Replace various '#define' strings - part 6

Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
pull/30/head
Michele Calgaro 4 months ago
parent 2d872f6fb6
commit 7909152750
Signed by: MicheleC
GPG Key ID: 2A75B7CA8ADED5CF

@ -67,12 +67,12 @@
LogTextEdit::LogTextEdit( TQWidget *parent, const char *name ) : TQTextEdit( parent, name )
{
#ifdef KDE_3_2_FEATURES
m_clear = KStdAction::clear( TQT_TQOBJECT(this), TQT_SLOT( clear() ), 0 );
m_clear = KStdAction::clear( this, TQT_SLOT( clear() ), 0 );
#else
m_clear = new TDEAction( i18n("Clear"), "clear", NULL, TQT_TQOBJECT(this), TQT_SLOT( clear() ), static_cast<TDEActionCollection *>(0), "clear" );
m_clear = new TDEAction( i18n("Clear"), "clear", NULL, this, TQT_SLOT( clear() ), static_cast<TDEActionCollection *>(0), "clear" );
#endif
m_selectAll = KStdAction::selectAll( TQT_TQOBJECT(this), TQT_SLOT( selectAll() ), 0 );
m_copy = KStdAction::copy( TQT_TQOBJECT(this), TQT_SLOT( copy() ), 0 );
m_selectAll = KStdAction::selectAll( this, TQT_SLOT( selectAll() ), 0 );
m_copy = KStdAction::copy( this, TQT_SLOT( copy() ), 0 );
}
LogTextEdit::~LogTextEdit()
@ -103,12 +103,12 @@ Atlantik::Atlantik ()
// Toolbar: Game
// KStdGameAction::gameNew(this, TQT_SLOT(slotNewGame()), actionCollection(), "game_new");
m_showEventLog = new TDEAction(i18n("Show Event &Log")/*, "atlantik_showeventlog"*/, CTRL+Key_L, TQT_TQOBJECT(this), TQT_SLOT(showEventLog()), actionCollection(), "showeventlog");
KStdGameAction::quit(TQT_TQOBJECT(kapp), TQT_SLOT(closeAllWindows()), actionCollection(), "game_quit");
m_showEventLog = new TDEAction(i18n("Show Event &Log")/*, "atlantik_showeventlog"*/, CTRL+Key_L, this, TQT_SLOT(showEventLog()), actionCollection(), "showeventlog");
KStdGameAction::quit(kapp, TQT_SLOT(closeAllWindows()), actionCollection(), "game_quit");
// Toolbar: Settings
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(slotConfigure()), actionCollection());
KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(configureNotifications()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(slotConfigure()), actionCollection());
KStdAction::configureNotifications(this, TQT_SLOT(configureNotifications()), actionCollection());
// Initialize pointers to 0L
m_configDialog = 0;
@ -120,29 +120,29 @@ Atlantik::Atlantik ()
m_atlantikNetwork = 0;
// Game and network core
m_atlanticCore = new AtlanticCore(TQT_TQOBJECT(this), "atlanticCore");
connect(m_atlanticCore, TQT_SIGNAL(createGUI(Player *)), TQT_TQOBJECT(this), TQT_SLOT(newPlayer(Player *)));
connect(m_atlanticCore, TQT_SIGNAL(removeGUI(Player *)), TQT_TQOBJECT(this), TQT_SLOT(removeGUI(Player *)));
connect(m_atlanticCore, TQT_SIGNAL(createGUI(Trade *)), TQT_TQOBJECT(this), TQT_SLOT(newTrade(Trade *)));
connect(m_atlanticCore, TQT_SIGNAL(removeGUI(Trade *)), TQT_TQOBJECT(this), TQT_SLOT(removeGUI(Trade *)));
m_atlanticCore = new AtlanticCore(this, "atlanticCore");
connect(m_atlanticCore, TQT_SIGNAL(createGUI(Player *)), this, TQT_SLOT(newPlayer(Player *)));
connect(m_atlanticCore, TQT_SIGNAL(removeGUI(Player *)), this, TQT_SLOT(removeGUI(Player *)));
connect(m_atlanticCore, TQT_SIGNAL(createGUI(Trade *)), this, TQT_SLOT(newTrade(Trade *)));
connect(m_atlanticCore, TQT_SIGNAL(removeGUI(Trade *)), this, TQT_SLOT(removeGUI(Trade *)));
initEventLog();
initNetworkObject();
// Menu,toolbar: Move
m_roll = KStdGameAction::roll(TQT_TQOBJECT(this), TQT_SIGNAL(rollDice()), actionCollection());
m_roll = KStdGameAction::roll(this, TQT_SIGNAL(rollDice()), actionCollection());
m_roll->setEnabled(false);
m_buyEstate = new TDEAction(i18n("&Buy"), "atlantik_buy_estate", CTRL+Key_B, TQT_TQOBJECT(this), TQT_SIGNAL(buyEstate()), actionCollection(), "buy_estate");
m_buyEstate = new TDEAction(i18n("&Buy"), "atlantik_buy_estate", CTRL+Key_B, this, TQT_SIGNAL(buyEstate()), actionCollection(), "buy_estate");
m_buyEstate->setEnabled(false);
m_auctionEstate = new TDEAction(i18n("&Auction"), "auction", CTRL+Key_A, TQT_TQOBJECT(this), TQT_SIGNAL(auctionEstate()), actionCollection(), "auction");
m_auctionEstate = new TDEAction(i18n("&Auction"), "auction", CTRL+Key_A, this, TQT_SIGNAL(auctionEstate()), actionCollection(), "auction");
m_auctionEstate->setEnabled(false);
m_endTurn = KStdGameAction::endTurn(TQT_TQOBJECT(this), TQT_SIGNAL(endTurn()), actionCollection());
m_endTurn = KStdGameAction::endTurn(this, TQT_SIGNAL(endTurn()), actionCollection());
m_endTurn->setEnabled(false);
m_jailCard = new TDEAction(i18n("Use Card to Leave Jail")/*, "atlantik_move_jail_card"*/, 0, TQT_TQOBJECT(this), TQT_SIGNAL(jailCard()), actionCollection(), "move_jailcard");
m_jailCard = new TDEAction(i18n("Use Card to Leave Jail")/*, "atlantik_move_jail_card"*/, 0, this, TQT_SIGNAL(jailCard()), actionCollection(), "move_jailcard");
m_jailCard->setEnabled(false);
m_jailPay = new TDEAction(i18n("&Pay to Leave Jail"), "jail_pay", CTRL+Key_P, TQT_TQOBJECT(this), TQT_SIGNAL(jailPay()), actionCollection(), "move_jailpay");
m_jailPay = new TDEAction(i18n("&Pay to Leave Jail"), "jail_pay", CTRL+Key_P, this, TQT_SIGNAL(jailPay()), actionCollection(), "move_jailpay");
m_jailPay->setEnabled(false);
m_jailRoll = new TDEAction(i18n("Roll to Leave &Jail")/*, "atlantik_move_jail_roll"*/, CTRL+Key_J, TQT_TQOBJECT(this), TQT_SIGNAL(jailRoll()), actionCollection(), "move_jailroll");
m_jailRoll = new TDEAction(i18n("Roll to Leave &Jail")/*, "atlantik_move_jail_roll"*/, CTRL+Key_J, this, TQT_SIGNAL(jailRoll()), actionCollection(), "move_jailroll");
m_jailRoll->setEnabled(false);
// Mix code and XML into GUI
@ -150,7 +150,7 @@ Atlantik::Atlantik ()
applyMainWindowSettings( TDEGlobal::config(), "AtlantikMainWindow" );
TDEMainWindow::statusBar()->insertItem("Atlantik " ATLANTIK_VERSION_STRING, 0);
TDEMainWindow::statusBar()->insertItem(TQString(), 1);
connect(statusBar(), TQT_SIGNAL(released(int)), TQT_TQOBJECT(this), TQT_SLOT(statusBarClick(int)));
connect(statusBar(), TQT_SIGNAL(released(int)), this, TQT_SLOT(statusBarClick(int)));
// Main widget, containing all others
m_mainWidget = new TQWidget(this, "main");
@ -192,7 +192,7 @@ Atlantik::Atlantik ()
m_serverMsgs->setFocusProxy(m_input);
connect(m_input, TQT_SIGNAL(returnPressed()), TQT_TQOBJECT(this), TQT_SLOT(slotSendMsg()));
connect(m_input, TQT_SIGNAL(returnPressed()), this, TQT_SLOT(slotSendMsg()));
// Set stretching where we want it.
m_mainLayout->setRowStretch(1, 1); // make m_board+m_serverMsgs stretch vertically, not the rest
@ -253,8 +253,8 @@ void Atlantik::newPlayer(Player *player)
// we'd better force an update.
playerChanged(player);
connect(player, TQT_SIGNAL(changed(Player *)), TQT_TQOBJECT(this), TQT_SLOT(playerChanged(Player *)));
connect(player, TQT_SIGNAL(gainedTurn()), TQT_TQOBJECT(this), TQT_SLOT(gainedTurn()));
connect(player, TQT_SIGNAL(changed(Player *)), this, TQT_SLOT(playerChanged(Player *)));
connect(player, TQT_SIGNAL(gainedTurn()), this, TQT_SLOT(gainedTurn()));
connect(player, TQT_SIGNAL(changed(Player *)), m_board, TQT_SLOT(playerChanged(Player *)));
KNotifyClient::event(winId(), "newplayer");
@ -315,7 +315,7 @@ void Atlantik::showSelectServer()
initNetworkObject();
connect(m_selectServer, TQT_SIGNAL(serverConnect(const TQString, int)), m_atlantikNetwork, TQT_SLOT(serverConnect(const TQString, int)));
connect(m_selectServer, TQT_SIGNAL(msgStatus(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgStatus(const TQString &)));
connect(m_selectServer, TQT_SIGNAL(msgStatus(const TQString &)), this, TQT_SLOT(slotMsgStatus(const TQString &)));
m_selectServer->slotRefresh( m_config.connectOnStart );
}
@ -356,8 +356,8 @@ void Atlantik::showSelectGame()
connect(m_selectGame, TQT_SIGNAL(joinGame(int)), m_atlantikNetwork, TQT_SLOT(joinGame(int)));
connect(m_selectGame, TQT_SIGNAL(newGame(const TQString &)), m_atlantikNetwork, TQT_SLOT(newGame(const TQString &)));
connect(m_selectGame, TQT_SIGNAL(leaveServer()), TQT_TQOBJECT(this), TQT_SLOT(showSelectServer()));
connect(m_selectGame, TQT_SIGNAL(msgStatus(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgStatus(const TQString &)));
connect(m_selectGame, TQT_SIGNAL(leaveServer()), this, TQT_SLOT(showSelectServer()));
connect(m_selectGame, TQT_SIGNAL(msgStatus(const TQString &)), this, TQT_SLOT(slotMsgStatus(const TQString &)));
}
void Atlantik::showSelectConfiguration()
@ -383,7 +383,7 @@ void Atlantik::showSelectConfiguration()
connect(m_selectConfiguration, TQT_SIGNAL(changeOption(int, const TQString &)), m_atlantikNetwork, TQT_SLOT(changeOption(int, const TQString &)));
connect(m_selectConfiguration, TQT_SIGNAL(buttonCommand(TQString)), m_atlantikNetwork, TQT_SLOT(writeData(TQString)));
connect(m_selectConfiguration, TQT_SIGNAL(iconSelected(const TQString &)), m_atlantikNetwork, TQT_SLOT(setImage(const TQString &)));
connect(m_selectConfiguration, TQT_SIGNAL(statusMessage(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgStatus(const TQString &)));
connect(m_selectConfiguration, TQT_SIGNAL(statusMessage(const TQString &)), this, TQT_SLOT(slotMsgStatus(const TQString &)));
}
void Atlantik::initBoard()
@ -491,7 +491,7 @@ void Atlantik::slotConfigure()
m_configDialog = new ConfigDialog(this);
m_configDialog->show();
connect(m_configDialog, TQT_SIGNAL(okClicked()), TQT_TQOBJECT(this), TQT_SLOT(slotUpdateConfig()));
connect(m_configDialog, TQT_SIGNAL(okClicked()), this, TQT_SLOT(slotUpdateConfig()));
}
void Atlantik::showEventLog()
@ -728,26 +728,26 @@ void Atlantik::initNetworkObject()
}
m_atlantikNetwork = new AtlantikNetwork(m_atlanticCore);
connect(m_atlantikNetwork, TQT_SIGNAL(msgInfo(TQString)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgInfo(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgError(TQString)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgError(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgStatus(const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgStatus(const TQString &, const TQString &)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgChat(TQString, TQString)), TQT_TQOBJECT(this), TQT_SLOT(slotMsgChat(TQString, TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgInfo(TQString)), this, TQT_SLOT(slotMsgInfo(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgError(TQString)), this, TQT_SLOT(slotMsgError(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgStatus(const TQString &, const TQString &)), this, TQT_SLOT(slotMsgStatus(const TQString &, const TQString &)));
connect(m_atlantikNetwork, TQT_SIGNAL(msgChat(TQString, TQString)), this, TQT_SLOT(slotMsgChat(TQString, TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(connectionSuccess()), TQT_TQOBJECT(this), TQT_SLOT(slotNetworkConnected()));
connect(m_atlantikNetwork, TQT_SIGNAL(connectionFailed(int)), TQT_TQOBJECT(this), TQT_SLOT(slotNetworkError(int)));
connect(m_atlantikNetwork, TQT_SIGNAL(closed(int)), TQT_TQOBJECT(this), TQT_SLOT(networkClosed(int)));
connect(m_atlantikNetwork, TQT_SIGNAL(connectionSuccess()), this, TQT_SLOT(slotNetworkConnected()));
connect(m_atlantikNetwork, TQT_SIGNAL(connectionFailed(int)), this, TQT_SLOT(slotNetworkError(int)));
connect(m_atlantikNetwork, TQT_SIGNAL(closed(int)), this, TQT_SLOT(networkClosed(int)));
connect(m_atlantikNetwork, TQT_SIGNAL(receivedHandshake()), TQT_TQOBJECT(this), TQT_SLOT(sendHandshake()));
connect(m_atlantikNetwork, TQT_SIGNAL(receivedHandshake()), this, TQT_SLOT(sendHandshake()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameConfig()), TQT_TQOBJECT(this), TQT_SLOT(showSelectConfiguration()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameInit()), TQT_TQOBJECT(this), TQT_SLOT(initBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameRun()), TQT_TQOBJECT(this), TQT_SLOT(showBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameEnd()), TQT_TQOBJECT(this), TQT_SLOT(freezeBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameConfig()), this, TQT_SLOT(showSelectConfiguration()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameInit()), this, TQT_SLOT(initBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameRun()), this, TQT_SLOT(showBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(gameEnd()), this, TQT_SLOT(freezeBoard()));
connect(m_atlantikNetwork, TQT_SIGNAL(newEstate(Estate *)), TQT_TQOBJECT(this), TQT_SLOT(newEstate(Estate *)));
connect(m_atlantikNetwork, TQT_SIGNAL(newAuction(Auction *)), TQT_TQOBJECT(this), TQT_SLOT(newAuction(Auction *)));
connect(m_atlantikNetwork, TQT_SIGNAL(newEstate(Estate *)), this, TQT_SLOT(newEstate(Estate *)));
connect(m_atlantikNetwork, TQT_SIGNAL(newAuction(Auction *)), this, TQT_SLOT(newAuction(Auction *)));
connect(m_atlantikNetwork, TQT_SIGNAL(clientCookie(TQString)), TQT_TQOBJECT(this), TQT_SLOT(clientCookie(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(clientCookie(TQString)), this, TQT_SLOT(clientCookie(TQString)));
connect(m_atlantikNetwork, TQT_SIGNAL(networkEvent(const TQString &, const TQString &)), m_eventLog, TQT_SLOT(addEvent(const TQString &, const TQString &)));
connect(this, TQT_SIGNAL(rollDice()), m_atlantikNetwork, TQT_SLOT(rollDice()));

