summaryrefslogtreecommitdiffstats
path: root/libkdegames/kstdgameaction.h
diff options
context:
space:
mode:
Diffstat (limited to 'libkdegames/kstdgameaction.h')
-rw-r--r--libkdegames/kstdgameaction.h50
1 files changed, 25 insertions, 25 deletions
diff --git a/libkdegames/kstdgameaction.h b/libkdegames/kstdgameaction.h
index a38082af..dd653165 100644
--- a/libkdegames/kstdgameaction.h
+++ b/libkdegames/kstdgameaction.h
@@ -78,14 +78,14 @@ public:
* @since 3.2
*/
static KAction* create( StdGameAction id, const char *name,
- const QObject *recvr, const char *slot,
+ const TQObject *recvr, const char *slot,
KActionCollection* parent );
/**
* @since 3.2
*/
static KAction* create( StdGameAction id,
- const QObject *recvr, const char *slot,
+ const TQObject *recvr, const char *slot,
KActionCollection* parent )
{ return create( id, 0, recvr, slot, parent ); }
@@ -95,7 +95,7 @@ public:
* KStdGameAction::StdGameAction enum.
* @deprecated
*/
- static KAction *action(StdGameAction act_enum, const QObject *recvr = 0,
+ static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
const char *slot = 0, KActionCollection *parent = 0,
const char *name = 0L );
@@ -114,43 +114,43 @@ public:
/**
* Start a new game
**/
- static KAction *gameNew(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Load a previousely saved game
*/
- static KAction *load(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *load(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Load a recently loaded game.
*/
- static KRecentFilesAction *loadRecent(const QObject *recvr = 0, const char *slot = 0,
+ static KRecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game.
*/
- static KAction *save(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *save(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game under a different filename.
*/
- static KAction *saveAs(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Pause the game
**/
- static KToggleAction *pause(const QObject *recvr = 0, const char *slot = 0,
+ static KToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Show the highscores.
*/
- static KAction *highscores(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
@@ -158,20 +158,20 @@ public:
* End the current game, but do not quit the program. Think of a "close"
* entry.
*/
- static KAction *end(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *end(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *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 QObject *recvr = 0, const char *slot = 0,
+ static KAction *print(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Quit the game.
*/
- static KAction *quit(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *quit(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
@@ -179,81 +179,81 @@ public:
/**
* Repeat the last move.
**/
- static KAction *repeat(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Undo the last move
**/
- static KAction *undo(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *undo(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Redo the last move (which has been undone)
**/
- static KAction *redo(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *redo(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Roll die or dice
**/
- static KAction *roll(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *roll(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* End the current turn (not the game). Usually to let the next player
* start
**/
- static KAction *endTurn(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure carddecks dialog.
*/
- static KAction *carddecks(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure highscores dialog.
* @since 3.2
*/
- static KAction *configureHighscores(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Give an advice/hint.
* @since 3.2
*/
- static KAction *hint(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *hint(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Show a demo.
* @since 3.2
*/
- static KToggleAction *demo(const QObject *recvr = 0, const char *slot = 0,
+ static KToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Solve the game.
* @since 3.2
*/
- static KAction *solve(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *solve(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Choose game type.
* @since 3.2
*/
- static KSelectAction *chooseGameType(const QObject *recvr = 0, const char *slot = 0,
+ static KSelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
/**
* Restart game.
* @since 3.2
*/
- static KAction *restart(const QObject *recvr = 0, const char *slot = 0,
+ static KAction *restart(const TQObject *recvr = 0, const char *slot = 0,
KActionCollection *parent = 0, const char *name = 0L );
};