diff options
Diffstat (limited to 'libkdegames/kgame/COMPAT')
-rw-r--r-- | libkdegames/kgame/COMPAT | 55 |
1 files changed, 0 insertions, 55 deletions
diff --git a/libkdegames/kgame/COMPAT b/libkdegames/kgame/COMPAT deleted file mode 100644 index 4551c679..00000000 --- a/libkdegames/kgame/COMPAT +++ /dev/null @@ -1,55 +0,0 @@ -06.09.2001: replace the signal signalCreatePlayer by the virtual function - createPlayer. It has the same arguments but the return value - is the new player -06.09.2001: the KGameConfig dialog changes the parameter initConfigs from bool - to long. Use the ConfigOptions to specify what options you want - to have enabled. Default is all -06.09.2001: some int->Q_UINT32 in sender, receiver and player parameters. maybe - more will follow. -06.09.2001: KGameIO::signalPrepareMove(..., bool&) -> - KGameIO::signalPrepareMove(..., bool*): don't know why this was - necessary but it didn't work anymore... -16.09.2001: KGamePropertyHandler uses bool* for the sent parameter now. This is - because QT3 obviously doesn't honor referneces in Q_SIGNALS/Q_SLOTS. - This might even be a QT bug. Bad situation - we use references - everywhere in KGame... hope nothing else is affecterd by this - problem (signalPrepareMove was fixed already by me) -18.09.2001: bool* for Key/Mouseevents and IOAdded in kgameio.h too -19.09.2001: Kgame:nextPlayer retunrs the KPlayer *nextplayer instead of bool -19.09.2001: gameOver() renamed to checkGameOver() !!!!! -18.09.2001: Question: Should the signal signalPlayerInput(QDataStream &,KPlayer *)) - be made a virtual function? - MH: This is done now. As this is a central function your programs will - not run anymore. Fix: rename your slot which is connected to the above - signal to playerInput() and return TRUE in it. This will make it 100% - compatible to the old version. I think this chagne is necessary especially - as a signal is of no use here as you cannot read twice from the same stream. - Therefore there can be only one function processing the input. If you really - need a signal, you can of course simply emit it in the overwritten playerInput - function -20.09.2001 playerInputFinished(void->KPlayer *) ---------------------- KGAME_ALPHA_1 --------------------- -06.10.2001 adding KGameNetwork::signalAdminStatusChanged - needed for - KGameDialog -06.10.2001 KGame::loadGame() doesn't call setPolicy() anymore! -08.10.2001 KGamePropertyList now honor policies! Use setPolicy(PolicyDirty) to - get the old behavior! - The behavior of KGamePropertyArray may have changed in this turn, - too! - The API stays the same. -11.10.2001 KGameDialogGeneralConfig now doesn't provide setMin/maxPlayers() - anymore. The game should manage this internally. tqlayout() is - obsolete as well -18.10.2001 KPlayer::signalNetworkData contained QDataStream& instead of const - QByteArray& parameter (oops!). This is fixed now. All apps which - used this signal must be changed. -18.10.2001 KGame::sendProperty(), KGame::sendPlayerProperty(), - KPlayer::sendProperty() and related functions contain a "int msgid" - parameter. This is the id() of the property handler. This parameter - enables us to easily add any number of property handler to a game - just by connecting it to existing send Q_SLOTS and call - processMessage() in slotNetworkData() -03.11.2001 KPlayer::signalNetworkData now emits msgid-KGameMessage::IdUser just - like KGame::signalNetworkData does -06.11.2001 KGameDialog has some small improvements - easier and IMHO better - constructor code. Most code should be compatible :-) |