@ -280,14 +280,14 @@ KAstTopLevel::~KAstTopLevel()
void KAstTopLevel::initTDEAction()
{
// game
KStdGameAction::gameNew( TQT_TQOBJECT(this), TQT_SLOT( slotNewGame() ), actionCollection() );
KStdGameAction::highscores( TQT_TQOBJECT(this), TQT_SLOT( slotShowHighscores() ), actionCollection() );
KStdGameAction::pause( TQT_TQOBJECT(this), TQT_SLOT( slotPause() ), actionCollection() );
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT( close() ), actionCollection());
KStdGameAction::gameNew( this, TQT_SLOT( slotNewGame() ), actionCollection() );
KStdGameAction::highscores( this, TQT_SLOT( slotShowHighscores() ), actionCollection() );
KStdGameAction::pause( this, TQT_SLOT( slotPause() ), actionCollection() );
KStdGameAction::quit(this, TQT_SLOT( close() ), actionCollection());
// settings
KStdAction::keyBindings(TQT_TQOBJECT(this), TQT_SLOT( slotKeyConfig() ), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT( slotPref() ), actionCollection());
KStdAction::keyBindings(this, TQT_SLOT( slotKeyConfig() ), actionCollection());
KStdAction::preferences(this, TQT_SLOT( slotPref() ), actionCollection());
// keyboard-only actions
keycodes.insert(Thrust, new TDEAction(i18n("Thrust"), TQt::Key_Up, 0, 0, actionCollection(), "Thrust"));
@ -297,7 +297,7 @@ void KAstTopLevel::initTDEAction()
// keycodes.insert(Teleport, new TDEAction(i18n("Teleport"), TQt::Key_Z, 0, 0, actionCollection(), "Teleport"));
keycodes.insert(Brake, new TDEAction(i18n("Brake"), TQt::Key_X, 0, 0, actionCollection(), "Brake"));
keycodes.insert(Shield, new TDEAction(i18n("Shield"), TQt::Key_S, 0, 0, actionCollection(), "Shield"));
launchAction = new TDEAction(i18n("Launch"), TQt::Key_L, TQT_TQOBJECT(this), TQT_SLOT(slotLaunch()), actionCollection(), "Launch");
launchAction = new TDEAction(i18n("Launch"), TQt::Key_L, this, TQT_SLOT(slotLaunch()), actionCollection(), "Launch");
}
@ -529,7 +529,7 @@ void KAstTopLevel::slotShipKilled()
}
else
{
TQTimer::singleShot(1000, TQT_TQOBJECT(this), TQT_SLOT(slotGameOver()));
TQTimer::singleShot(1000, this, TQT_SLOT(slotGameOver()));
}
}
}
@ -613,7 +613,7 @@ void KAstTopLevel::slotPref()
/* Done */
dialog->addPage(w, i18n("General"), "package_settings");
connect(dialog, TQT_SIGNAL(settingsChanged()), TQT_TQOBJECT(this), TQT_SLOT(loadSettings()));
connect(dialog, TQT_SIGNAL(settingsChanged()), this, TQT_SLOT(loadSettings()));
dialog->show();
}

@ -70,7 +70,7 @@ void Feld::resetValidDirs()
void Feld::load (const KSimpleConfig& config)
{
if(moving)
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
mol->load(config);
@ -492,7 +492,7 @@ void Feld::timerEvent (TQTimerEvent *)
if (frames <= 0)
{
moving = false;
TQT_TQOBJECT(this)->killTimers ();
this->killTimers ();
done();
dir = None;
}

@ -40,27 +40,27 @@ extern Options settings;
void AtomTopLevel::createMenu()
{
TDEAction *act = KStdGameAction::highscores(TQT_TQOBJECT(main), TQT_SLOT(showHighscores()), actionCollection());
TDEAction *act = KStdGameAction::highscores(main, TQT_SLOT(showHighscores()), actionCollection());
act->setText(i18n("Show &Highscores"));
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::restart(TQT_TQOBJECT(main), TQT_SLOT(restartLevel()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::restart(main, TQT_SLOT(restartLevel()), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(configopts()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(configopts()), actionCollection());
undoAction = KStdGameAction::undo (TQT_TQOBJECT(main), TQT_SLOT(doUndo()), actionCollection());
redoAction = KStdGameAction::redo (TQT_TQOBJECT(main), TQT_SLOT(doRedo()), actionCollection());
undoAction = KStdGameAction::undo (main, TQT_SLOT(doUndo()), actionCollection());
redoAction = KStdGameAction::redo (main, TQT_SLOT(doRedo()), actionCollection());
undoAction->setEnabled(false);
redoAction->setEnabled(false);
connect (main, TQT_SIGNAL (enableRedo(bool)), TQT_SLOT(enableRedo(bool)));
connect (main, TQT_SIGNAL (enableUndo(bool)), TQT_SLOT(enableUndo(bool)));
new TDEAction(i18n("Atom Up"), Key_Up, TQT_TQOBJECT(main), TQT_SLOT(moveUp()), actionCollection(), "atom_up");
new TDEAction(i18n("Atom Down"), Key_Down, TQT_TQOBJECT(main), TQT_SLOT(moveDown()), actionCollection(), "atom_down");
new TDEAction(i18n("Atom Left"), Key_Left, TQT_TQOBJECT(main), TQT_SLOT(moveLeft()), actionCollection(), "atom_left");
new TDEAction(i18n("Atom Right"), Key_Right, TQT_TQOBJECT(main), TQT_SLOT(moveRight()), actionCollection(), "atom_right");
new TDEAction(i18n("Atom Up"), Key_Up, main, TQT_SLOT(moveUp()), actionCollection(), "atom_up");
new TDEAction(i18n("Atom Down"), Key_Down, main, TQT_SLOT(moveDown()), actionCollection(), "atom_down");
new TDEAction(i18n("Atom Left"), Key_Left, main, TQT_SLOT(moveLeft()), actionCollection(), "atom_left");
new TDEAction(i18n("Atom Right"), Key_Right, main, TQT_SLOT(moveRight()), actionCollection(), "atom_right");
new TDEAction(i18n("Next Atom"), Key_Tab, TQT_TQOBJECT(main), TQT_SLOT(nextAtom()), actionCollection(), "next_atom");
new TDEAction(i18n("Previous Atom"), SHIFT+Key_Tab, TQT_TQOBJECT(main), TQT_SLOT(previousAtom()), actionCollection(), "prev_atom");
new TDEAction(i18n("Next Atom"), Key_Tab, main, TQT_SLOT(nextAtom()), actionCollection(), "next_atom");
new TDEAction(i18n("Previous Atom"), SHIFT+Key_Tab, main, TQT_SLOT(previousAtom()), actionCollection(), "prev_atom");
}
void AtomTopLevel::configopts()

@ -2094,7 +2094,7 @@ KBgEngineFIBS::KBgEngineFIBS(TQWidget *parent, TQString *name, TQPopupMenu *pmen
/*
* No connection, not playing, ready for login
*/
connection = new TQSocket(TQT_TQOBJECT(parent), "fibs connection");
connection = new TQSocket(parent, "fibs connection");
playing = false;
login = true;

@ -231,31 +231,31 @@ KBgChat::KBgChat(TQWidget *parent, const char *name)
d->mAct[KBgChatPrivate::Inquire] = new TDEAction(i18n("Info On"),
TQIconSet(kapp->iconLoader()->loadIcon(
"help.xpm", TDEIcon::Small)),
0, TQT_TQOBJECT(this), TQT_SLOT(slotInquire()), actions);
0, this, TQT_SLOT(slotInquire()), actions);
d->mAct[KBgChatPrivate::Talk] = new TDEAction(i18n("Talk To"),
TQIconSet(kapp->iconLoader()->loadIcon(
PROG_NAME "-chat.png", TDEIcon::Small)),
0, TQT_TQOBJECT(this), TQT_SLOT(slotTalk()), actions);
0, this, TQT_SLOT(slotTalk()), actions);
d->mAct[KBgChatPrivate::InviteD] = new TDEAction(i18n("Use Dialog"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::InviteD] = new TDEAction(i18n("Use Dialog"), 0, this,
TQT_SLOT(slotInviteD()), actions);
d->mAct[KBgChatPrivate::Invite1] = new TDEAction(i18n("1 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite1] = new TDEAction(i18n("1 Point Match"), 0, this,
TQT_SLOT(slotInvite1()), actions);
d->mAct[KBgChatPrivate::Invite2] = new TDEAction(i18n("2 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite2] = new TDEAction(i18n("2 Point Match"), 0, this,
TQT_SLOT(slotInvite2()), actions);
d->mAct[KBgChatPrivate::Invite3] = new TDEAction(i18n("3 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite3] = new TDEAction(i18n("3 Point Match"), 0, this,
TQT_SLOT(slotInvite3()), actions);
d->mAct[KBgChatPrivate::Invite4] = new TDEAction(i18n("4 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite4] = new TDEAction(i18n("4 Point Match"), 0, this,
TQT_SLOT(slotInvite4()), actions);
d->mAct[KBgChatPrivate::Invite5] = new TDEAction(i18n("5 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite5] = new TDEAction(i18n("5 Point Match"), 0, this,
TQT_SLOT(slotInvite5()), actions);
d->mAct[KBgChatPrivate::Invite6] = new TDEAction(i18n("6 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite6] = new TDEAction(i18n("6 Point Match"), 0, this,
TQT_SLOT(slotInvite6()), actions);
d->mAct[KBgChatPrivate::Invite7] = new TDEAction(i18n("7 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::Invite7] = new TDEAction(i18n("7 Point Match"), 0, this,
TQT_SLOT(slotInvite7()), actions);
d->mAct[KBgChatPrivate::InviteU] = new TDEAction(i18n("Unlimited"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::InviteU] = new TDEAction(i18n("Unlimited"), 0, this,
TQT_SLOT(slotInviteU()), actions);
d->mAct[KBgChatPrivate::InviteR] = new TDEAction(i18n("Resume"), 0, TQT_TQOBJECT(this),
d->mAct[KBgChatPrivate::InviteR] = new TDEAction(i18n("Resume"), 0, this,
TQT_SLOT(slotInviteR()), actions);
d->mAct[KBgChatPrivate::InviteD]->plug(d->mInvt);
@ -275,13 +275,13 @@ KBgChat::KBgChat(TQWidget *parent, const char *name)
d->mAct[KBgChatPrivate::InviteU]->plug(d->mInvt);
d->mAct[KBgChatPrivate::InviteR]->plug(d->mInvt);
d->mAct[KBgChatPrivate::Gag] = new TDEAction(i18n("Gag"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotGag()), actions);
d->mAct[KBgChatPrivate::Ungag] = new TDEAction(i18n("Ungag"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotUngag()), actions);
d->mAct[KBgChatPrivate::Cleargag] = new TDEAction(i18n("Clear Gag List"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotCleargag()), actions);
d->mAct[KBgChatPrivate::Copy] = KStdAction::copy(TQT_TQOBJECT(this), TQT_SLOT(slotCopy()), actions);
d->mAct[KBgChatPrivate::Clear] = new TDEAction(i18n("Clear"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotClear()), actions);
d->mAct[KBgChatPrivate::Close] = KStdAction::close(TQT_TQOBJECT(this), TQT_SLOT(hide()), actions);
d->mAct[KBgChatPrivate::Silent] = new TDEToggleAction(i18n("Silent"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotSilent()), actions);
d->mAct[KBgChatPrivate::Gag] = new TDEAction(i18n("Gag"), 0, this, TQT_SLOT(slotGag()), actions);
d->mAct[KBgChatPrivate::Ungag] = new TDEAction(i18n("Ungag"), 0, this, TQT_SLOT(slotUngag()), actions);
d->mAct[KBgChatPrivate::Cleargag] = new TDEAction(i18n("Clear Gag List"), 0, this, TQT_SLOT(slotCleargag()), actions);
d->mAct[KBgChatPrivate::Copy] = KStdAction::copy(this, TQT_SLOT(slotCopy()), actions);
d->mAct[KBgChatPrivate::Clear] = new TDEAction(i18n("Clear"), 0, this, TQT_SLOT(slotClear()), actions);
d->mAct[KBgChatPrivate::Close] = KStdAction::close(this, TQT_SLOT(hide()), actions);
d->mAct[KBgChatPrivate::Silent] = new TDEToggleAction(i18n("Silent"), 0, this, TQT_SLOT(slotSilent()), actions);
}

