doc/src/painting-and-printing/coordsys.qdoc
author Alex Gilkes <alex.gilkes@nokia.com>
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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file.  Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights.  These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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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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    \brief Information about the coordinate system used by the paint
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    system.
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    \previouspage Drawing and Filling
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    \contentspage The Paint System
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    \nextpage Reading and Writing Image Files
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    The coordinate system is controlled by the QPainter
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    class. Together with the QPaintDevice and QPaintEngine classes,
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    QPainter form the basis of Qt's painting system, Arthur. QPainter
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    is used to perform drawing operations, QPaintDevice is an
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    abstraction of a two-dimensional space that can be painted on
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    using a QPainter, and QPaintEngine provides the interface that the
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    painter uses to draw onto different types of devices.
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    The QPaintDevice class is the base class of objects that can be
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    painted: Its drawing capabilities are inherited by the QWidget,
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    QPixmap, QPicture, QImage, and QPrinter classes. The default
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    coordinate system of a paint device has its origin at the top-left
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    corner. The \e x values increase to the right and the \e y values
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    increase downwards. The default unit is one pixel on pixel-based
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    devices and one point (1/72 of an inch) on printers.
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    The mapping of the logical QPainter coordinates to the physical
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    QPaintDevice coordinates are handled by QPainter's transformation
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    matrix, viewport and "window". The logical and physical coordinate
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    systems coincide by default. QPainter also supports coordinate
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    transformations (e.g. rotation and scaling).
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    \tableofcontents
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    \section1 Rendering
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    \section2 Logical Representation
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    The size (width and height) of a graphics primitive always
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    correspond to its mathematical model, ignoring the width of the
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    pen it is rendered with:
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    \table
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    \row
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    \o \inlineimage coordinatesystem-rect.png
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    \o \inlineimage coordinatesystem-line.png
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    \row
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    \o QRect(1, 2, 6, 4)
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    \o QLine(2, 7, 6, 1)
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    \endtable
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    \section2 Aliased Painting
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    When drawing, the pixel rendering is controlled by the
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    QPainter::Antialiasing render hint.
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    The \l {QPainter::RenderHint}{RenderHint} enum is used to specify
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    flags to QPainter that may or may not be respected by any given
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    engine. The QPainter::Antialiasing value indicates that the engine
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    should antialias edges of primitives if possible, i.e. smoothing
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    the edges by using different color intensities.
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    But by default the painter is \e aliased and other rules apply:
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    When rendering with a one pixel wide pen the pixels will be
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    rendered to the \e {right and below the mathematically defined
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    points}. For example:
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    \table
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    \row
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    \o \inlineimage coordinatesystem-rect-raster.png
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    \o \inlineimage coordinatesystem-line-raster.png
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    \row
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    \o
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 0
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    \o
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 1
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    \endtable
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    When rendering with a pen with an even number of pixels, the
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    pixels will be rendered symetrically around the mathematical
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    defined points, while rendering with a pen with an odd number of
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    pixels, the spare pixel will be rendered to the right and below
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    the mathematical point as in the one pixel case. See the QRectF
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    diagrams below for concrete examples.
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    \table
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    \header
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    \o {3,1} QRectF
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    \row
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    \o \inlineimage qrect-diagram-zero.png
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    \o \inlineimage qrectf-diagram-one.png
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    \row
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    \o Logical representation
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    \o One pixel wide pen
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    \row
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    \o \inlineimage qrectf-diagram-two.png
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    \o \inlineimage qrectf-diagram-three.png
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    \row
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    \o Two pixel wide pen
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    \o Three pixel wide pen
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    \endtable
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    Note that for historical reasons the return value of the
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    QRect::right() and QRect::bottom() functions deviate from the true
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    bottom-right corner of the rectangle.
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    QRect's \l {QRect::right()}{right()} function returns \l
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    {QRect::left()}{left()} + \l {QRect::width()}{width()} - 1 and the
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    \l {QRect::bottom()}{bottom()} function returns \l
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    {QRect::top()}{top()} + \l {QRect::height()}{height()} - 1.  The
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    bottom-right green point in the diagrams shows the return
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    coordinates of these functions.
