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-rw-r--r--doc/tutorial.doc24
1 files changed, 12 insertions, 12 deletions
diff --git a/doc/tutorial.doc b/doc/tutorial.doc
index 57f1482bb..e20cd775c 100644
--- a/doc/tutorial.doc
+++ b/doc/tutorial.doc
@@ -1368,7 +1368,7 @@ The force (\c f) is initialized to zero.
\printuntil }
We have made a slight change in the setAngle() function. It repaints
-only the portion of the widget that contains the cannon. The FALSE
+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.
@@ -1896,7 +1896,7 @@ First we create a static bool local variable. A static variable like
this one is guaranteed to keep its value between calls to the function.
The \c if test will succeed only the first time this function is called
-because we set \c first_time to FALSE inside the \c if block.
+because we set \c first_time to false inside the \c if block.
Then we create the TQTime object \c midnight, which represents the time
00:00:00. Next we fetch the number of seconds from midnight until
@@ -2125,7 +2125,7 @@ The CannonField now has a game over state and a few new functions.
\skipto gameOver
\printline gameOver
-This function returns TRUE if the game is over or FALSE if a game
+This function returns true if the game is over or false if a game
is going on.
\skipto setGameOver
@@ -2143,8 +2143,8 @@ Shoot button.
\skipto gameEnded
\printline gameEnded
-This private variable contains the game state. TRUE means that the
-game is over, and FALSE means that a game is going on.
+This private variable contains the game state. true means that the
+game is over, and false means that a game is going on.
\section2 \l t13/cannon.cpp
@@ -2184,7 +2184,7 @@ widget.
This slot starts a new game. If a shot is in the air, we stop shooting.
We then reset the \c gameEnded variable and repaint the widget.
-moveShot() too emits the new canShoot(TRUE) signal at the same time as
+moveShot() too emits the new canShoot(true) signal at the same time as
either hit() or miss().
Modifications in CannonField::paintEvent():
@@ -2193,7 +2193,7 @@ Modifications in CannonField::paintEvent():
\printuntil }
The paint event has been enhanced to display the text "Game Over" if
-the game is over, i.e., \c gameEnded is TRUE. We don't bother to
+the game is over, i.e., \c gameEnded is true. We don't bother to
check the update rectangle here because speed is not critical when
the game is over.
@@ -2444,7 +2444,7 @@ This private function checks if a point is inside the barrel of the cannon.
\skipto barrelPressed
\printline barrelPressed
-This private variable is TRUE if the user has pressed the mouse on the
+This private variable is true if the user has pressed the mouse on the
barrel and not released it.
@@ -2475,7 +2475,7 @@ mouse button when the mouse cursor is over the widget.
If the event was not generated by the left mouse button, we return
immediately. Otherwise, we check if the position of the mouse cursor
is within the cannon's barrel. If it is, we set \c barrelPressed to
-TRUE.
+true.
Notice that the pos() function returns a point in the widget's
coordinate system.
@@ -2537,8 +2537,8 @@ the bottom edge of the barrier to the bottom edge of the widget.
\skipto ::barrelHit
\printuntil }
-This function returns TRUE if the point is in the barrel; otherwise it returns
-FALSE.
+This function returns true if the point is in the barrel; otherwise it returns
+false.
Here we use the class \l TQWMatrix. It is defined in the header file
tqwmatrix.h, which is included by tqpainter.h.
@@ -2554,7 +2554,7 @@ Now we need to check whether the point \c p (in widget coordinates) lies
inside the barrel. To do this, we invert the transformation matrix.
The inverted matrix performs the inverse transformation that we used
when drawing the barrel. We map the point \c p using the inverted
-matrix and return TRUE if it is inside the original barrel rectangle.
+matrix and return true if it is inside the original barrel rectangle.
\section2 \l t14/gamebrd.cpp