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| 6 | <title>Qt Tutorial - Chapter 10: Smooth as Silk</title>
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| 19 | <a href="index.html">
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| 20 | <font color="#004faf">Home</font></a>
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| 24 | <font color="#004faf">Main Classes</font></a>
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| 26 | <font color="#004faf">Annotated</font></a>
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| 28 | <font color="#004faf">Grouped Classes</font></a>
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| 30 | <font color="#004faf">Functions</font></a>
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| 31 | </td>
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| 32 | <td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>Qt Tutorial - Chapter 10: Smooth as Silk</h1>
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| 33 |
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| 34 |
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| 35 | <p> <center><img src="t10.png" alt="Screenshot of tutorial ten"></center>
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| 36 | <p> In this example, we introduce painting in a pixmap to remove flickering.
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| 37 | We also add a force control.
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| 38 | <p> <ul>
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| 39 | <li> <a href="t10-lcdrange-h.html">t10/lcdrange.h</a> contains the LCDRange
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| 40 | class definition.
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| 41 | <li> <a href="t10-lcdrange-cpp.html">t10/lcdrange.cpp</a> contains the LCDRange
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| 42 | implementation.
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| 43 | <li> <a href="t10-cannon-h.html">t10/cannon.h</a> contains the CannonField class
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| 44 | definition.
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| 45 | <li> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a> contains the CannonField
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| 46 | implementation.
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| 47 | <li> <a href="t10-main-cpp.html">t10/main.cpp</a> contains MyWidget and main.
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| 48 | </ul>
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| 49 | <p> <h2> Line-by-line Walkthrough
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| 50 | </h2>
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| 51 | <a name="1"></a><p> <h3> <a href="t10-cannon-h.html">t10/cannon.h</a>
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| 52 | </h3>
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| 53 | <a name="1-1"></a><p> The CannonField now has a force value in addition to the angle.
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| 54 | <p>
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| 55 |
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| 56 | <p> <pre> int angle() const { return ang; }
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| 57 | int force() const { return f; }
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| 58 |
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| 59 | public slots:
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| 60 | void setAngle( int degrees );
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| 61 | void setForce( int newton );
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| 62 |
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| 63 | signals:
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| 64 | void angleChanged( int );
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| 65 | void forceChanged( int );
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| 66 | </pre>
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| 67 | <p> The interface to the force follows the same practice as for the angle.
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| 68 | <p> <pre> private:
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| 69 | <a href="qrect.html">QRect</a> cannonRect() const;
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| 70 | </pre>
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| 71 | <p> We have put the definition of the cannon's enclosing rectangle in a
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| 72 | separate function.
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| 73 | <p> <pre> int ang;
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| 74 | int f;
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| 75 | };
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| 76 | </pre>
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| 77 | <p> The force is stored in the integer <tt>f</tt>.
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| 78 | <p> <h3> <a href="t10-cannon-cpp.html">t10/cannon.cpp</a>
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| 79 | </h3>
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| 80 | <a name="1-2"></a><p>
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| 81 |
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| 82 | <p> <pre> #include <<a href="qpixmap-h.html">qpixmap.h</a>>
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| 83 | </pre>
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| 84 | <p> We include the <a href="qpixmap.html">QPixmap</a> class definition.
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| 85 | <p> <pre> CannonField::CannonField( <a href="qwidget.html">QWidget</a> *parent, const char *name )
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| 86 | : <a href="qwidget.html">QWidget</a>( parent, name )
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| 87 | {
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| 88 | ang = 45;
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| 89 | f = 0;
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| 90 | <a href="qwidget.html#setPalette">setPalette</a>( QPalette( QColor( 250, 250, 200) ) );
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| 91 | }
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| 92 | </pre>
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| 93 | <p> The force (<tt>f</tt>) is initialized to zero.
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| 94 | <p> <pre> void CannonField::setAngle( int degrees )
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| 95 | {
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| 96 | if ( degrees < 5 )
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| 97 | degrees = 5;
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| 98 | if ( degrees > 70 )
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| 99 | degrees = 70;
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| 100 | if ( ang == degrees )
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| 101 | return;
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| 102 | ang = degrees;
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| 103 | <a href="qwidget.html#repaint">repaint</a>( cannonRect(), FALSE );
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| 104 | emit angleChanged( ang );
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| 105 | }
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| 106 | </pre>
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| 107 | <p> We have made a slight change in the setAngle() function. It repaints
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| 108 | only the portion of the widget that contains the cannon. The FALSE
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| 109 | argument indicates that the specified rectangle should not be erased
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| 110 | before a paint event is sent to the widget. This speeds up and smooths
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| 111 | the drawing a little bit.
