up and smooths
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the drawing a little bit.
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<p> <pre> void CannonField::setForce( int newton )
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{
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if ( newton < 0 )
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newton = 0;
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if ( f == newton )
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return;
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f = newton;
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emit forceChanged( f );
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}
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</pre>
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<p> The implementation of setForce() is quite similar to that of
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setAngle(). The only difference is that because we don't show the force
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value, we don't need to repaint the widget.
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<p> <pre> void CannonField::<a href="tqwidget.html#paintEvent">paintEvent</a>( <a href="tqpaintevent.html">TQPaintEvent</a> *e )
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{
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<a name="x2357"></a> if ( !e-><a href="tqpaintevent.html#rect">rect</a>().intersects( cannonRect() ) )
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return;
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</pre>
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<p> We have now optimized the paint event to repaint only the parts of the
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widget that need updating. First we check whether we have to paint
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anything at all, and we return if we don't.
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<p> <pre> <a href="tqrect.html">TQRect</a> cr = cannonRect();
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<a name="x2361"></a> <a href="tqpixmap.html">TQPixmap</a> pix( cr.<a href="tqrect.html#size">size</a>() );
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</pre>
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<p> Then we create a temporary pixmap, which we use for flicker-free
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painting. All the painting operations are done into this pixmap, and
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then the pixmap is drawn on the screen in a single operation.
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<p> This is the essence of flicker-free drawing: Draw on each pixel
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precisely once. Less, and you get drawing errors. More, and you get
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flicker. It doesn't matter much in this example - when the code was
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written there were still machines slow enough for it to flicker, but
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not any more. We've kept the code for educational purposes.
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<p> <pre> <a name="x2362"></a><a name="x2358"></a> pix.<a href="tqpixmap.html#fill">fill</a>( this, cr.<a href="tqrect.html#topLeft">topLeft</a>() );
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</pre>
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<p> We fill the pixmap with the background from this widget.
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<p> <pre> <a href="tqpainter.html">TQPainter</a> p( &pix );
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<a name="x2354"></a> p.<a href="tqpainter.html#setBrush">setBrush</a>( blue );
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p.<a href="tqpainter.html#setPen">setPen</a>( NoPen );
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<a name="x2359"></a><a name="x2356"></a> p.<a href="tqpainter.html#translate">translate</a>( 0, pix.<a href="tqpixmap.html#height">height</a>() - 1 );
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<a name="x2349"></a> p.<a href="tqpainter.html#drawPie">drawPie</a>( TQRect( -35,-35, 70, 70 ), 0, 90*16 );
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<a name="x2353"></a> p.<a href="tqpainter.html#rotate">rotate</a>( -ang );
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<a name="x2351"></a> p.<a href="tqpainter.html#drawRect">drawRect</a>( TQRect(33, -4, 15, 8) );
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<a name="x2352"></a> p.<a href="tqpainter.html#end">end</a>();
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</pre>
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<p> We paint, as in Chapter 9, but now we paint in the pixmap.
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<p> At this point, we have a painter variable and a pixmap that looks
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precisely right, but we still haven't painted on the screen.
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<p> <pre> <a name="x2348"></a> p.<a href="tqpainter.html#begin">begin</a>( this );
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<a name="x2350"></a> p.<a href="tqpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="tqrect.html#topLeft">topLeft</a>(), pix );
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</pre>
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<p> So we open the painter on the CannonField itself and then draw the pixmap.
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<p> That's all. A couple of extra lines at the top and a couple at the
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bottom, and the code is 100% flicker-free.
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<p> <pre> TQRect CannonField::cannonRect() const
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{
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<a href="tqrect.html">TQRect</a> r( 0, 0, 50, 50 );
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<a name="x2360"></a> r.<a href="tqrect.html#moveBottomLeft">moveBottomLeft</a>( <a href="tqwidget.html#rect">rect</a>().bottomLeft() );
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return r;
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}
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</pre>
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<p> This function returns the rectangle enclosing the cannon in widget
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coordinates. First we create a rectangle with the size 50x50 and then
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move it so its bottom left corner is equal to the widget's own bottom-
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left corner.
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<p> The <a href="tqwidget.html#rect">TQWidget::rect</a>() function returns the widget's enclosing
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rectangle in the widget's own coordinates (where the top left corner
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is 0, 0).
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<p> <h3> <a href="t10-main-cpp.html">t10/main.cpp</a>
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</h3>
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<a name="1-3"></a><p>
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<p> <pre> MyWidget::MyWidget( <a href="tqwidget.html">TQWidget</a> *parent, const char *name )
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: <a href="tqwidget.html">TQWidget</a>( parent, name )
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{
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</pre>
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<p> The constructor is mostly the same, but some new bits have been added.
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<p> <pre> LCDRange *force = new LCDRange( this, "force" );
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force->setRange( 10, 50 );
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</pre>
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<p> We add a second LCDRange, which will be used to set the force.
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<p> <pre> <a href="tqobject.html#connect">connect</a>( force, TQ_SIGNAL(valueChanged(int)),
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cannonField, TQ_SLOT(setForce(int)) );
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<a href="tqobject.html#connect">connect</a>( cannonField, TQ_SIGNAL(forceChanged(int)),
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force, TQ_SLOT(setValue(int)) );
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</pre>
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<p> We connect the <tt>force</tt> widget and the <tt>cannonField</tt> widget, just like
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we did for the <tt>angle</tt> widget.
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<p> <pre> <a href="tqvboxlayout.html">TQVBoxLayout</a> *leftBox = new <a href="tqvboxlayout.html">TQVBoxLayout</a>;
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<a name="x2365"></a> grid-><a href="tqgridlayout.html#addLayout">addLayout</a>( leftBox, 1, 0 );
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leftBox-><a href="tqboxlayout.html#addWidget">addWidget</a>( angle );
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leftBox-><a href="tqboxlayout.html#addWidget">addWidget</a>( force );
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</pre>
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<p> In Chapter 9 we put <tt>angle</tt> in the lower-left cell of the layout.
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Now we want to have two widgets in that cell, so we make a vertical
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box, put the vertical box in the grid cell, and put each of <tt>angle</tt>
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and <tt>range</tt> in the vertical box.
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<p> <pre> force->setValue( 25 );
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</pre>
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<p> We initialize the force value to 25.
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<p> <h2> Behavior
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</h2>
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<a name="2"></a><p> The flicker has gone and we have a force control.
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<p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
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makefile and build the application.)
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<p> <h2> Exercises
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</h2>
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<a name="3"></a><p> Make the size of the cannon barrel be dependent on the force.
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<p> Put the cannon in the bottom-right corner.
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<p> Try adding a better keyboard interface. For example, make + and -
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increase and decrease the force and enter shoot. Hint: <a href="tqaccel.html">TQAccel</a> and
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new addStep() and subtractStep() slots in LCDRange, like <a href="tqslider.html#addStep">TQSlider::addStep</a>(). If you're bothered by the way the left and right
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keys work (I am!), change that too.
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<p> You're now ready for <a href="tutorial1-11.html">Chapter 11.</a>
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<p> [<a href="tutorial1-09.html">Previous tutorial</a>]
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[<a href="tutorial1-11.html">Next tutorial</a>]
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[<a href="tutorial.html">Main tutorial page</a>]
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<p><address><hr><div align=center>
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<td>Copyright © 2007
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<a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
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<td align=right><div align=right>TQt 3.3.8</div>
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</table></div></address></body>
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