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    We recommend that you simply use QRectF instead: The QRectF class
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    defines a rectangle in the plane using floating point coordinates
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    for accuracy (QRect uses integer coordinates), and the
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    QRectF::right() and QRectF::bottom() functions \e do return the
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    true bottom-right corner.
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    Alternatively, using QRect, apply \l {QRect::x()}{x()} + \l
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    {QRect::width()}{width()} and \l {QRect::y()}{y()} + \l
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    {QRect::height()}{height()} to find the bottom-right corner, and
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    avoid the \l {QRect::right()}{right()} and \l
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    {QRect::bottom()}{bottom()} functions.
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    \section2 Anti-aliased Painting
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    If you set QPainter's \l {QPainter::Antialiasing}{anti-aliasing}
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    render hint, the pixels will be rendered symetrically on both
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    sides of the mathematically defined points:
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    \table
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    \row
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    \o \inlineimage coordinatesystem-rect-antialias.png
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    \o \inlineimage coordinatesystem-line-antialias.png
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    \row
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    \o
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 2
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    \o
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 3
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    \endtable
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    \section1 Transformations
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    By default, the QPainter operates on the associated device's own
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    coordinate system, but it also has complete support for affine
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    coordinate transformations.
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    You can scale the coordinate system by a given offset using the
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    QPainter::scale() function, you can rotate it clockwise using the
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    QPainter::rotate() function and you can translate it (i.e. adding
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    a given offset to the points) using the QPainter::translate()
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    function.
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    \table
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    \row
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    \o \inlineimage qpainter-clock.png
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    \o \inlineimage qpainter-rotation.png
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    \o \inlineimage qpainter-scale.png
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    \o \inlineimage qpainter-translation.png
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    \row
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    \o nop
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    \o \l {QPainter::rotate()}{rotate()}
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    \o \l {QPainter::scale()}{scale()}
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    \o \l {QPainter::translate()}{translate()}
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    \endtable
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    You can also twist the coordinate system around the origin using
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    the QPainter::shear() function. See the \l {demos/affine}{Affine
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    Transformations} demo for a visualization of a sheared coordinate
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    system. All the transformation operations operate on QPainter's
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    transformation matrix that you can retrieve using the
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    QPainter::worldTransform() function. A matrix transforms a point
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    in the plane to another point.
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    If you need the same transformations over and over, you can also
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    use QTransform objects and the QPainter::worldTransform() and
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    QPainter::setWorldTransform() functions. You can at any time save the
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    QPainter's transformation matrix by calling the QPainter::save()
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    function which saves the matrix on an internal stack. The
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    QPainter::restore() function pops it back.
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    One frequent need for the transformation matrix is when reusing
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    the same drawing code on a variety of paint devices. Without
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    transformations, the results are tightly bound to the resolution
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    of the paint device. Printers have high resolution, e.g. 600 dots
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    per inch, whereas screens often have between 72 and 100 dots per
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    inch.
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    \table 100%
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    \header
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    \o {2,1} Analog Clock Example
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    \row
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    \o \inlineimage coordinatesystem-analogclock.png
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    \o
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    The Analog Clock example shows how to draw the contents of a
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    custom widget using QPainter's transformation matrix.
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    Qt's example directory provides a complete walk-through of the
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    example. Here, we will only review the example's \l
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    {QWidget::paintEvent()}{paintEvent()} function to see how we can
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    use the transformation matrix (i.e. QPainter's matrix functions)
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    to draw the clock's face.
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    We recommend compiling and running this example before you read
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    any further. In particular, try resizing the window to different
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    sizes.
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    \row
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    \o {2,1}
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    \snippet examples/widgets/analogclock/analogclock.cpp 9
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    First, we set up the painter. We translate the coordinate system
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    so that point (0, 0) is in the widget's center, instead of being
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    at the top-left corner. We also scale the system by \c side / 100,
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    where \c side is either the widget's width or the height,
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    whichever is shortest. We want the clock to be square, even if the
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    device isn't.
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    This will give us a 200 x 200 square area, with the origin (0, 0)
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    in the center, that we can draw on. What we draw will show up in
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    the largest possible square that will fit in the widget.
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    See also the \l {Window-Viewport Conversion} section.
