diff options
Diffstat (limited to 'libkdegames/kgame/kgameproperty.h')
-rw-r--r-- | libkdegames/kgame/kgameproperty.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h index c5f35997..f02c4db0 100644 --- a/libkdegames/kgame/kgameproperty.h +++ b/libkdegames/kgame/kgameproperty.h @@ -125,8 +125,8 @@ public: **/ KGamePropertyBase(int id, KGamePropertyHandler* owner); - KGamePropertyBase(int id, KGame* tqparent); - KGamePropertyBase(int id, KPlayer* tqparent); + KGamePropertyBase(int id, KGame* parent); + KGamePropertyBase(int id, KPlayer* parent); /** * Creates a KGamePropertyBase object without an owner. Remember to call @@ -344,7 +344,7 @@ protected: bool sendProperty(const TQByteArray& b); /** - * Causes the tqparent object to emit a signal on value change + * Causes the parent object to emit a signal on value change **/ void emitSignal(); @@ -413,7 +413,7 @@ private: * property. This is achieved by using send to change the value of the * property. send needs a running KMessageServer and therefore * <em>MUST</em> be plugged into a KGamePropertyHandler using either - * registerData or the constructor. The tqparent of the dataHandler must be able + * registerData or the constructor. The parent of the dataHandler must be able * to send messages (see above: the message server must be running). If you use * send to change the value of a property you won't see the effect * immediately: The new value is first transferred to the message server which @@ -588,12 +588,12 @@ public: * @param id The id of this property. <em>MUST be UNITQUE</em>! Used to send and * receive changes in the property of the playere automatically via * network. - * @param owner The tqparent of the object. Must be a KGame which manages + * @param owner The parent of the object. Must be a KGame which manages * the changes made to this object, i.e. which will send the new data. * Note that in contrast to most KDE/QT classes KGameProperty objects * are <em>not</em> deleted automatically! **/ -// TODO: ID: Very ugly - better use something like tqparent()->propertyId() or so which assigns a free id automatically. +// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically. KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); } /** @@ -651,7 +651,7 @@ public: * \endcode * as myProperty has not yet been set when doSomething is being called. * - * You are informed about a value change by a singal from the tqparent of + * You are informed about a value change by a singal from the parent of * the property which can be deactivated by setEmittingSignal because of * performance (you probably don't have to deactivate it - except you * want to write a real-time game like Command&Conquer with a lot of |