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author | tpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2010-07-31 19:42:31 +0000 |
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committer | tpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2010-07-31 19:42:31 +0000 |
commit | 576eb4299a00bc053db35414406f46372a0f70f2 (patch) | |
tree | 4c030922d533821db464af566188e7d40cc8848c /libkdegames/kstdgameaction.h | |
parent | 0718336b6017d1a4fc1d626544180a5a2a29ddec (diff) | |
download | tdegames-576eb4299a00bc053db35414406f46372a0f70f2.tar.gz tdegames-576eb4299a00bc053db35414406f46372a0f70f2.zip |
Trinity Qt initial conversion
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1157643 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kstdgameaction.h')
-rw-r--r-- | libkdegames/kstdgameaction.h | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/libkdegames/kstdgameaction.h b/libkdegames/kstdgameaction.h index a38082af..dd653165 100644 --- a/libkdegames/kstdgameaction.h +++ b/libkdegames/kstdgameaction.h @@ -78,14 +78,14 @@ public: * @since 3.2 */ static KAction* create( StdGameAction id, const char *name, - const QObject *recvr, const char *slot, + const TQObject *recvr, const char *slot, KActionCollection* parent ); /** * @since 3.2 */ static KAction* create( StdGameAction id, - const QObject *recvr, const char *slot, + const TQObject *recvr, const char *slot, KActionCollection* parent ) { return create( id, 0, recvr, slot, parent ); } @@ -95,7 +95,7 @@ public: * KStdGameAction::StdGameAction enum. * @deprecated */ - static KAction *action(StdGameAction act_enum, const QObject *recvr = 0, + static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); @@ -114,43 +114,43 @@ public: /** * Start a new game **/ - static KAction *gameNew(const QObject *recvr = 0, const char *slot = 0, + static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Load a previousely saved game */ - static KAction *load(const QObject *recvr = 0, const char *slot = 0, + static KAction *load(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Load a recently loaded game. */ - static KRecentFilesAction *loadRecent(const QObject *recvr = 0, const char *slot = 0, + static KRecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Save the current game. */ - static KAction *save(const QObject *recvr = 0, const char *slot = 0, + static KAction *save(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Save the current game under a different filename. */ - static KAction *saveAs(const QObject *recvr = 0, const char *slot = 0, + static KAction *saveAs(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Pause the game **/ - static KToggleAction *pause(const QObject *recvr = 0, const char *slot = 0, + static KToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Show the highscores. */ - static KAction *highscores(const QObject *recvr = 0, const char *slot = 0, + static KAction *highscores(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); @@ -158,20 +158,20 @@ public: * End the current game, but do not quit the program. Think of a "close" * entry. */ - static KAction *end(const QObject *recvr = 0, const char *slot = 0, + static KAction *end(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Print the current screen? Game? Whatever - hardly used in games but there * is at least one example (ktuberling) */ - static KAction *print(const QObject *recvr = 0, const char *slot = 0, + static KAction *print(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Quit the game. */ - static KAction *quit(const QObject *recvr = 0, const char *slot = 0, + static KAction *quit(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); @@ -179,81 +179,81 @@ public: /** * Repeat the last move. **/ - static KAction *repeat(const QObject *recvr = 0, const char *slot = 0, + static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Undo the last move **/ - static KAction *undo(const QObject *recvr = 0, const char *slot = 0, + static KAction *undo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Redo the last move (which has been undone) **/ - static KAction *redo(const QObject *recvr = 0, const char *slot = 0, + static KAction *redo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Roll die or dice **/ - static KAction *roll(const QObject *recvr = 0, const char *slot = 0, + static KAction *roll(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * End the current turn (not the game). Usually to let the next player * start **/ - static KAction *endTurn(const QObject *recvr = 0, const char *slot = 0, + static KAction *endTurn(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Display configure carddecks dialog. */ - static KAction *carddecks(const QObject *recvr = 0, const char *slot = 0, + static KAction *carddecks(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Display configure highscores dialog. * @since 3.2 */ - static KAction *configureHighscores(const QObject *recvr = 0, const char *slot = 0, + static KAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Give an advice/hint. * @since 3.2 */ - static KAction *hint(const QObject *recvr = 0, const char *slot = 0, + static KAction *hint(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Show a demo. * @since 3.2 */ - static KToggleAction *demo(const QObject *recvr = 0, const char *slot = 0, + static KToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Solve the game. * @since 3.2 */ - static KAction *solve(const QObject *recvr = 0, const char *slot = 0, + static KAction *solve(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Choose game type. * @since 3.2 */ - static KSelectAction *chooseGameType(const QObject *recvr = 0, const char *slot = 0, + static KSelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Restart game. * @since 3.2 */ - static KAction *restart(const QObject *recvr = 0, const char *slot = 0, + static KAction *restart(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); }; |