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authorMarius Storm-Olsen <marius.storm-olsen@nokia.com>2012-05-10 09:11:17 +0200
committerMarius Storm-Olsen <marius.storm-olsen@nokia.com>2012-05-10 09:11:23 +0200
commit9456528aac80c6d4c41fa96d88696dc55414b710 (patch)
treef9fdcc9cd3c7468503590bec7ed082294a0cffde /src/gui/doc/src/coordsys.qdoc
parent75552c8f62dcfb8012c306b37c79ec629448d780 (diff)
parentee38dec6f3aff6f7f277323c5c8488d4cd385693 (diff)
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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page coordsys.html
+ \title Coordinate System
+ \ingroup qt-graphics
+ \ingroup best-practices
+ \brief Information about the coordinate system used by the paint
+ system.
+
+ The coordinate system is controlled by the QPainter
+ class. Together with the QPaintDevice and QPaintEngine classes,
+ QPainter form the basis of Qt's painting system, Arthur. QPainter
+ is used to perform drawing operations, QPaintDevice is an
+ abstraction of a two-dimensional space that can be painted on
+ using a QPainter, and QPaintEngine provides the interface that the
+ painter uses to draw onto different types of devices.
+
+ The QPaintDevice class is the base class of objects that can be
+ painted: Its drawing capabilities are inherited by the QWidget,
+ QPixmap, QPicture, QImage, and QPrinter classes. The default
+ coordinate system of a paint device has its origin at the top-left
+ corner. The \e x values increase to the right and the \e y values
+ increase downwards. The default unit is one pixel on pixel-based
+ devices and one point (1/72 of an inch) on printers.
+
+ The mapping of the logical QPainter coordinates to the physical
+ QPaintDevice coordinates are handled by QPainter's transformation
+ matrix, viewport and "window". The logical and physical coordinate
+ systems coincide by default. QPainter also supports coordinate
+ transformations (e.g. rotation and scaling).
+
+ \tableofcontents
+
+ \section1 Rendering
+
+ \section2 Logical Representation
+
+ The size (width and height) of a graphics primitive always
+ correspond to its mathematical model, ignoring the width of the
+ pen it is rendered with:
+
+ \table
+ \row
+ \li \inlineimage coordinatesystem-rect.png
+ \li \inlineimage coordinatesystem-line.png
+ \row
+ \li QRect(1, 2, 6, 4)
+ \li QLine(2, 7, 6, 1)
+ \endtable
+
+ \section2 Aliased Painting
+
+ When drawing, the pixel rendering is controlled by the
+ QPainter::Antialiasing render hint.
+
+ The \l {QPainter::RenderHint}{RenderHint} enum is used to specify
+ flags to QPainter that may or may not be respected by any given
+ engine. The QPainter::Antialiasing value indicates that the engine
+ should antialias edges of primitives if possible, i.e. smoothing
+ the edges by using different color intensities.
+
+ But by default the painter is \e aliased and other rules apply:
+ When rendering with a one pixel wide pen the pixels will be
+ rendered to the \e {right and below the mathematically defined
+ points}. For example:
+
+ \table
+ \row
+ \li \inlineimage coordinatesystem-rect-raster.png
+ \li \inlineimage coordinatesystem-line-raster.png
+
+ \row
+ \li
+ \snippet code/doc_src_coordsys.cpp 0
+
+ \li
+ \snippet code/doc_src_coordsys.cpp 1
+ \endtable
+
+ When rendering with a pen with an even number of pixels, the
+ pixels will be rendered symetrically around the mathematical
+ defined points, while rendering with a pen with an odd number of
+ pixels, the spare pixel will be rendered to the right and below
+ the mathematical point as in the one pixel case. See the QRectF
+ diagrams below for concrete examples.
+
+ \table
+ \header
+ \li {3,1} QRectF
+ \row
+ \li \inlineimage qrect-diagram-zero.png
+ \li \inlineimage qrectf-diagram-one.png
+ \row
+ \li Logical representation
+ \li One pixel wide pen
+ \row
+ \li \inlineimage qrectf-diagram-two.png
+ \li \inlineimage qrectf-diagram-three.png
+ \row
+ \li Two pixel wide pen
+ \li Three pixel wide pen
+ \endtable
+
+ Note that for historical reasons the return value of the
+ QRect::right() and QRect::bottom() functions deviate from the true
+ bottom-right corner of the rectangle.