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| 112 | <p> <pre> void CannonField::setForce( int newton )
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| 113 | {
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| 114 | if ( newton < 0 )
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| 115 | newton = 0;
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| 116 | if ( f == newton )
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| 117 | return;
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| 118 | f = newton;
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| 119 | emit forceChanged( f );
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| 120 | }
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| 121 | </pre>
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| 122 | <p> The implementation of setForce() is quite similar to that of
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| 123 | setAngle(). The only difference is that because we don't show the force
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| 124 | value, we don't need to repaint the widget.
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| 125 | <p> <pre> void CannonField::<a href="qwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">QPaintEvent</a> *e )
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| 126 | {
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| 127 | <a name="x2357"></a> if ( !e-><a href="qpaintevent.html#rect">rect</a>().intersects( cannonRect() ) )
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| 128 | return;
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| 129 | </pre>
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| 130 | <p> We have now optimized the paint event to repaint only the parts of the
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| 131 | widget that need updating. First we check whether we have to paint
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| 132 | anything at all, and we return if we don't.
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| 133 | <p> <pre> <a href="qrect.html">QRect</a> cr = cannonRect();
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| 134 | <a name="x2361"></a> <a href="qpixmap.html">QPixmap</a> pix( cr.<a href="qrect.html#size">size</a>() );
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| 135 | </pre>
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| 136 | <p> Then we create a temporary pixmap, which we use for flicker-free
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| 137 | painting. All the painting operations are done into this pixmap, and
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| 138 | then the pixmap is drawn on the screen in a single operation.
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| 139 | <p> This is the essence of flicker-free drawing: Draw on each pixel
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| 140 | precisely once. Less, and you get drawing errors. More, and you get
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| 141 | flicker. It doesn't matter much in this example - when the code was
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| 142 | written there were still machines slow enough for it to flicker, but
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| 143 | not any more. We've kept the code for educational purposes.
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| 144 | <p> <pre> <a name="x2362"></a><a name="x2358"></a> pix.<a href="qpixmap.html#fill">fill</a>( this, cr.<a href="qrect.html#topLeft">topLeft</a>() );
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| 145 | </pre>
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| 146 | <p> We fill the pixmap with the background from this widget.
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| 147 | <p> <pre> <a href="qpainter.html">QPainter</a> p( &pix );
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| 148 | <a name="x2354"></a> p.<a href="qpainter.html#setBrush">setBrush</a>( blue );
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| 149 | p.<a href="qpainter.html#setPen">setPen</a>( NoPen );
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| 150 | <a name="x2359"></a><a name="x2356"></a> p.<a href="qpainter.html#translate">translate</a>( 0, pix.<a href="qpixmap.html#height">height</a>() - 1 );
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| 151 | <a name="x2349"></a> p.<a href="qpainter.html#drawPie">drawPie</a>( QRect( -35,-35, 70, 70 ), 0, 90*16 );
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| 152 | <a name="x2353"></a> p.<a href="qpainter.html#rotate">rotate</a>( -ang );
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| 153 | <a name="x2351"></a> p.<a href="qpainter.html#drawRect">drawRect</a>( QRect(33, -4, 15, 8) );
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| 154 | <a name="x2352"></a> p.<a href="qpainter.html#end">end</a>();
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| 155 | </pre>
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| 156 | <p> We paint, as in Chapter 9, but now we paint in the pixmap.
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| 157 | <p> At this point, we have a painter variable and a pixmap that looks
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| 158 | precisely right, but we still haven't painted on the screen.
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| 159 | <p> <pre> <a name="x2348"></a> p.<a href="qpainter.html#begin">begin</a>( this );
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| 160 | <a name="x2350"></a> p.<a href="qpainter.html#drawPixmap">drawPixmap</a>( cr.<a href="qrect.html#topLeft">topLeft</a>(), pix );
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| 161 | </pre>
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| 162 | <p> So we open the painter on the CannonField itself and then draw the pixmap.
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| 163 | <p> That's all. A couple of extra lines at the top and a couple at the
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| 164 | bottom, and the code is 100% flicker-free.