@ -288,41 +288,41 @@ KFibsPlayerList::KFibsPlayerList(TQWidget *parent, const char *name)
d->mAct[KFibsPlayerListPrivate::Info] = new TDEAction(i18n("Info"),
TQIconSet(kapp->iconLoader()->loadIcon
("help.xpm", TDEIcon::Small)),
0, TQT_TQOBJECT(this), TQT_SLOT(slotInfo()), actions);
0, this, TQT_SLOT(slotInfo()), actions);
d->mAct[KFibsPlayerListPrivate::Talk] = new TDEAction(i18n("Talk"),
TQIconSet(kapp->iconLoader()->loadIcon
(PROG_NAME "-chat.png", TDEIcon::Small)),
0, TQT_TQOBJECT(this), TQT_SLOT(slotTalk()), actions);
0, this, TQT_SLOT(slotTalk()), actions);
d->mAct[KFibsPlayerListPrivate::Look] = new TDEAction(i18n("Look"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotLook()), actions);
d->mAct[KFibsPlayerListPrivate::Watch] = new TDEAction(i18n("Watch"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotWatch()), actions);
d->mAct[KFibsPlayerListPrivate::Unwatch] = new TDEAction(i18n("Unwatch"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotUnwatch()),actions);
d->mAct[KFibsPlayerListPrivate::BlindAct] = new TDEAction(i18n("Blind"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotBlind()), actions);
d->mAct[KFibsPlayerListPrivate::Update] = new TDEAction(i18n("Update"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotUpdate()), actions);
d->mAct[KFibsPlayerListPrivate::Look] = new TDEAction(i18n("Look"), 0, this, TQT_SLOT(slotLook()), actions);
d->mAct[KFibsPlayerListPrivate::Watch] = new TDEAction(i18n("Watch"), 0, this, TQT_SLOT(slotWatch()), actions);
d->mAct[KFibsPlayerListPrivate::Unwatch] = new TDEAction(i18n("Unwatch"), 0, this, TQT_SLOT(slotUnwatch()),actions);
d->mAct[KFibsPlayerListPrivate::BlindAct] = new TDEAction(i18n("Blind"), 0, this, TQT_SLOT(slotBlind()), actions);
d->mAct[KFibsPlayerListPrivate::Update] = new TDEAction(i18n("Update"), 0, this, TQT_SLOT(slotUpdate()), actions);
d->mAct[KFibsPlayerListPrivate::Reload] = KStdAction::redisplay(TQT_TQOBJECT(this), TQT_SLOT(slotReload()), actions);
d->mAct[KFibsPlayerListPrivate::Mail] = KStdAction::mail(TQT_TQOBJECT(this), TQT_SLOT(slotMail()), actions);
d->mAct[KFibsPlayerListPrivate::Close] = KStdAction::close(TQT_TQOBJECT(this), TQT_SLOT(hide()), actions);
d->mAct[KFibsPlayerListPrivate::Reload] = KStdAction::redisplay(this, TQT_SLOT(slotReload()), actions);
d->mAct[KFibsPlayerListPrivate::Mail] = KStdAction::mail(this, TQT_SLOT(slotMail()), actions);
d->mAct[KFibsPlayerListPrivate::Close] = KStdAction::close(this, TQT_SLOT(hide()), actions);
d->mAct[KFibsPlayerListPrivate::InviteD] = new TDEAction(i18n("Use Dialog"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::InviteD] = new TDEAction(i18n("Use Dialog"), 0, this,
TQT_SLOT(slotInviteD()), actions);
d->mAct[KFibsPlayerListPrivate::Invite1] = new TDEAction(i18n("1 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite1] = new TDEAction(i18n("1 Point Match"), 0, this,
TQT_SLOT(slotInvite1()), actions);
d->mAct[KFibsPlayerListPrivate::Invite2] = new TDEAction(i18n("2 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite2] = new TDEAction(i18n("2 Point Match"), 0, this,
TQT_SLOT(slotInvite2()), actions);
d->mAct[KFibsPlayerListPrivate::Invite3] = new TDEAction(i18n("3 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite3] = new TDEAction(i18n("3 Point Match"), 0, this,
TQT_SLOT(slotInvite3()), actions);
d->mAct[KFibsPlayerListPrivate::Invite4] = new TDEAction(i18n("4 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite4] = new TDEAction(i18n("4 Point Match"), 0, this,
TQT_SLOT(slotInvite4()), actions);
d->mAct[KFibsPlayerListPrivate::Invite5] = new TDEAction(i18n("5 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite5] = new TDEAction(i18n("5 Point Match"), 0, this,
TQT_SLOT(slotInvite5()), actions);
d->mAct[KFibsPlayerListPrivate::Invite6] = new TDEAction(i18n("6 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite6] = new TDEAction(i18n("6 Point Match"), 0, this,
TQT_SLOT(slotInvite6()), actions);
d->mAct[KFibsPlayerListPrivate::Invite7] = new TDEAction(i18n("7 Point Match"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::Invite7] = new TDEAction(i18n("7 Point Match"), 0, this,
TQT_SLOT(slotInvite7()), actions);
d->mAct[KFibsPlayerListPrivate::InviteU] = new TDEAction(i18n("Unlimited"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::InviteU] = new TDEAction(i18n("Unlimited"), 0, this,
TQT_SLOT(slotInviteU()), actions);
d->mAct[KFibsPlayerListPrivate::InviteR] = new TDEAction(i18n("Resume"), 0, TQT_TQOBJECT(this),
d->mAct[KFibsPlayerListPrivate::InviteR] = new TDEAction(i18n("Resume"), 0, this,
TQT_SLOT(slotInviteR()), actions);
/*
@ -482,7 +482,7 @@ void KFibsPlayerList::getSetupPages(KTabCtl *nb, int space)
*/
nb->addTab(w, i18n("&Playerlist"));
connect(nb, TQT_SIGNAL(applyButtonPressed()), TQT_TQOBJECT(this), TQT_SLOT(setupOk()));
connect(nb, TQT_SIGNAL(applyButtonPressed()), this, TQT_SLOT(setupOk()));
}
/*

@ -96,45 +96,45 @@ KBg::KBg()
/*
* Create all actions needed by the application
*/
newAction = KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(openNew()), actionCollection());
newAction = KStdGameAction::gameNew(this, TQT_SLOT(openNew()), actionCollection());
newAction->setEnabled(false);
KStdGameAction::print(TQT_TQOBJECT(this), TQT_SLOT(print()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::print(this, TQT_SLOT(print()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
TQStringList list;
for (int i = 0; i < MaxEngine; i++)
list.append(engineString[i]);
engineSet = new TDESelectAction(i18n("&Engine"), 0, TQT_TQOBJECT(this), TQT_SLOT(setupEngine()), actionCollection(),
engineSet = new TDESelectAction(i18n("&Engine"), 0, this, TQT_SLOT(setupEngine()), actionCollection(),
"move_engine");
engineSet->setItems(list);
// AB: what the heck has this to do with redisplay? perhaps use reload instead?
loadAction = KStdAction::redisplay(TQT_TQOBJECT(this), TQT_SLOT(load()), actionCollection(), "move_load");
loadAction = KStdAction::redisplay(this, TQT_SLOT(load()), actionCollection(), "move_load");
loadAction->setEnabled(false);
undoAction = KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undo()), actionCollection());
undoAction = KStdGameAction::undo(this, TQT_SLOT(undo()), actionCollection());
undoAction->setEnabled(false);
redoAction = KStdGameAction::redo(TQT_TQOBJECT(this), TQT_SLOT(redo()), actionCollection());
redoAction = KStdGameAction::redo(this, TQT_SLOT(redo()), actionCollection());
redoAction->setEnabled(false);
rollAction = KStdGameAction::roll(TQT_TQOBJECT(this), TQT_SLOT(roll()), actionCollection());
rollAction = KStdGameAction::roll(this, TQT_SLOT(roll()), actionCollection());
rollAction->setEnabled(false);
endAction = KStdGameAction::endTurn(TQT_TQOBJECT(this), TQT_SLOT(done()), actionCollection());
endAction = KStdGameAction::endTurn(this, TQT_SLOT(done()), actionCollection());
endAction->setEnabled(false);
cubeAction = new TDEAction(i18n("Double Cube"), TQIconSet(kapp->iconLoader()->loadIcon
(PROG_NAME "-double.xpm", TDEIcon::Toolbar)),
0, TQT_TQOBJECT(this), TQT_SLOT(cube()), actionCollection(), "move_cube");
0, this, TQT_SLOT(cube()), actionCollection(), "move_cube");
cubeAction->setEnabled(false);
KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(setupDlg()), actionCollection());
KStdAction::saveOptions(TQT_TQOBJECT(this), TQT_SLOT(saveConfig()), actionCollection());
KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(setupDlg()), actionCollection());
KStdAction::saveOptions(this, TQT_SLOT(saveConfig()), actionCollection());
TDEPopupMenu *p = (new TDEActionMenu(i18n("&Backgammon on the Web"),
actionCollection(), "help_www"))->popupMenu();
(new TDEAction(helpTopic[FIBSHome][0], 0, TQT_TQOBJECT(this), TQT_SLOT(wwwFIBS()),
(new TDEAction(helpTopic[FIBSHome][0], 0, this, TQT_SLOT(wwwFIBS()),
actionCollection(), "help_www_fibs"))->plug(p);
(new TDEAction(helpTopic[RuleHome][0], 0, TQT_TQOBJECT(this), TQT_SLOT(wwwRule()),
(new TDEAction(helpTopic[RuleHome][0], 0, this, TQT_SLOT(wwwRule()),
actionCollection(), "help_www_rule"))->plug(p);
/*
@ -148,7 +148,7 @@ KBg::KBg()
actionCmdLine->setAutoSized(true);
cmdLine->completionObject()->setOrder(TDECompletion::Weighted);
connect(cmdLine, TQT_SIGNAL(returnPressed(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(handleCmd(const TQString &)));
connect(cmdLine, TQT_SIGNAL(returnPressed(const TQString &)), this, TQT_SLOT(handleCmd(const TQString &)));
/*
* Done with the actions, create the XML-defined parts of the
* user interface
@ -274,7 +274,7 @@ void KBg::setupEngine()
newAction->setEnabled(engine[currEngine]->haveNewGame());
// engine -> this
connect(engine[currEngine], TQT_SIGNAL(statText(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(updateCaption(const TQString &)));
connect(engine[currEngine], TQT_SIGNAL(statText(const TQString &)), this, TQT_SLOT(updateCaption(const TQString &)));
connect(engine[currEngine], TQT_SIGNAL(infoText(const TQString &)), status, TQT_SLOT(write(const TQString &)));
connect(engine[currEngine], TQT_SIGNAL(allowCommand(int, bool)), this, TQT_SLOT(allowCommand(int, bool)));
@ -616,10 +616,10 @@ void KBg::setupDlg()
*/
connect(nb, TQT_SIGNAL(okClicked()), this, TQT_SLOT(setupOk()));
connect(nb, TQT_SIGNAL(applyClicked()), this, TQT_SLOT(setupOk()));
connect(nb, TQT_SIGNAL(cancelClicked()), TQT_TQOBJECT(this), TQT_SLOT(setupCancel()));
connect(nb, TQT_SIGNAL(cancelClicked()), this, TQT_SLOT(setupCancel()));
connect(nb, TQT_SIGNAL(defaultClicked()),this, TQT_SLOT(setupDefault()));
connect(nb, TQT_SIGNAL(finished()), TQT_TQOBJECT(this), TQT_SLOT(setupDone()));
connect(nb, TQT_SIGNAL(finished()), this, TQT_SLOT(setupDone()));
nb->resize(nb->minimumSize());
nb->show();