+
+ QRect's \l {QRect::right()}{right()} function returns \l
+ {QRect::left()}{left()} + \l {QRect::width()}{width()} - 1 and the
+ \l {QRect::bottom()}{bottom()} function returns \l
+ {QRect::top()}{top()} + \l {QRect::height()}{height()} - 1. The
+ bottom-right green point in the diagrams shows the return
+ coordinates of these functions.
+
+ We recommend that you simply use QRectF instead: The QRectF class
+ defines a rectangle in the plane using floating point coordinates
+ for accuracy (QRect uses integer coordinates), and the
+ QRectF::right() and QRectF::bottom() functions \e do return the
+ true bottom-right corner.
+
+ Alternatively, using QRect, apply \l {QRect::x()}{x()} + \l
+ {QRect::width()}{width()} and \l {QRect::y()}{y()} + \l
+ {QRect::height()}{height()} to find the bottom-right corner, and
+ avoid the \l {QRect::right()}{right()} and \l
+ {QRect::bottom()}{bottom()} functions.
+
+ \section2 Anti-aliased Painting
+
+ If you set QPainter's \l {QPainter::Antialiasing}{anti-aliasing}
+ render hint, the pixels will be rendered symetrically on both
+ sides of the mathematically defined points:
+
+ \table
+ \row
+ \li \inlineimage coordinatesystem-rect-antialias.png
+ \li \inlineimage coordinatesystem-line-antialias.png
+ \row
+ \li
+
+ \snippet code/doc_src_coordsys.cpp 2
+
+ \li
+ \snippet code/doc_src_coordsys.cpp 3
+ \endtable
+
+ \section1 Transformations
+
+ By default, the QPainter operates on the associated device's own
+ coordinate system, but it also has complete support for affine
+ coordinate transformations.
+
+ You can scale the coordinate system by a given offset using the
+ QPainter::scale() function, you can rotate it clockwise using the
+ QPainter::rotate() function and you can translate it (i.e. adding
+ a given offset to the points) using the QPainter::translate()
+ function.
+
+ \table
+ \row
+ \li \inlineimage qpainter-clock.png
+ \li \inlineimage qpainter-rotation.png
+ \li \inlineimage qpainter-scale.png
+ \li \inlineimage qpainter-translation.png
+ \row
+ \li nop
+ \li \l {QPainter::rotate()}{rotate()}
+ \li \l {QPainter::scale()}{scale()}
+ \li \l {QPainter::translate()}{translate()}
+ \endtable
+
+ You can also twist the coordinate system around the origin using
+ the QPainter::shear() function. See the \l {painting/affine}{Affine
+ Transformations} example for a visualization of a sheared coordinate
+ system. All the transformation operations operate on QPainter's
+ transformation matrix that you can retrieve using the
+ QPainter::worldTransform() function. A matrix transforms a point
+ in the plane to another point.
+
+ If you need the same transformations over and over, you can also
+ use QTransform objects and the QPainter::worldTransform() and
+ QPainter::setWorldTransform() functions. You can at any time save the
+ QPainter's transformation matrix by calling the QPainter::save()
+ function which saves the matrix on an internal stack. The
+ QPainter::restore() function pops it back.
+
+ One frequent need for the transformation matrix is when reusing
+ the same drawing code on a variety of paint devices. Without
+ transformations, the results are tightly bound to the resolution
+ of the paint device. Printers have high resolution, e.g. 600 dots
+ per inch, whereas screens often have between 72 and 100 dots per
+ inch.
+
+ \table 100%
+ \header
+ \li {2,1} Analog Clock Example
+ \row
+ \li \inlineimage coordinatesystem-analogclock.png
+ \li
+ The Analog Clock example shows how to draw the contents of a
+ custom widget using QPainter's transformation matrix.
+
+ Qt's example directory provides a complete walk-through of the
+ example. Here, we will only review the example's \l
+ {QWidget::paintEvent()}{paintEvent()} function to see how we can
+ use the transformation matrix (i.e. QPainter's matrix functions)
+ to draw the clock's face.
+
+ We recommend compiling and running this example before you read
+ any further. In particular, try resizing the window to different
+ sizes.
