summaryrefslogtreecommitdiffstats
path: root/doc/html/tutorial1-13.html
diff options
context:
space:
mode:
Diffstat (limited to 'doc/html/tutorial1-13.html')
-rw-r--r--doc/html/tutorial1-13.html16
1 files changed, 8 insertions, 8 deletions
diff --git a/doc/html/tutorial1-13.html b/doc/html/tutorial1-13.html
index 102d237b4..4e92f4642 100644
--- a/doc/html/tutorial1-13.html
+++ b/doc/html/tutorial1-13.html
@@ -256,15 +256,15 @@ class, which was last seen as MyWidget.
constructor to use it. (The <em>good</em> programmers at Trolltech never
forget this, but I do. Caveat programmor - if "programmor" is Latin,
at least. Anyway, back to the code.)
-<p> <pre> <a href="ntqobject.html#connect">connect</a>( cannonField, SIGNAL(hit()),
- this, SLOT(hit()) );
- <a href="ntqobject.html#connect">connect</a>( cannonField, SIGNAL(missed()),
- this, SLOT(missed()) );
+<p> <pre> <a href="ntqobject.html#connect">connect</a>( cannonField, TQ_SIGNAL(hit()),
+ this, TQ_SLOT(hit()) );
+ <a href="ntqobject.html#connect">connect</a>( cannonField, TQ_SIGNAL(missed()),
+ this, TQ_SLOT(missed()) );
</pre>
<p> This time we want to do something when the shot has hit or missed the
target. Thus we connect the hit() and missed() signals of the
CannonField to two protected slots with the same names in this class.
-<p> <pre> <a href="ntqobject.html#connect">connect</a>( shoot, SIGNAL(<a href="ntqbutton.html#clicked">clicked</a>()), SLOT(fire()) );
+<p> <pre> <a href="ntqobject.html#connect">connect</a>( shoot, TQ_SIGNAL(<a href="ntqbutton.html#clicked">clicked</a>()), TQ_SLOT(fire()) );
</pre>
<p> Previously we connected the Shoot button's clicked() signal directly
to the CannonField's shoot() slot. This time we want to keep track of
@@ -272,8 +272,8 @@ the number of shots fired, so we connect it to a protected slot in
this class instead.
<p> Notice how easy it is to change the behavior of a program when you are
working with self-contained components.
-<p> <pre> <a href="ntqobject.html#connect">connect</a>( cannonField, SIGNAL(canShoot(bool)),
- <a name="x2416"></a> shoot, SLOT(<a href="ntqwidget.html#setEnabled">setEnabled</a>(bool)) );
+<p> <pre> <a href="ntqobject.html#connect">connect</a>( cannonField, TQ_SIGNAL(canShoot(bool)),
+ <a name="x2416"></a> shoot, TQ_SLOT(<a href="ntqwidget.html#setEnabled">setEnabled</a>(bool)) );
</pre>
<p> We also use the cannonField's canShoot() signal to enable or disable
the Shoot button appropriately.
@@ -281,7 +281,7 @@ the Shoot button appropriately.
= new <a href="ntqpushbutton.html">TQPushButton</a>( "&amp;New Game", this, "newgame" );
restart-&gt;setFont( TQFont( "Times", 18, TQFont::Bold ) );
- <a href="ntqobject.html#connect">connect</a>( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
+ <a href="ntqobject.html#connect">connect</a>( restart, TQ_SIGNAL(clicked()), this, TQ_SLOT(newGame()) );
</pre>
<p> We create, set up, and connect the New Game button as we have done
with the other buttons. Clicking this button will activate the