@ -91,7 +91,7 @@ void KBattleField::drawOwnField()
if(!m_canDraw)
return;
KBattleshipWindow *window = static_cast<KBattleshipWindow *>(TQT_TQWIDGET(m_parent->parent()->parent()));
KBattleshipWindow *window = static_cast<KBattleshipWindow *>(m_parent->parent()->parent());
KShip *ship = 0;
int data;
@ -151,7 +151,7 @@ void KBattleField::drawEnemyField()
if(!m_canDraw)
return;
KBattleshipWindow *window = static_cast<KBattleshipWindow *>(TQT_TQWIDGET(m_parent->parent()->parent()));
KBattleshipWindow *window = static_cast<KBattleshipWindow *>(m_parent->parent()->parent());
for(int i = 0; i != m_enemyfieldx; i++)
{

@ -92,16 +92,16 @@ void KBattleshipWindow::initStatusBar()
void KBattleshipWindow::initActions()
{
KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(slotConfigureNotifications()), actionCollection());
m_gameServerConnect = new TDEAction(i18n("&Connect to Server..."), "connect_no", Key_F2, TQT_TQOBJECT(this), TQT_SLOT(slotServerConnect()), actionCollection(), "game_serverconnect");
m_gameNewServer = new TDEAction(i18n("&Start Server..."), "network", Key_F3, TQT_TQOBJECT(this), TQT_SLOT(slotNewServer()), actionCollection(), "game_newserver");
m_gameSingle = new TDEAction(i18n("S&ingle Player..."), "gear", Key_F4, TQT_TQOBJECT(this), TQT_SLOT(slotSinglePlayer()), actionCollection(), "game_singleplayer");
m_gameQuit = KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(slotHighscore()), actionCollection());
m_gameEnemyInfo = new TDEAction(i18n("&Enemy Info"), "view_text", Key_F11, TQT_TQOBJECT(this), TQT_SLOT(slotEnemyClientInfo()), actionCollection(), "game_enemyinfo");
KStdAction::configureNotifications(this, TQT_SLOT(slotConfigureNotifications()), actionCollection());
m_gameServerConnect = new TDEAction(i18n("&Connect to Server..."), "connect_no", Key_F2, this, TQT_SLOT(slotServerConnect()), actionCollection(), "game_serverconnect");
m_gameNewServer = new TDEAction(i18n("&Start Server..."), "network", Key_F3, this, TQT_SLOT(slotNewServer()), actionCollection(), "game_newserver");
m_gameSingle = new TDEAction(i18n("S&ingle Player..."), "gear", Key_F4, this, TQT_SLOT(slotSinglePlayer()), actionCollection(), "game_singleplayer");
m_gameQuit = KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(slotHighscore()), actionCollection());
m_gameEnemyInfo = new TDEAction(i18n("&Enemy Info"), "view_text", Key_F11, this, TQT_SLOT(slotEnemyClientInfo()), actionCollection(), "game_enemyinfo");
m_configSound = new TDEToggleAction(i18n("&Play Sounds"), 0, actionCollection(), "options_configure_sound");
m_configGrid = new TDEToggleAction(i18n("&Show Grid"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotShowGrid()), actionCollection(), "options_show_grid");
m_configGrid = new TDEToggleAction(i18n("&Show Grid"), 0, this, TQT_SLOT(slotShowGrid()), actionCollection(), "options_show_grid");
m_configGrid->setCheckedState(i18n("Hide Grid"));
m_gameEnemyInfo->setEnabled(false);
@ -111,9 +111,9 @@ void KBattleshipWindow::initActions()
void KBattleshipWindow::initChat()
{
connect(m_chat, TQT_SIGNAL(sigSendMessage(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotSendChatMessage(const TQString &)));
connect(m_chat, TQT_SIGNAL(sigChangeEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_chat, TQT_SIGNAL(sigChangeOwnNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangedNickCommand(const TQString &)));
connect(m_chat, TQT_SIGNAL(sigSendMessage(const TQString &)), this, TQT_SLOT(slotSendChatMessage(const TQString &)));
connect(m_chat, TQT_SIGNAL(sigChangeEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_chat, TQT_SIGNAL(sigChangeOwnNickname(const TQString &)), this, TQT_SLOT(slotChangedNickCommand(const TQString &)));
}
void KBattleshipWindow::changeShipPlacementDirection(){
@ -122,8 +122,8 @@ void KBattleshipWindow::changeShipPlacementDirection(){
void KBattleshipWindow::initShipPlacing()
{
connect(m_ownshiplist, TQT_SIGNAL(sigOwnFieldDataChanged(int, int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeOwnFieldData(int, int, int)));
connect(m_ownshiplist, TQT_SIGNAL(sigLastShipAdded()), TQT_TQOBJECT(this), TQT_SLOT(slotShipsReady()));
connect(m_ownshiplist, TQT_SIGNAL(sigOwnFieldDataChanged(int, int, int)), this, TQT_SLOT(slotChangeOwnFieldData(int, int, int)));
connect(m_ownshiplist, TQT_SIGNAL(sigLastShipAdded()), this, TQT_SLOT(slotShipsReady()));
}
void KBattleshipWindow::initView()
@ -148,10 +148,10 @@ void KBattleshipWindow::initView()
m_view->startDrawing();
setFocusProxy(m_view);
connect(m_view, TQT_SIGNAL(sigEnemyFieldClicked(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotEnemyFieldClick(int, int)));
connect(m_view, TQT_SIGNAL(sigOwnFieldClicked(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotPlaceShip(int, int)));
connect(m_view, TQT_SIGNAL(sigMouseOverField(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotPlaceShipPreview(int, int)));
connect(m_view, TQT_SIGNAL(changeShipPlacementDirection()), TQT_TQOBJECT(this), TQT_SLOT(changeShipPlacementDirection()));
connect(m_view, TQT_SIGNAL(sigEnemyFieldClicked(int, int)), this, TQT_SLOT(slotEnemyFieldClick(int, int)));
connect(m_view, TQT_SIGNAL(sigOwnFieldClicked(int, int)), this, TQT_SLOT(slotPlaceShip(int, int)));
connect(m_view, TQT_SIGNAL(sigMouseOverField(int, int)), this, TQT_SLOT(slotPlaceShipPreview(int, int)));
connect(m_view, TQT_SIGNAL(changeShipPlacementDirection()), this, TQT_SLOT(changeShipPlacementDirection()));
}
void KBattleshipWindow::slotDeleteAI()
@ -317,11 +317,11 @@ void KBattleshipWindow::slotEnemyFieldClick(int fieldx, int fieldy)
switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"),TQString(),i18n("Restart"),i18n("Do Not Restart")))
{
case KMessageBox::Yes:
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotRestartAI()));
TQTimer::singleShot(0, this, TQT_SLOT(slotRestartAI()));
break;
case KMessageBox::No:
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI()));
TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI()));
break;
}
return;
@ -697,8 +697,8 @@ void KBattleshipWindow::slotServerConnect()
slotStatusMsg(i18n("Loading Connect-Server dialog..."));
m_client = new KClientDialog(this);
connect(m_client, TQT_SIGNAL(sigConnectServer()), TQT_TQOBJECT(this), TQT_SLOT(slotConnectToBattleshipServer()));
connect(m_client, TQT_SIGNAL(sigCancelConnect()), TQT_TQOBJECT(this), TQT_SLOT(slotDeleteConnectDialog()));
connect(m_client, TQT_SIGNAL(sigConnectServer()), this, TQT_SLOT(slotConnectToBattleshipServer()));
connect(m_client, TQT_SIGNAL(sigCancelConnect()), this, TQT_SLOT(slotDeleteConnectDialog()));
m_client->show();
slotStatusMsg(i18n("Ready"));
@ -806,8 +806,8 @@ void KBattleshipWindow::slotNewServer()
slotStatusMsg(i18n("Loading Start-Server dialog..."));
m_server = new TDEServerDialog(this);
connect(m_server, TQT_SIGNAL(okClicked()), TQT_TQOBJECT(this), TQT_SLOT(slotStartBattleshipServer()));
connect(m_server, TQT_SIGNAL(cancelClicked()), TQT_TQOBJECT(this), TQT_SLOT(slotDeleteServerDialog()));
connect(m_server, TQT_SIGNAL(okClicked()), this, TQT_SLOT(slotStartBattleshipServer()));
connect(m_server, TQT_SIGNAL(cancelClicked()), this, TQT_SLOT(slotDeleteServerDialog()));
m_server->show();
slotStatusMsg(i18n("Ready"));
@ -828,7 +828,7 @@ void KBattleshipWindow::slotSendVersion()
msg->versionMessage();
slotSendMessage(msg);
TQTimer::singleShot(150, TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet()));
TQTimer::singleShot(150, this, TQT_SLOT(slotSendGreet()));
}
void KBattleshipWindow::slotSendGreet()
@ -862,49 +862,49 @@ void KBattleshipWindow::slotStartBattleshipServer()
if(m_connection == 0)
{
m_connection = new KonnectionHandling(this, m_kbserver);
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet()));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet()));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest()));
connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
}
else
{
if(m_connection->type() == KonnectionHandling::CLIENT)
{
disconnect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion()));
disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost()));
disconnect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay()));
disconnect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion()));
disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost()));
disconnect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay()));
disconnect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
m_connection->updateInternal(m_kbserver);
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet()));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet()));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest()));
connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
}
else
m_connection->updateInternal(m_kbserver);
@ -1119,51 +1119,51 @@ void KBattleshipWindow::slotConnectToBattleshipServer(const TQString &host, int
if(m_connection == 0)
{
m_connection = new KonnectionHandling(this, m_kbclient);
connect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost()));
connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay()));
connect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost()));
connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay()));
connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
}
else
{
if(m_connection->type() == KonnectionHandling::SERVER)
{
disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet()));
disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
disconnect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost()));
disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
disconnect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest()));
disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
disconnect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet()));
disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
disconnect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost()));
disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
disconnect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest()));
disconnect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
m_connection->updateInternal(m_kbclient);
connect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost()));
connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay()));
connect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion()));
connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame()));
connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &)));
connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int)));
connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool)));
connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool)));
connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool)));
connect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost()));
connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay()));
connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool)));
m_kbclient->init();
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *)));
connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)));
connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *)));
}
else
m_connection->updateInternal(m_kbclient);
@ -1234,7 +1234,7 @@ void KBattleshipWindow::slotSinglePlayer()
slotStatusMsg(i18n("Ready"));
m_stat->clear();
m_chat->clear();
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI()));
TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI()));
cleanup(false);
}
}
@ -1269,8 +1269,8 @@ void KBattleshipWindow::slotStartBattleshipGame(bool clearstat)
{
m_aiPlayer = new KBAIPlayer();
m_aiPlayer->init(m_view->field(), m_enemyshiplist);
connect(m_aiPlayer, TQT_SIGNAL(sigReady()), TQT_TQOBJECT(this), TQT_SLOT(slotAIReady()));
connect(m_aiPlayer, TQT_SIGNAL(sigShootAt(const TQPoint)), TQT_TQOBJECT(this), TQT_SLOT(slotAIShootsAt(const TQPoint)));
connect(m_aiPlayer, TQT_SIGNAL(sigReady()), this, TQT_SLOT(slotAIReady()));
connect(m_aiPlayer, TQT_SIGNAL(sigShootAt(const TQPoint)), this, TQT_SLOT(slotAIShootsAt(const TQPoint)));
}
m_aiPlayer->slotRestart();
}
@ -1320,11 +1320,11 @@ void KBattleshipWindow::slotAIShootsAt(const TQPoint pos)
switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"), TQString(), i18n("Restart"), i18n("Do Not Restart")))
{
case KMessageBox::Yes:
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotRestartAI()));
TQTimer::singleShot(0, this, TQT_SLOT(slotRestartAI()));
break;
case KMessageBox::No:
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI()));
TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI()));
break;
}
}

@ -43,7 +43,7 @@ void KBattleshipClient::init()
return;
}
m_readNotifier = new TQSocketNotifier(fd(), TQSocketNotifier::Read, TQT_TQOBJECT(this));
m_readNotifier = new TQSocketNotifier(fd(), TQSocketNotifier::Read, this);
TQObject::connect(m_readNotifier, TQT_SIGNAL(activated(int)), TQT_SLOT(slotReadData()));
emit sigConnected();
}