+
+ \row
+ \li {2,1}
+
+ \snippet widgets/analogclock/analogclock.cpp 9
+
+ First, we set up the painter. We translate the coordinate system
+ so that point (0, 0) is in the widget's center, instead of being
+ at the top-left corner. We also scale the system by \c side / 100,
+ where \c side is either the widget's width or the height,
+ whichever is shortest. We want the clock to be square, even if the
+ device isn't.
+
+ This will give us a 200 x 200 square area, with the origin (0, 0)
+ in the center, that we can draw on. What we draw will show up in
+ the largest possible square that will fit in the widget.
+
+ See also the \l {Window-Viewport Conversion} section.
+
+ \snippet widgets/analogclock/analogclock.cpp 18
+
+ We draw the clock's hour hand by rotating the coordinate system
+ and calling QPainter::drawConvexPolygon(). Thank's to the
+ rotation, it's drawn pointed in the right direction.
+
+ The polygon is specified as an array of alternating \e x, \e y
+ values, stored in the \c hourHand static variable (defined at the
+ beginning of the function), which corresponds to the four points
+ (2, 0), (0, 2), (-2, 0), and (0, -25).
+
+ The calls to QPainter::save() and QPainter::restore() surrounding
+ the code guarantees that the code that follows won't be disturbed
+ by the transformations we've used.
+
+ \snippet widgets/analogclock/analogclock.cpp 24
+
+ We do the same for the clock's minute hand, which is defined by
+ the four points (1, 0), (0, 1), (-1, 0), and (0, -40). These
+ coordinates specify a hand that is thinner and longer than the
+ minute hand.
+
+ \snippet widgets/analogclock/analogclock.cpp 27
+
+ Finally, we draw the clock face, which consists of twelve short
+ lines at 30-degree intervals. At the end of that, the painter is
+ rotated in a way which isn't very useful, but we're done with
+ painting so that doesn't matter.
+ \endtable
+
+ For a demonstation of Qt's ability to perform affine
+ transformations on painting operations, see the \l
+ {painting/affine}{Affine Transformations} example which allows the user
+ to experiment with the transformation operations. See also the \l
+ {painting/transformations}{Transformations} example which shows
+ how transformations influence the way that QPainter renders
+ graphics primitives. In particular, it shows how the order of
+ transformations affects the result.
+
+ For more information about the transformation matrix, see the
+ QTransform documentation.
+
+ \section1 Window-Viewport Conversion
+
+ When drawing with QPainter, we specify points using logical
+ coordinates which then are converted into the physical coordinates
+ of the paint device.
+
+ The mapping of the logical coordinates to the physical coordinates
+ are handled by QPainter's world transformation \l
+ {QPainter::worldTransform()}{worldTransform()} (described in the \l
+ Transformations section), and QPainter's \l
+ {QPainter::viewport()}{viewport()} and \l
+ {QPainter::window()}{window()}. The viewport represents the
+ physical coordinates specifying an arbitrary rectangle. The
+ "window" describes the same rectangle in logical coordinates. By
+ default the logical and physical coordinate systems coincide, and
+ are equivalent to the paint device's rectangle.
+
+ Using window-viewport conversion you can make the logical
+ coordinate system fit your preferences. The mechanism can also be
+ used to make the drawing code independent of the paint device. You
+ can, for example, make the logical coordinates extend from (-50,
+ -50) to (50, 50) with (0, 0) in the center by calling the
+ QPainter::setWindow() function:
+
+ \snippet code/doc_src_coordsys.cpp 4
+
+ Now, the logical coordinates (-50,-50) correspond to the paint
+ device's physical coordinates (0, 0). Independent of the paint
+ device, your painting code will always operate on the specified
+ logical coordinates.
+
+ By setting the "window" or viewport rectangle, you perform a
+ linear transformation of the coordinates. Note that each corner of
+ the "window" maps to the corresponding corner of the viewport, and
+ vice versa. For that reason it normally is a good idea to let the
+ viewport and "window" maintain the same aspect ratio to prevent
+ deformation:
+
+ \snippet code/doc_src_coordsys.cpp 5
+
+ If we make the logical coordinate system a square, we should also
+ make the viewport a square using the QPainter::setViewport()
+ function. In the example above we make it equivalent to the
+ largest square that fit into the paint device's rectangle. By
+ taking the paint device's size into consideration when setting the
+ window or viewport, it is possible to keep the drawing code
+ independent of the paint device.