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| 165 | <p> <pre> QRect CannonField::cannonRect() const
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| 166 | {
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| 167 | <a href="qrect.html">QRect</a> r( 0, 0, 50, 50 );
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| 168 | <a name="x2360"></a> r.<a href="qrect.html#moveBottomLeft">moveBottomLeft</a>( <a href="qwidget.html#rect">rect</a>().bottomLeft() );
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| 169 | return r;
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| 170 | }
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| 171 | </pre>
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| 172 | <p> This function returns the rectangle enclosing the cannon in widget
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| 173 | coordinates. First we create a rectangle with the size 50x50 and then
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| 174 | move it so its bottom left corner is equal to the widget's own bottom-
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| 175 | left corner.
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| 176 | <p> The <a href="qwidget.html#rect">QWidget::rect</a>() function returns the widget's enclosing
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| 177 | rectangle in the widget's own coordinates (where the top left corner
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| 178 | is 0, 0).
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| 179 | <p> <h3> <a href="t10-main-cpp.html">t10/main.cpp</a>
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| 180 | </h3>
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| 181 | <a name="1-3"></a><p>
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| 182 |
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| 183 | <p> <pre> MyWidget::MyWidget( <a href="qwidget.html">QWidget</a> *parent, const char *name )
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| 184 | : <a href="qwidget.html">QWidget</a>( parent, name )
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| 185 | {
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| 186 | </pre>
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| 187 | <p> The constructor is mostly the same, but some new bits have been added.
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| 188 | <p> <pre> LCDRange *force = new LCDRange( this, "force" );
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| 189 | force->setRange( 10, 50 );
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| 190 | </pre>
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| 191 | <p> We add a second LCDRange, which will be used to set the force.
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| 192 | <p> <pre> <a href="qobject.html#connect">connect</a>( force, SIGNAL(valueChanged(int)),
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| 193 | cannonField, SLOT(setForce(int)) );
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| 194 | <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(forceChanged(int)),
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| 195 | force, SLOT(setValue(int)) );
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| 196 | </pre>
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| 197 | <p> We connect the <tt>force</tt> widget and the <tt>cannonField</tt> widget, just like
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| 198 | we did for the <tt>angle</tt> widget.
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| 199 | <p> <pre> <a href="qvboxlayout.html">QVBoxLayout</a> *leftBox = new <a href="qvboxlayout.html">QVBoxLayout</a>;
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| 200 | <a name="x2365"></a> grid-><a href="qgridlayout.html#addLayout">addLayout</a>( leftBox, 1, 0 );
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| 201 | leftBox-><a href="qboxlayout.html#addWidget">addWidget</a>( angle );
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| 202 | leftBox-><a href="qboxlayout.html#addWidget">addWidget</a>( force );
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| 203 | </pre>
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| 204 | <p> In Chapter 9 we put <tt>angle</tt> in the lower-left cell of the layout.
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| 205 | Now we want to have two widgets in that cell, so we make a vertical
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| 206 | box, put the vertical box in the grid cell, and put each of <tt>angle</tt>
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| 207 | and <tt>range</tt> in the vertical box.
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| 208 | <p> <pre> force->setValue( 25 );
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| 209 | </pre>
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| 210 | <p> We initialize the force value to 25.
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| 211 | <p> <h2> Behavior
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| 212 | </h2>
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| 213 | <a name="2"></a><p> The flicker has gone and we have a force control.
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| 214 | <p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
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| 215 | makefile and build the application.)
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| 216 | <p> <h2> Exercises
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| 217 | </h2>
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| 218 | <a name="3"></a><p> Make the size of the cannon barrel be dependent on the force.
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| 219 | <p> Put the cannon in the bottom-right corner.
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| 220 | <p> Try adding a better keyboard interface. For example, make + and -
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| 221 | increase and decrease the force and enter shoot. Hint: <a href="qaccel.html">QAccel</a> and
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| 222 | new addStep() and subtractStep() slots in LCDRange, like <a href="qslider.html#addStep">QSlider::addStep</a>(). If you're bothered by the way the left and right
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| 223 | keys work (I am!), change that too.
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| 224 | <p> You're now ready for <a href="tutorial1-11.html">Chapter 11.</a>
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| 225 | <p> [<a href="tutorial1-09.html">Previous tutorial</a>]
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| 226 | [<a href="tutorial1-11.html">Next tutorial</a>]
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| 227 | [<a href="tutorial.html">Main tutorial page</a>]
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| 228 | <p>
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| 229 | <!-- eof -->
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| 230 | <p><address><hr><div align=center>
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| 231 | <table width=100% cellspacing=0 border=0><tr>
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| 232 | <td>Copyright © 2007
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| 233 | <a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
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| 234 | <td align=right><div align=right>Qt 3.3.8</div>
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| 235 | </table></div></address></body>
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| 236 | </html>
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