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    \snippet examples/widgets/analogclock/analogclock.cpp 18
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    We draw the clock's hour hand by rotating the coordinate system
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    and calling QPainter::drawConvexPolygon(). Thank's to the
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    rotation, it's drawn pointed in the right direction.
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    The polygon is specified as an array of alternating \e x, \e y
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    values, stored in the \c hourHand static variable (defined at the
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    beginning of the function), which corresponds to the four points
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    (2, 0), (0, 2), (-2, 0), and (0, -25).
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    The calls to QPainter::save() and QPainter::restore() surrounding
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    the code guarantees that the code that follows won't be disturbed
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    by the transformations we've used.
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    \snippet examples/widgets/analogclock/analogclock.cpp 24
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    We do the same for the clock's minute hand, which is defined by
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    the four points (1, 0), (0, 1), (-1, 0), and (0, -40). These
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    coordinates specify a hand that is thinner and longer than the
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    minute hand.
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    \snippet examples/widgets/analogclock/analogclock.cpp 27
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    Finally, we draw the clock face, which consists of twelve short
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    lines at 30-degree intervals. At the end of that, the painter is
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    rotated in a way which isn't very useful, but we're done with
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    painting so that doesn't matter.
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    \endtable
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    For a demonstation of Qt's ability to perform affine
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    transformations on painting operations, see the \l
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    {demos/affine}{Affine Transformations} demo which allows the user
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    to experiment with the transformation operations.  See also the \l
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    {painting/transformations}{Transformations} example which shows
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    how transformations influence the way that QPainter renders
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    graphics primitives. In particular, it shows how the order of
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    transformations affects the result.
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    For more information about the transformation matrix, see the
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    QTransform documentation.
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    \section1 Window-Viewport Conversion
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    When drawing with QPainter, we specify points using logical
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    coordinates which then are converted into the physical coordinates
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    of the paint device.
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    The mapping of the logical coordinates to the physical coordinates
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    are handled by QPainter's world transformation \l
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    {QPainter::worldTransform()}{worldTransform()} (described in the \l
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    Transformations section), and QPainter's \l
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    {QPainter::viewport()}{viewport()} and \l
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    {QPainter::window()}{window()}.  The viewport represents the
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    physical coordinates specifying an arbitrary rectangle. The
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    "window" describes the same rectangle in logical coordinates. By
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    default the logical and physical coordinate systems coincide, and
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    are equivalent to the paint device's rectangle.
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    Using window-viewport conversion you can make the logical
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    coordinate system fit your preferences. The mechanism can also be
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    used to make the drawing code independent of the paint device. You
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    can, for example, make the logical coordinates extend from (-50,
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    -50) to (50, 50) with (0, 0) in the center by calling the
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    QPainter::setWindow() function:
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 4
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    Now, the logical coordinates (-50,-50) correspond to the paint
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    device's physical coordinates (0, 0). Independent of the paint
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    device, your painting code will always operate on the specified
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    logical coordinates.
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    By setting the "window" or viewport rectangle, you perform a
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    linear transformation of the coordinates. Note that each corner of
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    the "window" maps to the corresponding corner of the viewport, and
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    vice versa. For that reason it normally is a good idea to let the
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    viewport and "window" maintain the same aspect ratio to prevent
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    deformation:
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    \snippet doc/src/snippets/code/doc_src_coordsys.qdoc 5
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    If we make the logical coordinate system a square, we should also
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    make the viewport a square using the QPainter::setViewport()
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    function. In the example above we make it equivalent to the
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    largest square that fit into the paint device's rectangle. By
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    taking the paint device's size into consideration when setting the
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    window or viewport, it is possible to keep the drawing code
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    independent of the paint device.
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    Note that the window-viewport conversion is only a linear
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    transformation, i.e. it does not perform clipping. This means that
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    if you paint outside the currently set "window", your painting is
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    still transformed to the viewport using the same linear algebraic
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    approach.
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    \image coordinatesystem-transformations.png
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    The viewport, "window" and transformation matrix determine how
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    logical QPainter coordinates map to the paint device's physical
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    coordinates. By default the world transformation matrix is the
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    identity matrix, and the "window" and viewport settings are
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    equivalent to the paint device's settings, i.e. the world,
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    "window" and device coordinate systems are equivalent, but as we
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    have seen, the systems can be manipulated using transformation
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    operations and window-viewport conversion. The illustration above
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    describes the process.