+
+ Note that the window-viewport conversion is only a linear
+ transformation, i.e. it does not perform clipping. This means that
+ if you paint outside the currently set "window", your painting is
+ still transformed to the viewport using the same linear algebraic
+ approach.
+
+ \image coordinatesystem-transformations.png
+
+ The viewport, "window" and transformation matrix determine how
+ logical QPainter coordinates map to the paint device's physical
+ coordinates. By default the world transformation matrix is the
+ identity matrix, and the "window" and viewport settings are
+ equivalent to the paint device's settings, i.e. the world,
+ "window" and device coordinate systems are equivalent, but as we
+ have seen, the systems can be manipulated using transformation
+ operations and window-viewport conversion. The illustration above
+ describes the process.
+
+ \omit
+ \section1 Related Classes
+
+ Qt's paint system, Arthur, is primarily based on the QPainter,
+ QPaintDevice, and QPaintEngine classes:
+
+ \table
+ \header \li Class \li Description
+ \row
+ \li QPainter
+ \li
+ The QPainter class performs low-level painting on widgets and
+ other paint devices. QPainter can operate on any object that
+ inherits the QPaintDevice class, using the same code.
+ \row
+ \li QPaintDevice
+ \li
+ The QPaintDevice class is the base class of objects that can be
+ painted. Qt provides several devices: QWidget, QImage, QPixmap,
+ QPrinter and QPicture, and other devices can also be defined by
+ subclassing QPaintDevice.
+ \row
+ \li QPaintEngine
+ \li
+ The QPaintEngine class provides an abstract definition of how
+ QPainter draws to a given device on a given platform. Qt 4
+ provides several premade implementations of QPaintEngine for the
+ different painter backends we support; it provides one paint
+ engine for each supported window system and painting
+ frameworkt. You normally don't need to use this class directly.
+ \endtable
+
+ The 2D transformations of the coordinate system are specified
+ using the QTransform class:
+
+ \table
+ \header \li Class \li Description
+ \row
+ \li QTransform
+ \li
+ A 3 x 3 transformation matrix. Use QTransform to rotate, shear,
+ scale, or translate the coordinate system.
+ \endtable
+
+ In addition Qt provides several graphics primitive classes. Some
+ of these classes exist in two versions: an \c{int}-based version
+ and a \c{qreal}-based version. For these, the \c qreal version's
+ name is suffixed with an \c F.
+
+ \table
+ \header \li Class \li Description
+ \row
+ \li \l{QPoint}(\l{QPointF}{F})
+ \li
+ A single 2D point in the coordinate system. Most functions in Qt
+ that deal with points can accept either a QPoint, a QPointF, two
+ \c{int}s, or two \c{qreal}s.
+ \row
+ \li \l{QSize}(\l{QSizeF}{F})
+ \li
+ A single 2D vector. Internally, QPoint and QSize are the same, but
+ a point is not the same as a size, so both classes exist. Again,
+ most functions accept either QSizeF, a QSize, two \c{int}s, or two
+ \c{qreal}s.
+ \row
+ \li \l{QRect}(\l{QRectF}{F})
+ \li
+ A 2D rectangle. Most functions accept either a QRectF, a QRect,
+ four \c{int}s, or four \c {qreal}s.
+ \row
+ \li \l{QLine}(\l{QLineF}{F})
+ \li
+ A 2D finite-length line, characterized by a start point and an end
+ point.
+ \row
+ \li \l{QPolygon}(\l{QPolygonF}{F})
+ \li
+ A 2D polygon. A polygon is a vector of \c{QPoint(F)}s. If the
+ first and last points are the same, the polygon is closed.
+ \row
+ \li QPainterPath
+ \li
+ A vectorial specification of a 2D shape. Painter paths are the
+ ultimate painting primitive, in the sense that any shape
+ (rectange, ellipse, spline) or combination of shapes can be
+ expressed as a path. A path specifies both an outline and an area.
+ \row
+ \li QRegion
+ \li
+ An area in a paint device, expressed as a list of
+ \l{QRect}s. In general, we recommend using the vectorial
+ QPainterPath class instead of QRegion for specifying areas,
+ because QPainterPath handles painter transformations much better.
+ \endtable
+ \endomit
+
+ \sa {Analog Clock Example}, {Transformations Example}
+*/