@ -49,7 +49,7 @@ void KBattleshipServer::init()
m_service.setType(BATTLESHIP_SERVICE);
m_service.setPort(m_port);
m_service.publishAsync();
m_connectNotifier = new TQSocketNotifier(fd(), TQSocketNotifier::Read, TQT_TQOBJECT(this));
m_connectNotifier = new TQSocketNotifier(fd(), TQSocketNotifier::Read, this);
TQObject::connect(m_connectNotifier, TQT_SIGNAL(activated(int)), TQT_SLOT(slotNewConnection()));
}
@ -61,7 +61,7 @@ void KBattleshipServer::slotNewConnection()
{
m_service.stop();
m_serverSocket = sock;
m_readNotifier = new TQSocketNotifier(sock->fd(), TQSocketNotifier::Read, TQT_TQOBJECT(this));
m_readNotifier = new TQSocketNotifier(sock->fd(), TQSocketNotifier::Read, this);
TQObject::connect(m_readNotifier, TQT_SIGNAL(activated(int)), this, TQT_SLOT(slotReadClient()));
emit sigNewConnect();
}

@ -63,7 +63,7 @@ bool KChatWidget::eventFilter(TQObject *obj, TQEvent *e)
{
if(obj == commentEdit && e->type() == TQEvent::Wheel)
{
kapp->notify(TQT_TQOBJECT(chatView), e);
kapp->notify(chatView, e);
return true;
}
return chatDlg::eventFilter(obj, e);

@ -698,37 +698,37 @@ void KBBGame::gotInputAt( int col, int row, int state )
void KBBGame::initTDEAction()
{
// game
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection());
(void)new TDEAction( i18n("&Give Up"), SmallIcon("giveup"), 0, TQT_TQOBJECT(this), TQT_SLOT(giveUp()), actionCollection(), "game_giveup" );
(void)new TDEAction( i18n("&Done"), SmallIcon("done"), 0, TQT_TQOBJECT(this), TQT_SLOT(gameFinished()), actionCollection(), "game_done" );
(void)new TDEAction( i18n("&Resize"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotResize()), actionCollection(), "game_resize" );
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection());
(void)new TDEAction( i18n("&Give Up"), SmallIcon("giveup"), 0, this, TQT_SLOT(giveUp()), actionCollection(), "game_giveup" );
(void)new TDEAction( i18n("&Done"), SmallIcon("done"), 0, this, TQT_SLOT(gameFinished()), actionCollection(), "game_done" );
(void)new TDEAction( i18n("&Resize"), 0, this, TQT_SLOT(slotResize()), actionCollection(), "game_resize" );
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
// settings
sizeAction = new TDESelectAction( i18n("&Size"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotSize()), actionCollection(), "options_size");
sizeAction = new TDESelectAction( i18n("&Size"), 0, this, TQT_SLOT(slotSize()), actionCollection(), "options_size");
TQStringList list;
list.append(i18n(" 8 x 8 "));
list.append(i18n(" 10 x 10 "));
list.append(i18n(" 12 x 12 "));
sizeAction->setItems(list);
ballsAction = new TDESelectAction( i18n("&Balls"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotBalls()), actionCollection(), "options_balls");
ballsAction = new TDESelectAction( i18n("&Balls"), 0, this, TQT_SLOT(slotBalls()), actionCollection(), "options_balls");
list.clear();
list.append(i18n(" 4 "));
list.append(i18n(" 6 "));
list.append(i18n(" 8 "));
ballsAction->setItems(list);
tutorialAction = new TDEToggleAction( i18n("&Tutorial"), 0, TQT_TQOBJECT(this), TQT_SLOT(tutorialSwitch()), actionCollection(), "options_tutorial" );
tutorialAction = new TDEToggleAction( i18n("&Tutorial"), 0, this, TQT_SLOT(tutorialSwitch()), actionCollection(), "options_tutorial" );
// KStdAction::keyBindings(guiFactory(), TQT_SLOT(configureShortcuts()),
//actionCollection());
// keyboard only
(void)new TDEAction( i18n("Move Down"), TQt::Key_Down, TQT_TQOBJECT(gr), TQT_SLOT(slotDown()), actionCollection(), "move_down" );
(void)new TDEAction( i18n("Move Up"), TQt::Key_Up, TQT_TQOBJECT(gr), TQT_SLOT(slotUp()), actionCollection(), "move_up" );
(void)new TDEAction( i18n("Move Left"), TQt::Key_Left, TQT_TQOBJECT(gr), TQT_SLOT(slotLeft()), actionCollection(), "move_left" );
(void)new TDEAction( i18n("Move Right"), TQt::Key_Right, TQT_TQOBJECT(gr), TQT_SLOT(slotRight()), actionCollection(), "move_right" );
(void)new TDEAction( i18n("Trigger Action"), TQt::Key_Return, TQT_TQOBJECT(gr), TQT_SLOT(slotInput()), actionCollection(), "move_trigger" );
(void)new TDEAction( i18n("Move Down"), TQt::Key_Down, gr, TQT_SLOT(slotDown()), actionCollection(), "move_down" );
(void)new TDEAction( i18n("Move Up"), TQt::Key_Up, gr, TQT_SLOT(slotUp()), actionCollection(), "move_up" );
(void)new TDEAction( i18n("Move Left"), TQt::Key_Left, gr, TQT_SLOT(slotLeft()), actionCollection(), "move_left" );
(void)new TDEAction( i18n("Move Right"), TQt::Key_Right, gr, TQT_SLOT(slotRight()), actionCollection(), "move_right" );
(void)new TDEAction( i18n("Trigger Action"), TQt::Key_Return, gr, TQT_SLOT(slotInput()), actionCollection(), "move_trigger" );
}
void KBBGame::slotResize()

@ -363,7 +363,7 @@ JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, c
"kbounce/sounds/";
// create field
m_field = new JezzField( tiles, background, TQT_TQOBJECT(this), "m_field" );
m_field = new JezzField( tiles, background, this, "m_field" );
m_field->resize( TILE_SIZE*FIELD_WIDTH, TILE_SIZE*FIELD_HEIGHT );
for ( int x=0; x<FIELD_WIDTH; x++ )
@ -617,7 +617,7 @@ void JezzGame::buildWall( int x, int y, bool vertical )
m_wall1 = new Wall( m_field, x, y,
vertical? Wall::Up : Wall::Left,
vertical? TILE_WALLUP : TILE_WALLLEFT,
TQT_TQOBJECT(this), "m_wall1" );
this, "m_wall1" );
connect( m_wall1, TQT_SIGNAL(finished(Wall *, int)),
this, TQT_SLOT(wallFinished(Wall *, int)) ); }
@ -626,7 +626,7 @@ void JezzGame::buildWall( int x, int y, bool vertical )
m_wall2 = new Wall( m_field, x, y,
vertical? Wall::Down: Wall::Right,
vertical? TILE_WALLDOWN : TILE_WALLRIGHT,
TQT_TQOBJECT(this), "m_wall2" );
this, "m_wall2" );
connect( m_wall2, TQT_SIGNAL(finished(Wall *, int)),
this, TQT_SLOT(wallFinished(Wall *, int)) );
}

@ -89,13 +89,13 @@ KJezzball::KJezzball()
// create timers
m_nextLevelTimer = new TQTimer( this, "m_nextLevelTimer" );
connect( m_nextLevelTimer, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(switchLevel()) );
connect( m_nextLevelTimer, TQT_SIGNAL(timeout()), this, TQT_SLOT(switchLevel()) );
m_gameOverTimer = new TQTimer( this, "m_gameOverTimer" );
connect( m_gameOverTimer, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(gameOverNow()) );
connect( m_gameOverTimer, TQT_SIGNAL(timeout()), this, TQT_SLOT(gameOverNow()) );
m_timer = new TQTimer( this, "m_timer" );
connect( m_timer, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(second()) );
connect( m_timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(second()) );
// create demo game
createLevel( 1 );
@ -119,23 +119,23 @@ KJezzball::~KJezzball()
*/
void KJezzball::initXMLUI()
{
m_newAction = KStdGameAction::gameNew( TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection() );
m_newAction = KStdGameAction::gameNew( this, TQT_SLOT(newGame()), actionCollection() );
// AB: originally KBounce/KJezzball used Space for new game - but Ctrl+N is
// default. We solve this by providing space as an alternative key
TDEShortcut s = m_newAction->shortcut();
s.append(KKeySequence(TQKeySequence(Key_Space)));
m_newAction->setShortcut(s);
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection() );
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighscore()), actionCollection() );
m_pauseButton = KStdGameAction::pause(TQT_TQOBJECT(this), TQT_SLOT(pauseGame()), actionCollection());
KStdGameAction::end(TQT_TQOBJECT(this), TQT_SLOT(closeGame()), actionCollection());
KStdGameAction::configureHighscores(TQT_TQOBJECT(this), TQT_SLOT(configureHighscores()),actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection() );
KStdGameAction::highscores(this, TQT_SLOT(showHighscore()), actionCollection() );
m_pauseButton = KStdGameAction::pause(this, TQT_SLOT(pauseGame()), actionCollection());
KStdGameAction::end(this, TQT_SLOT(closeGame()), actionCollection());
KStdGameAction::configureHighscores(this, TQT_SLOT(configureHighscores()),actionCollection());
new TDEAction( i18n("&Select Background Folder..."), 0, TQT_TQOBJECT(this), TQT_SLOT(selectBackground()),
new TDEAction( i18n("&Select Background Folder..."), 0, this, TQT_SLOT(selectBackground()),
actionCollection(), "background_select" );
m_backgroundShowAction =
new TDEToggleAction( i18n("Show &Backgrounds"), 0, TQT_TQOBJECT(this), TQT_SLOT(showBackground()),
new TDEToggleAction( i18n("Show &Backgrounds"), 0, this, TQT_SLOT(showBackground()),
actionCollection(), "background_show" );
m_backgroundShowAction->setCheckedState(i18n("Hide &Backgrounds"));
m_backgroundShowAction->setEnabled( !m_backgroundDir.isEmpty() );
@ -400,8 +400,8 @@ void KJezzball::createLevel( int level )
m_gameWidget->show();
m_layout->addWidget( m_gameWidget, 0, 0 );
connect( m_gameWidget, TQT_SIGNAL(died()), TQT_TQOBJECT(this), TQT_SLOT(died()) );
connect( m_gameWidget, TQT_SIGNAL(newPercent(int)), TQT_TQOBJECT(this), TQT_SLOT(newPercent(int)) );
connect( m_gameWidget, TQT_SIGNAL(died()), this, TQT_SLOT(died()) );
connect( m_gameWidget, TQT_SIGNAL(newPercent(int)), this, TQT_SLOT(newPercent(int)) );
connect( m_soundAction, TQT_SIGNAL(toggled(bool)), m_gameWidget, TQT_SLOT(setSound(bool)) );
// update displays

