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