summaryrefslogtreecommitdiffstats
path: root/libkdegames/kgame/COMPAT
diff options
context:
space:
mode:
Diffstat (limited to 'libkdegames/kgame/COMPAT')
-rw-r--r--libkdegames/kgame/COMPAT55
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 :-)