@ -63,12 +63,12 @@ AbTop::AbTop()
timer = new TQTimer;
connect( timer, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(timerDone()) );
connect( timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(timerDone()) );
board = new Board();
setMoveNo(0);
connect( board, TQT_SIGNAL(searchBreak()), TQT_TQOBJECT(this), TQT_SLOT(searchBreak()) );
connect( board, TQT_SIGNAL(searchBreak()), this, TQT_SLOT(searchBreak()) );
TQ_CHECK_PTR(board);
boardWidget = new BoardWidget(*board,this);
@ -77,7 +77,7 @@ AbTop::AbTop()
#endif
connect( boardWidget, TQT_SIGNAL(updateSpy(TQString)),
TQT_TQOBJECT(this), TQT_SLOT(updateSpy(TQString)) );
this, TQT_SLOT(updateSpy(TQString)) );
setCentralWidget(boardWidget);
boardWidget->show();
@ -89,16 +89,16 @@ AbTop::AbTop()
// RMB context menu
connect( boardWidget, TQT_SIGNAL(rightButtonPressed(int,const TQPoint&)),
TQT_TQOBJECT(this), TQT_SLOT(rightButtonPressed(int,const TQPoint&)) );
this, TQT_SLOT(rightButtonPressed(int,const TQPoint&)) );
connect( boardWidget, TQT_SIGNAL(edited(int)),
TQT_TQOBJECT(this), TQT_SLOT(edited(int)) );
this, TQT_SLOT(edited(int)) );
connect( board, TQT_SIGNAL(updateBestMove(Move&,int)),
TQT_TQOBJECT(this), TQT_SLOT(updateBestMove(Move&,int)) );
this, TQT_SLOT(updateBestMove(Move&,int)) );
connect( boardWidget, TQT_SIGNAL(moveChoosen(Move&)),
TQT_TQOBJECT(this), TQT_SLOT(moveChoosen(Move&)) );
this, TQT_SLOT(moveChoosen(Move&)) );
/* default */
setLevel(Easy);
@ -132,61 +132,61 @@ AbTop::~AbTop()
void AbTop::setupActions()
{
newAction = KStdGameAction::gameNew( TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection() );
KStdGameAction::quit( TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection() );
newAction = KStdGameAction::gameNew( this, TQT_SLOT(newGame()), actionCollection() );
KStdGameAction::quit( this, TQT_SLOT(close()), actionCollection() );
stopAction = new TDEAction( i18n("&Stop Search"), "process-stop", Key_S, TQT_TQOBJECT(this),
stopAction = new TDEAction( i18n("&Stop Search"), "process-stop", Key_S, this,
TQT_SLOT(stopSearch()), actionCollection(), "move_stop");
backAction = new TDEAction( i18n("Take &Back"), "back",
TDEStdAccel::shortcut(TDEStdAccel::Prior), TQT_TQOBJECT(this),
TDEStdAccel::shortcut(TDEStdAccel::Prior), this,
TQT_SLOT(back()), actionCollection(), "move_back");
forwardAction = new TDEAction( i18n("&Forward"), "forward",
TDEStdAccel::shortcut(TDEStdAccel::Next), TQT_TQOBJECT(this),
TDEStdAccel::shortcut(TDEStdAccel::Next), this,
TQT_SLOT(forward()), actionCollection(), "move_forward");
hintAction = KStdGameAction::hint(TQT_TQOBJECT(this), TQT_SLOT(suggestion()), actionCollection());
hintAction = KStdGameAction::hint(this, TQT_SLOT(suggestion()), actionCollection());
KStdAction::copy( TQT_TQOBJECT(this), TQT_SLOT(copy()), actionCollection());
pasteAction = KStdAction::paste( TQT_TQOBJECT(this), TQT_SLOT(paste()), actionCollection());
KStdAction::copy( this, TQT_SLOT(copy()), actionCollection());
pasteAction = KStdAction::paste( this, TQT_SLOT(paste()), actionCollection());
(void) new TDEAction( i18n("&Restore Position"),
TDEStdAccel::shortcut(TDEStdAccel::Open),
TQT_TQOBJECT(this), TQT_SLOT(restorePosition()),
this, TQT_SLOT(restorePosition()),
actionCollection(), "edit_restore" );
(void) new TDEAction( i18n("&Save Position"),
TDEStdAccel::shortcut(TDEStdAccel::Save),
TQT_TQOBJECT(this), TQT_SLOT(savePosition()),
this, TQT_SLOT(savePosition()),
actionCollection(), "edit_save" );
TDEToggleAction *ta;
ta = new TDEToggleAction( i18n("&Network Play"), "network", Key_N,
actionCollection(), "game_net");
connect(ta, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(gameNetwork(bool)));
connect(ta, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(gameNetwork(bool)));
editAction = new TDEToggleAction( i18n("&Modify"), "edit",
CTRL+Key_Insert, actionCollection(), "edit_modify");
connect(editAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT( editModify(bool)));
connect(editAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT( editModify(bool)));
showMenubar = KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::saveOptions( TQT_TQOBJECT(this), TQT_SLOT(writeConfig()), actionCollection());
showMenubar = KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::saveOptions( this, TQT_SLOT(writeConfig()), actionCollection());
KStdAction::preferences( TQT_TQOBJECT(this), TQT_SLOT(configure()), actionCollection());
KStdAction::preferences( this, TQT_SLOT(configure()), actionCollection());
moveSlowAction = new TDEToggleAction( i18n("&Move Slow"), 0,
actionCollection(), "options_moveSlow");
connect(moveSlowAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(optionMoveSlow(bool)));
connect(moveSlowAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionMoveSlow(bool)));
renderBallsAction = new TDEToggleAction( i18n("&Render Balls"), 0,
actionCollection(), "options_renderBalls");
connect(renderBallsAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(optionRenderBalls(bool)));
connect(renderBallsAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionRenderBalls(bool)));
showSpyAction = new TDEToggleAction( i18n("&Spy"), 0,
actionCollection(), "options_showSpy");
connect(showSpyAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(optionShowSpy(bool)));
connect(showSpyAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionShowSpy(bool)));
levelAction = KStdGameAction::chooseGameType(0, 0, actionCollection());
@ -422,7 +422,7 @@ void AbTop::setupStatusBar()
spyPopup->insertItem(spy2, 2);
spyPopup->insertItem(spy3, 3);
connect( spyPopup, TQT_SIGNAL(activated(int)),
TQT_TQOBJECT(this), TQT_SLOT(setSpy(int)) );
this, TQT_SLOT(setSpy(int)) );
tb->insertButton(spy0, 30, spyPopup,
TRUE, i18n("Spy"));
}
@ -801,7 +801,7 @@ void AbTop::gameNetwork(bool on)
net->addListener(h2, p);
}
TQObject::connect(net, TQT_SIGNAL(gotPosition(const char *)),
TQT_TQOBJECT(this), TQT_SLOT(pastePosition(const char *)) );
this, TQT_SLOT(pastePosition(const char *)) );
}

@ -193,7 +193,7 @@ void KGoldrunner::setupActions()
myPause = KStdGameAction::
pause (
TQT_TQOBJECT(this), TQT_SLOT(stopStart()), actionCollection());
this, TQT_SLOT(stopStart()), actionCollection());
myPause-> setShortcut (Key_Escape); // Alternate key.
highScore = KStdGameAction::
highscores (
@ -214,7 +214,7 @@ void KGoldrunner::setupActions()
(void) KStdGameAction::
quit (
TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
this, TQT_SLOT(close()), actionCollection());
/**************************************************************************/
/*************************** GAME EDITOR MENU **************************/
@ -228,17 +228,17 @@ void KGoldrunner::setupActions()
(void) new TDEAction (
i18n("&Create Level"),
0,
TQT_TQOBJECT(game), TQT_SLOT(createLevel()), actionCollection(),
game, TQT_SLOT(createLevel()), actionCollection(),
"create");
(void) new TDEAction (
i18n("&Edit Any Level..."),
0,
TQT_TQOBJECT(game), TQT_SLOT(updateLevel()), actionCollection(),
game, TQT_SLOT(updateLevel()), actionCollection(),
"edit_any");
(void) new TDEAction (
i18n("Edit &Next Level..."),
0,
TQT_TQOBJECT(game), TQT_SLOT(updateNext()), actionCollection(),
game, TQT_SLOT(updateNext()), actionCollection(),
"edit_next");
// Save Edits...
@ -249,19 +249,19 @@ void KGoldrunner::setupActions()
saveEdits = new TDEAction (
i18n("&Save Edits..."),
0,
TQT_TQOBJECT(game), TQT_SLOT(saveLevelFile()), actionCollection(),
game, TQT_SLOT(saveLevelFile()), actionCollection(),
"save_edits");
saveEdits->setEnabled (FALSE); // Nothing to save, yet.
(void) new TDEAction (
i18n("&Move Level..."),
0,
TQT_TQOBJECT(game), TQT_SLOT(moveLevelFile()), actionCollection(),
game, TQT_SLOT(moveLevelFile()), actionCollection(),
"move_level");
(void) new TDEAction (
i18n("&Delete Level..."),
0,
TQT_TQOBJECT(game),
game,
TQT_SLOT(deleteLevelFile()), actionCollection(),
"delete_level");
@ -272,12 +272,12 @@ void KGoldrunner::setupActions()
(void) new TDEAction (
i18n("Create Game..."),
0,
TQT_TQOBJECT(this), TQT_SLOT(createGame()), actionCollection(),
this, TQT_SLOT(createGame()), actionCollection(),
"create_game");
(void) new TDEAction (
i18n("Edit Game Info..."),
0,
TQT_TQOBJECT(this),
this,
TQT_SLOT(editGameInfo()), actionCollection(),
"edit_game");
@ -290,27 +290,27 @@ void KGoldrunner::setupActions()
setKGoldrunner = new TDERadioAction (
"K&Goldrunner",
0, // Default Shift+G
TQT_TQOBJECT(this), TQT_SLOT(lsKGoldrunner()), actionCollection(),
this, TQT_SLOT(lsKGoldrunner()), actionCollection(),
"kgoldrunner");
setAppleII = new TDERadioAction (
"&Apple II",
0, // Default Shift+A
TQT_TQOBJECT(this), TQT_SLOT(lsApple2()), actionCollection(),
this, TQT_SLOT(lsApple2()), actionCollection(),
"apple_2");
setIceCave = new TDERadioAction (
i18n("&Ice Cave"),
0, // Default Shift+I
TQT_TQOBJECT(this), TQT_SLOT(lsIceCave()), actionCollection(),
this, TQT_SLOT(lsIceCave()), actionCollection(),
"ice_cave");
setMidnight = new TDERadioAction (
i18n("&Midnight"),
0, // Default Shift+M
TQT_TQOBJECT(this), TQT_SLOT(lsMidnight()), actionCollection(),
this, TQT_SLOT(lsMidnight()), actionCollection(),
"midnight");
setKDEKool = new TDERadioAction (
i18n("&TDE Kool"),
0, // Default Shift+K
TQT_TQOBJECT(this), TQT_SLOT(lsKDEKool()), actionCollection(),
this, TQT_SLOT(lsKDEKool()), actionCollection(),
"kde_kool");
setKGoldrunner-> setExclusiveGroup ("landscapes");
@ -331,13 +331,13 @@ void KGoldrunner::setupActions()
setMouse = new TDERadioAction (
i18n("&Mouse Controls Hero"),
0,
TQT_TQOBJECT(this),
this,
TQT_SLOT(setMouseMode()), actionCollection(),
"mouse_mode");
setKeyboard = new TDERadioAction (
i18n("&Keyboard Controls Hero"),
0,
TQT_TQOBJECT(this),
this,
TQT_SLOT(setKeyBoardMode()), actionCollection(),
"keyboard_mode");
@ -355,27 +355,27 @@ void KGoldrunner::setupActions()
TDERadioAction * nSpeed = new TDERadioAction (
i18n("Normal Speed"),
0,
TQT_TQOBJECT(this), TQT_SLOT(normalSpeed()), actionCollection(),
this, TQT_SLOT(normalSpeed()), actionCollection(),
"normal_speed");
TDERadioAction * bSpeed = new TDERadioAction (
i18n("Beginner Speed"),
0,
TQT_TQOBJECT(this), TQT_SLOT(beginSpeed()), actionCollection(),
this, TQT_SLOT(beginSpeed()), actionCollection(),
"beginner_speed");
TDERadioAction * cSpeed = new TDERadioAction (
i18n("Champion Speed"),
0,
TQT_TQOBJECT(this), TQT_SLOT(champSpeed()), actionCollection(),
this, TQT_SLOT(champSpeed()), actionCollection(),
"champion_speed");
(void) new TDEAction ( // Repeatable action.
i18n("Increase Speed"),
Key_Plus,
TQT_TQOBJECT(this), TQT_SLOT(incSpeed()), actionCollection(),
this, TQT_SLOT(incSpeed()), actionCollection(),
"increase_speed");
(void) new TDEAction ( // Repeatable action.
i18n("Decrease Speed"),
Key_Minus,
TQT_TQOBJECT(this), TQT_SLOT(decSpeed()), actionCollection(),
this, TQT_SLOT(decSpeed()), actionCollection(),
"decrease_speed");
nSpeed-> setExclusiveGroup ("speed");
@ -390,12 +390,12 @@ void KGoldrunner::setupActions()
tradRules = new TDERadioAction (
i18n("&Traditional Rules"),
0,
TQT_TQOBJECT(this), TQT_SLOT(setTradRules()), actionCollection(),
this, TQT_SLOT(setTradRules()), actionCollection(),
"trad_rules");
kgrRules = new TDERadioAction (
i18n("K&Goldrunner Rules"),
0,
TQT_TQOBJECT(this), TQT_SLOT(setKGrRules()), actionCollection(),
this, TQT_SLOT(setKGrRules()), actionCollection(),
"kgr_rules");
tradRules-> setExclusiveGroup ("rules");
@ -409,12 +409,12 @@ void KGoldrunner::setupActions()
(void) new TDEAction (
i18n("Larger Playing Area"),
0,
TQT_TQOBJECT(this), TQT_SLOT(makeLarger()), actionCollection(),
this, TQT_SLOT(makeLarger()), actionCollection(),
"larger_area");
(void) new TDEAction (
i18n("Smaller Playing Area"),
0,
TQT_TQOBJECT(this), TQT_SLOT(makeSmaller()), actionCollection(),
this, TQT_SLOT(makeSmaller()), actionCollection(),
"smaller_area");
// Configure Shortcuts...
@ -422,7 +422,7 @@ void KGoldrunner::setupActions()
// --------------------------
KStdAction::keyBindings (
TQT_TQOBJECT(this), TQT_SLOT(optionsConfigureKeys()),
this, TQT_SLOT(optionsConfigureKeys()),
actionCollection());
// KStdAction::configureToolbars (
// this, TQT_SLOT(optionsConfigureToolbars()),
@ -435,19 +435,19 @@ void KGoldrunner::setupActions()
// Two-handed KB controls and alternate one-handed controls for the hero.
(void) new TDEAction (i18n("Move Up"), Key_Up,
TQT_TQOBJECT(this), TQT_SLOT(goUp()), actionCollection(), "move_up");
this, TQT_SLOT(goUp()), actionCollection(), "move_up");
(void) new TDEAction (i18n("Move Right"), Key_Right,
TQT_TQOBJECT(this), TQT_SLOT(goR()), actionCollection(), "move_right");
this, TQT_SLOT(goR()), actionCollection(), "move_right");
(void) new TDEAction (i18n("Move Down"), Key_Down,
TQT_TQOBJECT(this), TQT_SLOT(goDown()), actionCollection(), "move_down");
this, TQT_SLOT(goDown()), actionCollection(), "move_down");
(void) new TDEAction (i18n("Move Left"), Key_Left,
TQT_TQOBJECT(this), TQT_SLOT(goL()), actionCollection(), "move_left");
this, TQT_SLOT(goL()), actionCollection(), "move_left");
(void) new TDEAction (i18n("Stop"), Key_Space,
TQT_TQOBJECT(this), TQT_SLOT(stop()), actionCollection(), "stop");
this, TQT_SLOT(stop()), actionCollection(), "stop");
(void) new TDEAction (i18n("Dig Right"), Key_C,
TQT_TQOBJECT(this), TQT_SLOT(digR()), actionCollection(), "dig_right");
this, TQT_SLOT(digR()), actionCollection(), "dig_right");
(void) new TDEAction (i18n("Dig Left"), Key_Z,
TQT_TQOBJECT(this), TQT_SLOT(digL()), actionCollection(), "dig_left");
this, TQT_SLOT(digL()), actionCollection(), "dig_left");
// Alternate one-handed controls. Set up in "kgoldrunnerui.rc".
@ -1015,34 +1015,34 @@ void KGoldrunner::makeEditToolbar()
editToolbar->insertSeparator();
editToolbar->insertSeparator();
editToolbar->insertButton (freebg, (int)FREE, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (freebg, (int)FREE, TQT_SIGNAL(clicked()), this,
TQT_SLOT(freeSlot()), TRUE, i18n("Empty space"));
editToolbar->insertSeparator();
editToolbar->insertButton (edherobg, (int)HERO, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (edherobg, (int)HERO, TQT_SIGNAL(clicked()), this,
TQT_SLOT (edheroSlot()), TRUE, i18n("Hero"));
editToolbar->insertSeparator();
editToolbar->insertButton (edenemybg, (int)ENEMY, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (edenemybg, (int)ENEMY, TQT_SIGNAL(clicked()), this,
TQT_SLOT (edenemySlot()), TRUE, i18n("Enemy"));
editToolbar->insertSeparator();
editToolbar->insertButton (brickbg, (int)BRICK, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (brickbg, (int)BRICK, TQT_SIGNAL(clicked()), this,
TQT_SLOT (brickSlot()), TRUE, i18n("Brick (can dig)"));
editToolbar->insertSeparator();
editToolbar->insertButton (betonbg, (int)BETON, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (betonbg, (int)BETON, TQT_SIGNAL(clicked()), this,
TQT_SLOT (betonSlot()), TRUE, i18n("Concrete (cannot dig)"));
editToolbar->insertSeparator();
editToolbar->insertButton (fbrickbg, (int)FBRICK, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (fbrickbg, (int)FBRICK, TQT_SIGNAL(clicked()), this,
TQT_SLOT (fbrickSlot()), TRUE, i18n("Trap (can fall through)"));
editToolbar->insertSeparator();
editToolbar->insertButton (ladderbg, (int)LADDER, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (ladderbg, (int)LADDER, TQT_SIGNAL(clicked()), this,
TQT_SLOT (ladderSlot()), TRUE, i18n("Ladder"));
editToolbar->insertSeparator();
editToolbar->insertButton (hladderbg, (int)HLADDER, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (hladderbg, (int)HLADDER, TQT_SIGNAL(clicked()), this,
TQT_SLOT (hladderSlot()), TRUE, i18n("Hidden ladder"));
editToolbar->insertSeparator();
editToolbar->insertButton (polebg, (int)POLE, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (polebg, (int)POLE, TQT_SIGNAL(clicked()), this,
TQT_SLOT (poleSlot()), TRUE, i18n("Pole (or bar)"));
editToolbar->insertSeparator();
editToolbar->insertButton (nuggetbg, (int)NUGGET, TQT_SIGNAL(clicked()), TQT_TQOBJECT(this),
editToolbar->insertButton (nuggetbg, (int)NUGGET, TQT_SIGNAL(clicked()), this,
TQT_SLOT (nuggetSlot()), TRUE, i18n("Gold nugget"));
editToolbar->setToggle ((int) FREE, TRUE);

