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authortpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2011-06-11 04:58:26 +0000
committertpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2011-06-11 04:58:26 +0000
commit838baf3f99ec5ab81b063eb5449a3381d860f377 (patch)
treedd31abcfde08ca92e4623b8f50b3d762a87c997a /libkdegames/kgame/kgamenetwork.h
parent2bf598bafa22fac4126fc8842df6b0119aadc0e9 (diff)
downloadtdegames-838baf3f99ec5ab81b063eb5449a3381d860f377.tar.gz
tdegames-838baf3f99ec5ab81b063eb5449a3381d860f377.zip
TQt4 port kdegames
This enables compilation under both Qt3 and Qt4 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1236074 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/kgamenetwork.h')
-rw-r--r--libkdegames/kgame/kgamenetwork.h49
1 files changed, 25 insertions, 24 deletions
diff --git a/libkdegames/kgame/kgamenetwork.h b/libkdegames/kgame/kgamenetwork.h
index 47276d06..1766ac90 100644
--- a/libkdegames/kgame/kgamenetwork.h
+++ b/libkdegames/kgame/kgamenetwork.h
@@ -43,15 +43,16 @@ class KGameNetworkPrivate;
* @author Martin Heni <[email protected]>
* @version $Id$
*/
-class KDE_EXPORT KGameNetwork : public QObject
+class KDE_EXPORT KGameNetwork : public TQObject
{
Q_OBJECT
+ TQ_OBJECT
public:
/**
* Create a KGameNetwork object
*/
- KGameNetwork(int cookie=42,TQObject* parent=0);
+ KGameNetwork(int cookie=42,TQObject* tqparent=0);
virtual ~KGameNetwork();
/**
@@ -96,7 +97,7 @@ public:
*
* @return int id
**/
- Q_UINT32 gameId() const;
+ TQ_UINT32 gameId() const;
/**
* Inits a network game as network MASTER. Note that if the
@@ -108,7 +109,7 @@ public:
* @param port The port on which the service is offered
* @return true if it worked
**/
- bool offerConnections (Q_UINT16 port);
+ bool offerConnections (TQ_UINT16 port);
/**
* Announces game MASTER on network using DNS-SD. Clients then can discover it using
@@ -120,7 +121,7 @@ public:
* set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
* @since 3.4
**/
- void setDiscoveryInfo(const TQString& type, const TQString& name=TQString::null);
+ void setDiscoveryInfo(const TQString& type, const TQString& name=TQString());
/**
* Inits a network game as a network CLIENT
@@ -130,7 +131,7 @@ public:
*
* @return true if connected
**/
- bool connectToServer(const TQString& host, Q_UINT16 port);
+ bool connectToServer(const TQString& host, TQ_UINT16 port);
/**
* @since 3.2
@@ -138,7 +139,7 @@ public:
* or the port we are connected to if connectToServer was called.
* Otherwise 0.
**/
- Q_UINT16 port() const;
+ TQ_UINT16 port() const;
/**
* @since 3.2
@@ -189,22 +190,22 @@ public:
* @return true if worked
*/
// AB: TODO: doc on how "receiver" and "sender" should be created!
- bool sendSystemMessage(const TQByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQByteArray& buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* @overload
**/
- bool sendSystemMessage(int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* @overload
**/
- bool sendSystemMessage(const TQDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* @overload
**/
- bool sendSystemMessage(const TQString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQString& msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* Sends a network message
@@ -217,7 +218,7 @@ public:
* the correct value for you. You might want to use this if you send a
* message from a specific player.
**/
- void sendError(int error, const TQByteArray& message, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ void sendError(int error, const TQByteArray& message, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* Are we still offer offering server connections - only for game MASTER
@@ -265,29 +266,29 @@ public:
* @return true if worked
**/
// AB: TODO: doc on how "receiver" and "sender" should be created!
- bool sendMessage(const TQByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQByteArray& buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
**/
- bool sendMessage(const TQDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
**/
- bool sendMessage(const TQString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQString& msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
**/
- bool sendMessage(int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
/**
* Called by ReceiveNetworkTransmission(). Will be overwritten by
* KGame and handle the incoming message.
**/
- virtual void networkTransmission(TQDataStream&, int, Q_UINT32, Q_UINT32, Q_UINT32 clientID) = 0;
+ virtual void networkTransmission(TQDataStream&, int, TQ_UINT32, TQ_UINT32, TQ_UINT32 clientID) = 0;
/**
@@ -304,7 +305,7 @@ public:
* @param clientID the ID of the new ADMIN (note: this is the _client_ID
* which has nothing to do with the player IDs. See KMessageServer)
**/
- void electAdmin(Q_UINT32 clientID);
+ void electAdmin(TQ_UINT32 clientID);
/**
* Don't use this unless you really know what youre doing! You might
@@ -321,13 +322,13 @@ public:
* experience some strange behaviour if you use the message server directly!
*
* @return a pointer to the message server if this is the MASTER KGame
- * object. Note that it might be possible that no KGame object contains
+ * object. Note that it might be possible that no KGame object tqcontains
* the KMessageServer at all! It might even run stand alone!
**/
KMessageServer* messageServer() const;
/**
- * You should call this before doing thigs like, e.g. qApp->processEvents().
+ * You should call this before doing thigs like, e.g. tqApp->processEvents().
* Don't forget to call unlock once you are done!
*
* @see KMessageClient::lock
@@ -362,7 +363,7 @@ signals:
*
* @param clientID the ID of the newly connected client
**/
- void signalClientConnected(Q_UINT32 clientID);
+ void signalClientConnected(TQ_UINT32 clientID);
/**
* This signal is emitted whenever the KMessageServer sends us a message
@@ -375,7 +376,7 @@ signals:
* @param broken true if the connection was lost because of a network error, false
* if the connection was closed by the message server admin.
*/
- void signalClientDisconnected(Q_UINT32 clientID, bool broken);
+ void signalClientDisconnected(TQ_UINT32 clientID, bool broken);
/**
* This client gets or loses the admin status.
@@ -401,7 +402,7 @@ protected slots:
* If it is valid, the pure virtual method networkTransmission() is called.
* (This one is overwritten in KGame.)
**/
- void receiveNetworkTransmission(const TQByteArray& a, Q_UINT32 clientID);
+ void receiveNetworkTransmission(const TQByteArray& a, TQ_UINT32 clientID);
/**
* This KGame object receives or loses the admin status.
@@ -413,7 +414,7 @@ protected slots:
* Called when the network connection is about to terminate. Is used
* to store the network parameter like the game id
*/
- void aboutToLoseConnection(Q_UINT32 id);
+ void aboutToLoseConnection(TQ_UINT32 id);
/**
* Called when the network connection is terminated. Used to clean