diff options
Diffstat (limited to 'libkdegames/kgame/kgamepropertyhandler.h')
-rw-r--r-- | libkdegames/kgame/kgamepropertyhandler.h | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/libkdegames/kgame/kgamepropertyhandler.h b/libkdegames/kgame/kgamepropertyhandler.h index 6147c071..ec7fec06 100644 --- a/libkdegames/kgame/kgamepropertyhandler.h +++ b/libkdegames/kgame/kgamepropertyhandler.h @@ -21,8 +21,8 @@ #ifndef __KGAMEPROPERTYHANDLER_H_ #define __KGAMEPROPERTYHANDLER_H_ -#include <qobject.h> -#include <qintdict.h> +#include <tqobject.h> +#include <tqintdict.h> #include "kgameproperty.h" #include <kdemacros.h> @@ -63,7 +63,7 @@ class KGamePropertyHandlerPrivate; // wow - what a name ;-) * * A KGamePropertyHandler is also used - indirectly using emitSignal - to * emit a signal when the value of a property changes. This is done this way - * because a KGameProperty does not inherit QObject because of memory + * because a KGameProperty does not inherit TQObject because of memory * advantages. Many games can have dozens or even hundreds of KGameProperty * objects so every additional variable in KGameProperty would be * multiplied. @@ -80,14 +80,14 @@ public: * You have to call registerHandler before you can use this * handler! **/ - KGamePropertyHandler(QObject* parent = 0); + KGamePropertyHandler(TQObject* parent = 0); /** * Construct a registered handler. * * @see registerHandler **/ - KGamePropertyHandler(int id, const QObject* receiver, const char* sendf, const char* emitf, QObject* parent = 0); + KGamePropertyHandler(int id, const TQObject* receiver, const char* sendf, const char* emitf, TQObject* parent = 0); ~KGamePropertyHandler(); /** @@ -101,7 +101,7 @@ public: * @param send A slot that is being connected to signalSendMessage * @param emit A slot that is being connected to signalPropertyChanged **/ - void registerHandler(int id, const QObject *receiver, const char * send, const char *emit); + void registerHandler(int id, const TQObject *receiver, const char * send, const char *emit); /** * Main message process function. This has to be called by @@ -118,7 +118,7 @@ public: * @param isSender Whether the receiver is also the sender * @return true on message processed otherwise false **/ - bool processMessage(QDataStream &stream, int id, bool isSender ); + bool processMessage(TQDataStream &stream, int id, bool isSender ); /** * @return the id of the handler @@ -132,7 +132,7 @@ public: * propertyName. This is used for debugging, e.g. in KGameDebugDialog * @return true on success **/ - bool addProperty(KGamePropertyBase *data, QString name=0); + bool addProperty(KGamePropertyBase *data, TQString name=0); /** * Removes a property from the handler @@ -156,7 +156,7 @@ public: * @param stream the datastream to load from * @return true on success otherwise false **/ - virtual bool load(QDataStream &stream); + virtual bool load(TQDataStream &stream); /** * Saves properties into the datastream @@ -164,14 +164,14 @@ public: * @param stream the datastream to save to * @return true on success otherwise false **/ - virtual bool save(QDataStream &stream); + virtual bool save(TQDataStream &stream); /** * called by a property to send itself into the * datastream. This call is simply forwarded to * the parent object **/ - bool sendProperty(QDataStream &s); + bool sendProperty(TQDataStream &s); void sendLocked(bool l); @@ -188,7 +188,7 @@ public: * depend on this function! It it possible not to provide a name or to * provide the same name for multiple properties! **/ - QString propertyName(int id) const; + TQString propertyName(int id) const; /** * @param id The ID of the property. See KGamePropertyBase::id @@ -277,13 +277,13 @@ public: /** * Reference to the internal dictionary **/ - QIntDict<KGamePropertyBase> &dict() const; + TQIntDict<KGamePropertyBase> &dict() const; /** - * In several situations you just want to have a QString of a + * In several situations you just want to have a TQString of a * KGameProperty object. This is the case in the * KGameDebugDialog where the value of all properties is displayed. This - * function will provide you with such a QString for all the types + * function will provide you with such a TQString for all the types * used inside of all KGame classes. If you have a non-standard * property (probably a self defined class or something like this) you * also need to connect to signalRequestValue to make this function @@ -291,7 +291,7 @@ public: * @param property Return the value of this KGameProperty * @return The value of a KGameProperty **/ - QString propertyValue(KGamePropertyBase* property); + TQString propertyValue(KGamePropertyBase* property); /** @@ -320,20 +320,20 @@ signals: * @param sent set this to true if the property was sent successfully - * otherwise don't touch **/ - void signalSendMessage(int msgid, QDataStream &, bool* sent); // AB shall we change bool* into bool& again? + void signalSendMessage(int msgid, TQDataStream &, bool* sent); // AB shall we change bool* into bool& again? /** * If you call propertyValue with a non-standard KGameProperty * it is possible that the value cannot automatically be converted into a - * QString. Then this signal is emitted and asks you to provide the + * TQString. Then this signal is emitted and asks you to provide the * correct value. You probably want to use something like this to achieve * this: * \code * #include <typeinfo> - * void slotRequestValue(KGamePropertyBase* p, QString& value) + * void slotRequestValue(KGamePropertyBase* p, TQString& value) * { * if (*(p->typeinfo()) == typeid(MyType) { - * value = QString(((KGameProperty<MyType>*)p)->value()); + * value = TQString(((KGameProperty<MyType>*)p)->value()); * } * } * \endcode @@ -341,7 +341,7 @@ signals: * @param property The KGamePropertyBase the value is requested for * @param value The value of this property. You have to set this. **/ - void signalRequestValue(KGamePropertyBase* property, QString& value); + void signalRequestValue(KGamePropertyBase* property, TQString& value); private: void init(); |