@ -76,19 +76,19 @@ KJumpingCube::KJumpingCube()
}
void KJumpingCube::initTDEAction() {
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection());
KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(openGame()), actionCollection());
KStdGameAction::save(TQT_TQOBJECT(this), TQT_SLOT(save()), actionCollection());
KStdGameAction::saveAs(TQT_TQOBJECT(this), TQT_SLOT(saveAs()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection());
KStdGameAction::load(this, TQT_SLOT(openGame()), actionCollection());
KStdGameAction::save(this, TQT_SLOT(save()), actionCollection());
KStdGameAction::saveAs(this, TQT_SLOT(saveAs()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
hintAction = KStdGameAction::hint(TQT_TQOBJECT(view), TQT_SLOT(getHint()), actionCollection());
hintAction = KStdGameAction::hint(view, TQT_SLOT(getHint()), actionCollection());
stopAction = new TDEAction(i18n("Stop &Thinking"), "process-stop",
TQt::Key_Escape, TQT_TQOBJECT(this), TQT_SLOT(stop()), actionCollection(), "game_stop");
TQt::Key_Escape, this, TQT_SLOT(stop()), actionCollection(), "game_stop");
stopAction->setEnabled(false);
undoAction = KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undo()), actionCollection());
undoAction = KStdGameAction::undo(this, TQT_SLOT(undo()), actionCollection());
undoAction->setEnabled(false);
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showOptions()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showOptions()), actionCollection());
setupGUI();
}

@ -64,10 +64,10 @@ KLines::KLines()
setCentralWidget( mwidget );
lsb = mwidget->GetLsb();
connect(lsb, TQT_SIGNAL(endTurn()), TQT_TQOBJECT(this), TQT_SLOT(makeTurn()));
connect(lsb, TQT_SIGNAL(eraseLine(int)), TQT_TQOBJECT(this), TQT_SLOT(addScore(int)));
connect(lsb, TQT_SIGNAL(endGame()), TQT_TQOBJECT(this), TQT_SLOT(endGame()));
connect(lsb, TQT_SIGNAL(userTurn()), TQT_TQOBJECT(this), TQT_SLOT(userTurn()));
connect(lsb, TQT_SIGNAL(endTurn()), this, TQT_SLOT(makeTurn()));
connect(lsb, TQT_SIGNAL(eraseLine(int)), this, TQT_SLOT(addScore(int)));
connect(lsb, TQT_SIGNAL(endGame()), this, TQT_SLOT(endGame()));
connect(lsb, TQT_SIGNAL(userTurn()), this, TQT_SLOT(userTurn()));
lPrompt = mwidget->GetPrompt();
@ -82,7 +82,7 @@ KLines::KLines()
initTDEAction();
connect(&demoTimer, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(slotDemo()));
connect(&demoTimer, TQT_SIGNAL(timeout()), this, TQT_SLOT(slotDemo()));
setFocusPolicy(TQWidget::StrongFocus);
setFocus();
@ -104,18 +104,18 @@ KLines::~KLines()
*/
void KLines::initTDEAction()
{
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(startGame()), actionCollection());
act_demo = KStdGameAction::demo(TQT_TQOBJECT(this), TQT_SLOT(startDemo()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(startGame()), actionCollection());
act_demo = KStdGameAction::demo(this, TQT_SLOT(startDemo()), actionCollection());
act_demo->setText(i18n("Start &Tutorial"));
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(viewHighScore()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
endTurnAction = KStdGameAction::endTurn(TQT_TQOBJECT(this), TQT_SLOT(makeTurn()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(viewHighScore()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
endTurnAction = KStdGameAction::endTurn(this, TQT_SLOT(makeTurn()), actionCollection());
showNextAction = new TDEToggleAction(i18n("&Show Next"), TDEShortcut(CTRL+Key_P),
TQT_TQOBJECT(this), TQT_SLOT(switchPrompt()), actionCollection(), "options_show_next");
this, TQT_SLOT(switchPrompt()), actionCollection(), "options_show_next");
showNextAction->setCheckedState(i18n("Hide Next"));
showNumberedAction = new TDEToggleAction(i18n("&Use Numbered Balls"), TDEShortcut(),
TQT_TQOBJECT(this), TQT_SLOT(switchNumbered()), actionCollection(), "options_show_numbered");
undoAction = KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undo()), actionCollection());
this, TQT_SLOT(switchNumbered()), actionCollection(), "options_show_numbered");
undoAction = KStdGameAction::undo(this, TQT_SLOT(undo()), actionCollection());
levelAction = KStdGameAction::chooseGameType(0, 0, actionCollection());
TQStringList items;
@ -128,11 +128,11 @@ void KLines::initTDEAction()
showNumberedAction->setChecked(Prefs::numberedBalls());
lPrompt->setPrompt(Prefs::showNext());
(void)new TDEAction(i18n("Move Left"), Key_Left, TQT_TQOBJECT(lsb), TQT_SLOT(moveLeft()), actionCollection(), "left");
(void)new TDEAction(i18n("Move Right"), Key_Right, TQT_TQOBJECT(lsb), TQT_SLOT(moveRight()), actionCollection(), "right");
(void)new TDEAction(i18n("Move Up"), Key_Up, TQT_TQOBJECT(lsb), TQT_SLOT(moveUp()), actionCollection(), "up");
(void)new TDEAction(i18n("Move Down"), Key_Down, TQT_TQOBJECT(lsb), TQT_SLOT(moveDown()), actionCollection(), "down");
(void)new TDEAction(i18n("Move Ball"), Key_Space, TQT_TQOBJECT(lsb), TQT_SLOT(placePlayerBall()), actionCollection(), "place_ball");
(void)new TDEAction(i18n("Move Left"), Key_Left, lsb, TQT_SLOT(moveLeft()), actionCollection(), "left");
(void)new TDEAction(i18n("Move Right"), Key_Right, lsb, TQT_SLOT(moveRight()), actionCollection(), "right");
(void)new TDEAction(i18n("Move Up"), Key_Up, lsb, TQT_SLOT(moveUp()), actionCollection(), "up");
(void)new TDEAction(i18n("Move Down"), Key_Down, lsb, TQT_SLOT(moveDown()), actionCollection(), "down");
(void)new TDEAction(i18n("Move Ball"), Key_Space, lsb, TQT_SLOT(placePlayerBall()), actionCollection(), "place_ball");
setupGUI( TDEMainWindow::Save | Keys | StatusBar | Create );
}

