summaryrefslogtreecommitdiffstats
path: root/libtdegames/kstdgameaction.h
diff options
context:
space:
mode:
authorTimothy Pearson <[email protected]>2013-02-01 15:12:46 -0600
committerTimothy Pearson <[email protected]>2013-02-01 15:12:46 -0600
commit58a97ed3af5e4df6c4a58d043b0c267bd97056a9 (patch)
tree5a2fde6842fd422cae2d8670d382be965098cc32 /libtdegames/kstdgameaction.h
parent2ce15ee76fd2d9d18a63c035a0f5b00b94c60cdc (diff)
downloadtdegames-58a97ed3af5e4df6c4a58d043b0c267bd97056a9.tar.gz
tdegames-58a97ed3af5e4df6c4a58d043b0c267bd97056a9.zip
Rename a number of classes to enhance compatibility with KDE4
Diffstat (limited to 'libtdegames/kstdgameaction.h')
-rw-r--r--libtdegames/kstdgameaction.h110
1 files changed, 55 insertions, 55 deletions
diff --git a/libtdegames/kstdgameaction.h b/libtdegames/kstdgameaction.h
index 8b408b74..f0d809b2 100644
--- a/libtdegames/kstdgameaction.h
+++ b/libtdegames/kstdgameaction.h
@@ -21,12 +21,12 @@
#ifndef KSTDGAMEACTION_H
#define KSTDGAMEACTION_H
-class KAction;
-class KToggleAction;
+class TDEAction;
+class TDEToggleAction;
class TQObject;
-class KActionCollection;
-class KRecentFilesAction;
-class KSelectAction;
+class TDEActionCollection;
+class TDERecentFilesAction;
+class TDESelectAction;
#include <kdemacros.h>
//-----------------------------------------------------------------------------
@@ -77,16 +77,16 @@ public:
* KStdAction::StdAction enum.
* @since 3.2
*/
- static KAction* create( StdGameAction id, const char *name,
+ static TDEAction* create( StdGameAction id, const char *name,
const TQObject *recvr, const char *slot,
- KActionCollection* parent );
+ TDEActionCollection* parent );
/**
* @since 3.2
*/
- static KAction* create( StdGameAction id,
+ static TDEAction* create( StdGameAction id,
const TQObject *recvr, const char *slot,
- KActionCollection* parent )
+ TDEActionCollection* parent )
{ return create( id, 0, recvr, slot, parent ); }
@@ -95,8 +95,8 @@ public:
* KStdGameAction::StdGameAction enum.
* @deprecated
*/
- static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
- const char *slot = 0, KActionCollection *parent = 0,
+ static TDEAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
+ const char *slot = 0, TDEActionCollection *parent = 0,
const char *name = 0L );
/**
@@ -114,147 +114,147 @@ public:
/**
* Start a new game
**/
- static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Load a previousely saved game
*/
- static KAction *load(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *load(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Load a recently loaded game.
*/
- static KRecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDERecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game.
*/
- static KAction *save(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *save(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game under a different filename.
*/
- static KAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Pause the game
**/
- static KToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Show the highscores.
*/
- static KAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* End the current game, but do not quit the program. Think of a "close"
* entry.
*/
- static KAction *end(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *end(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *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 TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *print(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Quit the game.
*/
- static KAction *quit(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *quit(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Repeat the last move.
**/
- static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Undo the last move
**/
- static KAction *undo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *undo(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Redo the last move (which has been undone)
**/
- static KAction *redo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *redo(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Roll die or dice
**/
- static KAction *roll(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *roll(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* End the current turn (not the game). Usually to let the next player
* start
**/
- static KAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure carddecks dialog.
*/
- static KAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure highscores dialog.
* @since 3.2
*/
- static KAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Give an advice/hint.
* @since 3.2
*/
- static KAction *hint(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *hint(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Show a demo.
* @since 3.2
*/
- static KToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Solve the game.
* @since 3.2
*/
- static KAction *solve(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *solve(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Choose game type.
* @since 3.2
*/
- static KSelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDESelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Restart game.
* @since 3.2
*/
- static KAction *restart(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ static TDEAction *restart(const TQObject *recvr = 0, const char *slot = 0,
+ TDEActionCollection *parent = 0, const char *name = 0L );
};