After a frustrating day rebuilding my company's internal
intranet server, I can have a relaxing evening
programming... :-)
I am more and more impressed with Qt all the time. I've
been
writing a little mini "paint pad" widget for the Anima
project. One of the primitives that I had hoped to implement
eventually was rotated ellipses, in other words ellipses
whose major axes are not aligned with the coordinate system.
(These are especially useful in creating isometric tile
sets.) Having struggled with this before, I know that there
are basically three ways to draw a rotated ellipse:
- Use a 2nd-order DDA, similar to Bresenham's algorithm,
but for curves. Unfortunately, DDA's can get confused on
very thin ellipses, and even go into an infinite loop.
- Just compute the points directly using sin/cos. This
works OK, but can have problems with quantization artifacts
unless you get the spacing just right.
- Approximate the ellipse with spline curves. This is
probably the best overall solution.
So I noticed that Qt had a normal, axis-aligned ellipse
primitive, like everyone else has. I also noticed that they
also had a way to set up coordinate transformations (rotate,
shear, etc.) into the QPainter object. "Big deal", I
thought, "they're probably just running the input params
through a transform matrix, the basic primitives are
probably still axis aligned." Well, I had to check it out,
and - surprise - the ellipse was actually rotated!
I've been leveraging the basic Qt drawing primitives to
the
max, and as a result I've been able to put together a
complete painting widget in just a few days. It supports
multiple brush sizes, can be extended with new stroke types
and new transfer modes (such as colorize, brighten, etc.)
Since KIconEdit seems to be broken at the moment, I'm going
to let the paint pad widget draw it's own icons. Gotta get
that saving/loading function to work first...!