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    \omit
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    \section1 Related Classes
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    Qt's paint system, Arthur, is primarily based on the QPainter,
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    QPaintDevice, and QPaintEngine classes:
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    \table
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    \header \o Class \o Description
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    \row
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    \o QPainter
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    \o
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    The QPainter class performs low-level painting on widgets and
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    other paint devices.  QPainter can operate on any object that
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    inherits the QPaintDevice class, using the same code.
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    \row
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    \o QPaintDevice
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    \o
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    The QPaintDevice class is the base class of objects that can be
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    painted. Qt provides several devices: QWidget, QImage, QPixmap,
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    QPrinter and QPicture, and other devices can also be defined by
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    subclassing QPaintDevice.
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    \row
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   402
    \o QPaintEngine
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    \o
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    The QPaintEngine class provides an abstract definition of how
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    QPainter draws to a given device on a given platform.  Qt 4
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    provides several premade implementations of QPaintEngine for the
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    different painter backends we support; it provides one paint
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    engine for each supported window system and painting
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    frameworkt. You normally don't need to use this class directly.
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    \endtable
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   411
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    The 2D transformations of the coordinate system are specified
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    using the QTransform class:
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   414
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    \table
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    \header \o Class \o Description
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    \row
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    \o QTransform
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    \o
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    A 3 x 3 transformation matrix. Use QTransform to rotate, shear,
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    scale, or translate the coordinate system.
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    \endtable
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   423
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    In addition Qt provides several graphics primitive classes. Some
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    of these classes exist in two versions: an \c{int}-based version
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    and a \c{qreal}-based version. For these, the \c qreal version's
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    name is suffixed with an \c F.
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   428
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    \table
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    \header \o Class \o Description
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   431
    \row
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    \o \l{QPoint}(\l{QPointF}{F})
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    \o
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    A single 2D point in the coordinate system. Most functions in Qt
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   435
    that deal with points can accept either a QPoint, a QPointF, two
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   436
    \c{int}s, or two \c{qreal}s.
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   437
    \row
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   438
    \o \l{QSize}(\l{QSizeF}{F})
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diff changeset
   439
    \o
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    A single 2D vector. Internally, QPoint and QSize are the same, but
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   441
    a point is not the same as a size, so both classes exist.  Again,
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diff changeset
   442
    most functions accept either QSizeF, a QSize, two \c{int}s, or two
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    \c{qreal}s.
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   444
    \row
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   445
    \o \l{QRect}(\l{QRectF}{F})
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diff changeset
   446
    \o
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   447
    A 2D rectangle. Most functions accept either a QRectF, a QRect,
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diff changeset
   448
    four \c{int}s, or four \c {qreal}s.
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   449
    \row
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   450
    \o \l{QLine}(\l{QLineF}{F})
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parents:
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   451
    \o
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diff changeset
   452
    A 2D finite-length line, characterized by a start point and an end
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diff changeset
   453
    point.
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diff changeset
   454
    \row
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diff changeset
   455
    \o \l{QPolygon}(\l{QPolygonF}{F})
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parents:
diff changeset
   456
    \o
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diff changeset
   457
    A 2D polygon. A polygon is a vector of \c{QPoint(F)}s. If the
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diff changeset
   458
    first and last points are the same, the polygon is closed.
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diff changeset
   459
    \row
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diff changeset
   460
    \o QPainterPath
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parents:
diff changeset
   461
    \o
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diff changeset
   462
    A vectorial specification of a 2D shape. Painter paths are the
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diff changeset
   463
    ultimate painting primitive, in the sense that any shape
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   464
    (rectange, ellipse, spline) or combination of shapes can be
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diff changeset
   465
    expressed as a path. A path specifies both an outline and an area.
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parents:
diff changeset
   466
    \row
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    \o QRegion
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   468
    \o
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   469
    An area in a paint device, expressed as a list of
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   470
    \l{QRect}s. In general, we recommend using the vectorial
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   471
    QPainterPath class instead of QRegion for specifying areas,
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    because QPainterPath handles painter transformations much better.
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   473
    \endtable
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    \endomit
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   475
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    \sa {Analog Clock Example}, {Transformations Example}
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   477
*/