@ -128,41 +128,41 @@ KMahjongg::~KMahjongg()
void KMahjongg::setupTDEAction()
{
// game
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection());
KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(loadGame()), actionCollection());
KStdGameAction::save(TQT_TQOBJECT(this), TQT_SLOT(saveGame()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::restart(TQT_TQOBJECT(this), TQT_SLOT(restartGame()), actionCollection());
new TDEAction(i18n("New Numbered Game..."), "newnum", 0, TQT_TQOBJECT(this), TQT_SLOT(startNewNumeric()), actionCollection(), "game_new_numeric");
new TDEAction(i18n("Open Th&eme..."), 0, TQT_TQOBJECT(this), TQT_SLOT(openTheme()), actionCollection(), "game_open_theme");
new TDEAction(i18n("Open &Tileset..."), 0, TQT_TQOBJECT(this), TQT_SLOT(openTileset()), actionCollection(), "game_open_tileset");
new TDEAction(i18n("Open &Background..."), 0, TQT_TQOBJECT(this), TQT_SLOT(openBackground()), actionCollection(), "game_open_background");
new TDEAction(i18n("Open La&yout..."), 0, TQT_TQOBJECT(this), TQT_SLOT(openLayout()), actionCollection(), "game_open_layout");
new TDEAction(i18n("Sa&ve Theme..."), 0, TQT_TQOBJECT(this), TQT_SLOT(saveTheme()), actionCollection(), "game_save_theme");
KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection());
KStdGameAction::load(this, TQT_SLOT(loadGame()), actionCollection());
KStdGameAction::save(this, TQT_SLOT(saveGame()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::restart(this, TQT_SLOT(restartGame()), actionCollection());
new TDEAction(i18n("New Numbered Game..."), "newnum", 0, this, TQT_SLOT(startNewNumeric()), actionCollection(), "game_new_numeric");
new TDEAction(i18n("Open Th&eme..."), 0, this, TQT_SLOT(openTheme()), actionCollection(), "game_open_theme");
new TDEAction(i18n("Open &Tileset..."), 0, this, TQT_SLOT(openTileset()), actionCollection(), "game_open_tileset");
new TDEAction(i18n("Open &Background..."), 0, this, TQT_SLOT(openBackground()), actionCollection(), "game_open_background");
new TDEAction(i18n("Open La&yout..."), 0, this, TQT_SLOT(openLayout()), actionCollection(), "game_open_layout");
new TDEAction(i18n("Sa&ve Theme..."), 0, this, TQT_SLOT(saveTheme()), actionCollection(), "game_save_theme");
// originally "file" ends here
KStdGameAction::hint(TQT_TQOBJECT(bw), TQT_SLOT(helpMove()), actionCollection());
new TDEAction(i18n("Shu&ffle"), "reload", 0, TQT_TQOBJECT(bw), TQT_SLOT(shuffle()), actionCollection(), "move_shuffle");
demoAction = KStdGameAction::demo(TQT_TQOBJECT(this), TQT_SLOT(demoMode()), actionCollection());
showMatchingTilesAction = new TDEToggleAction(i18n("Show &Matching Tiles"), 0, TQT_TQOBJECT(this), TQT_SLOT(showMatchingTiles()), actionCollection(), "options_show_matching_tiles");
KStdGameAction::hint(bw, TQT_SLOT(helpMove()), actionCollection());
new TDEAction(i18n("Shu&ffle"), "reload", 0, bw, TQT_SLOT(shuffle()), actionCollection(), "move_shuffle");
demoAction = KStdGameAction::demo(this, TQT_SLOT(demoMode()), actionCollection());
showMatchingTilesAction = new TDEToggleAction(i18n("Show &Matching Tiles"), 0, this, TQT_SLOT(showMatchingTiles()), actionCollection(), "options_show_matching_tiles");
showMatchingTilesAction->setCheckedState(i18n("Hide &Matching Tiles"));
showMatchingTilesAction->setChecked(Prefs::showMatchingTiles());
bw->setShowMatch( Prefs::showMatchingTiles() );
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighscores()), actionCollection());
pauseAction = KStdGameAction::pause(TQT_TQOBJECT(this), TQT_SLOT(pause()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(showHighscores()), actionCollection());
pauseAction = KStdGameAction::pause(this, TQT_SLOT(pause()), actionCollection());
// TODO: store the background ; open on startup
// TODO: same about layout
// TODO: same about theme
// move
undoAction = KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undo()), actionCollection());
redoAction = KStdGameAction::redo(TQT_TQOBJECT(this), TQT_SLOT(redo()), actionCollection());
undoAction = KStdGameAction::undo(this, TQT_SLOT(undo()), actionCollection());
redoAction = KStdGameAction::redo(this, TQT_SLOT(redo()), actionCollection());
// edit
new TDEAction(i18n("&Board Editor"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotBoardEditor()), actionCollection(), "edit_board_editor");
new TDEAction(i18n("&Board Editor"), 0, this, TQT_SLOT(slotBoardEditor()), actionCollection(), "edit_board_editor");
// settings
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showSettings()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showSettings()), actionCollection());
setupGUI();
}
@ -239,7 +239,7 @@ void KMahjongg::showSettings(){
TDEConfigDialog *dialog = new TDEConfigDialog(this, "settings", Prefs::self(), KDialogBase::Swallow);
dialog->addPage(new Settings(0, "General"), i18n("General"), "package_settings");
connect(dialog, TQT_SIGNAL(settingsChanged()), bw, TQT_SLOT(loadSettings()));
connect(dialog, TQT_SIGNAL(settingsChanged()), TQT_TQOBJECT(this), TQT_SLOT(setDisplayedWidth()));
connect(dialog, TQT_SIGNAL(settingsChanged()), this, TQT_SLOT(setDisplayedWidth()));
dialog->show();
}

@ -30,11 +30,11 @@ KZoomMainWindow::KZoomMainWindow(uint min, uint max, uint step, const char *name
{
installEventFilter(this);
_zoomInAction = KStdAction::zoomIn(TQT_TQOBJECT(this), TQT_SLOT(zoomIn()), actionCollection());
_zoomInAction = KStdAction::zoomIn(this, TQT_SLOT(zoomIn()), actionCollection());
_zoomOutAction =
KStdAction::zoomOut(TQT_TQOBJECT(this), TQT_SLOT(zoomOut()), actionCollection());
KStdAction::zoomOut(this, TQT_SLOT(zoomOut()), actionCollection());
_menu =
KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
}
void KZoomMainWindow::init(const char *popupName)

@ -68,28 +68,28 @@ MainWidget::MainWidget()
connect(_status, TQT_SIGNAL(pause()), TQT_SLOT(pause()));
// Game & Popup
KStdGameAction::gameNew(TQT_TQOBJECT(_status), TQT_SLOT(restartGame()), actionCollection());
_pause = KStdGameAction::pause(TQT_TQOBJECT(_status), TQT_SLOT(pauseGame()),
KStdGameAction::gameNew(_status, TQT_SLOT(restartGame()), actionCollection());
_pause = KStdGameAction::pause(_status, TQT_SLOT(pauseGame()),
actionCollection());
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighscores()),
KStdGameAction::highscores(this, TQT_SLOT(showHighscores()),
actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(tqApp), TQT_SLOT(quit()), actionCollection());
KStdGameAction::quit(tqApp, TQT_SLOT(quit()), actionCollection());
// keyboard
_keybCollection = new TDEActionCollection(this);
for (uint i=0; i<NB_KEYS; i++) {
const KeyData &d = KEY_DATA[i];
(void)new TDEAction(i18n(d.label), d.keycode, TQT_TQOBJECT(_status),
(void)new TDEAction(i18n(d.label), d.keycode, _status,
d.slot, _keybCollection, d.name);
}
// Settings
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(configureSettings()),
KStdAction::preferences(this, TQT_SLOT(configureSettings()),
actionCollection());
KStdAction::keyBindings(TQT_TQOBJECT(this), TQT_SLOT(configureKeys()), actionCollection());
KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(configureNotifications()),
KStdAction::keyBindings(this, TQT_SLOT(configureKeys()), actionCollection());
KStdAction::configureNotifications(this, TQT_SLOT(configureNotifications()),
actionCollection());
KStdGameAction::configureHighscores(TQT_TQOBJECT(this), TQT_SLOT(configureHighscores()),
KStdGameAction::configureHighscores(this, TQT_SLOT(configureHighscores()),
actionCollection());
// Levels
_levels = KStdGameAction::chooseGameType(0, 0, actionCollection());
@ -97,27 +97,27 @@ MainWidget::MainWidget()
for (uint i=0; i<=Level::NB_TYPES; i++)
list += i18n(Level::LABELS[i]);
_levels->setItems(list);
connect(_levels, TQT_SIGNAL(activated(int)), TQT_TQOBJECT(_status), TQT_SLOT(newGame(int)));
connect(_levels, TQT_SIGNAL(activated(int)), _status, TQT_SLOT(newGame(int)));
// Adviser
_advise =
KStdGameAction::hint(TQT_TQOBJECT(_status), TQT_SLOT(advise()), actionCollection());
_solve = KStdGameAction::solve(TQT_TQOBJECT(_status), TQT_SLOT(solve()), actionCollection());
(void)new TDEAction(i18n("Solving Rate..."), 0, TQT_TQOBJECT(_status), TQT_SLOT(solveRate()),
KStdGameAction::hint(_status, TQT_SLOT(advise()), actionCollection());
_solve = KStdGameAction::solve(_status, TQT_SLOT(solve()), actionCollection());
(void)new TDEAction(i18n("Solving Rate..."), 0, _status, TQT_SLOT(solveRate()),
actionCollection(), "solve_rate");
// Log
(void)new TDEAction(KGuiItem(i18n("View Log"), "viewmag"), 0,
TQT_TQOBJECT(_status), TQT_SLOT(viewLog()),
_status, TQT_SLOT(viewLog()),
actionCollection(), "log_view");
(void)new TDEAction(KGuiItem(i18n("Replay Log"), "media-playback-start"),
0, TQT_TQOBJECT(_status), TQT_SLOT(replayLog()),
0, _status, TQT_SLOT(replayLog()),
actionCollection(), "log_replay");
(void)new TDEAction(KGuiItem(i18n("Save Log..."), "document-save"), 0,
TQT_TQOBJECT(_status), TQT_SLOT(saveLog()),
_status, TQT_SLOT(saveLog()),
actionCollection(), "log_save");
(void)new TDEAction(KGuiItem(i18n("Load Log..."), "document-open"), 0,
TQT_TQOBJECT(_status), TQT_SLOT(loadLog()),
_status, TQT_SLOT(loadLog()),
actionCollection(), "log_load");
setupGUI( TDEMainWindow::Save | Create );

@ -51,7 +51,7 @@ Status::Status(TQWidget *parent)
_timer = new TQTimer(this);
connect(_timer, TQT_SIGNAL(timeout()), TQT_SLOT(replayStep()));
_solver = new Solver(TQT_TQOBJECT(this));
_solver = new Solver(this);
connect(_solver, TQT_SIGNAL(solvingDone(bool)), TQT_SLOT(solvingDone(bool)));
// top layout

@ -64,11 +64,11 @@ MainWindow::MainWindow(TQWidget *parent, const char* name, WFlags /*fl*/) :
KNotifyClient::startDaemon();
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(slotNewGame()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(slotNewGame()), actionCollection());
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighscores()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::configureHighscores(TQT_TQOBJECT(this), TQT_SLOT(configureHighscores()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(showHighscores()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::configureHighscores(this, TQT_SLOT(configureHighscores()), actionCollection());
m_levels = KStdGameAction::chooseGameType(0, 0, actionCollection());
TQStringList lst;

@ -2202,7 +2202,7 @@ KolfGame::KolfGame(ObjectList *obj, PlayerList *players, TQString filename, TQWi
setMargins(margin, margin, margin, margin);
course = new TQCanvas(TQT_TQOBJECT(this));
course = new TQCanvas(this);
course->setBackgroundColor(white);
course->resize(width, height);

@ -79,75 +79,75 @@ Kolf::~Kolf()
void Kolf::initGUI()
{
newAction = KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection());
newAction = KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection());
newAction->setText(newAction->text() + TQString("..."));
endAction = KStdGameAction::end(TQT_TQOBJECT(this), TQT_SLOT(closeGame()), actionCollection());
printAction = KStdGameAction::print(TQT_TQOBJECT(this), TQT_SLOT(print()), actionCollection());
endAction = KStdGameAction::end(this, TQT_SLOT(closeGame()), actionCollection());
printAction = KStdGameAction::print(this, TQT_SLOT(print()), actionCollection());
(void) KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
saveAction = KStdAction::save(TQT_TQOBJECT(this), TQT_SLOT(save()), actionCollection(), "game_save");
(void) KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
saveAction = KStdAction::save(this, TQT_SLOT(save()), actionCollection(), "game_save");
saveAction->setText(i18n("Save &Course"));
saveAsAction = KStdAction::saveAs(TQT_TQOBJECT(this), TQT_SLOT(saveAs()), actionCollection(), "game_save_as");
saveAsAction = KStdAction::saveAs(this, TQT_SLOT(saveAs()), actionCollection(), "game_save_as");
saveAsAction->setText(i18n("Save &Course As..."));
saveGameAction = new TDEAction(i18n("&Save Game"), 0, TQT_TQOBJECT(this), TQT_SLOT(saveGame()), actionCollection(), "savegame");
saveGameAsAction = new TDEAction(i18n("&Save Game As..."), 0, TQT_TQOBJECT(this), TQT_SLOT(saveGameAs()), actionCollection(), "savegameas");
saveGameAction = new TDEAction(i18n("&Save Game"), 0, this, TQT_SLOT(saveGame()), actionCollection(), "savegame");
saveGameAsAction = new TDEAction(i18n("&Save Game As..."), 0, this, TQT_SLOT(saveGameAs()), actionCollection(), "savegameas");
loadGameAction = KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(loadGame()), actionCollection());
loadGameAction = KStdGameAction::load(this, TQT_SLOT(loadGame()), actionCollection());
loadGameAction->setText(i18n("Load Saved Game..."));
highScoreAction = KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighScores()), actionCollection());
highScoreAction = KStdGameAction::highscores(this, TQT_SLOT(showHighScores()), actionCollection());
editingAction = new TDEToggleAction(i18n("&Edit"), "pencil", CTRL+Key_E, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "editing");
newHoleAction = new TDEAction(i18n("&New"), "document-new", CTRL+SHIFT+Key_N, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "newhole");
clearHoleAction = new TDEAction(KStdGuiItem::clear().text(), "locationbar_erase", CTRL+Key_Delete, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "clearhole");
resetHoleAction = new TDEAction(i18n("&Reset"), CTRL+Key_R, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "resethole");
undoShotAction = KStdAction::undo(TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "undoshot");
editingAction = new TDEToggleAction(i18n("&Edit"), "pencil", CTRL+Key_E, this, TQT_SLOT(emptySlot()), actionCollection(), "editing");
newHoleAction = new TDEAction(i18n("&New"), "document-new", CTRL+SHIFT+Key_N, this, TQT_SLOT(emptySlot()), actionCollection(), "newhole");
clearHoleAction = new TDEAction(KStdGuiItem::clear().text(), "locationbar_erase", CTRL+Key_Delete, this, TQT_SLOT(emptySlot()), actionCollection(), "clearhole");
resetHoleAction = new TDEAction(i18n("&Reset"), CTRL+Key_R, this, TQT_SLOT(emptySlot()), actionCollection(), "resethole");
undoShotAction = KStdAction::undo(this, TQT_SLOT(emptySlot()), actionCollection(), "undoshot");
undoShotAction->setText(i18n("&Undo Shot"));
//replayShotAction = new TDEAction(i18n("&Replay Shot"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "replay");
//replayShotAction = new TDEAction(i18n("&Replay Shot"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "replay");
holeAction = new TDEListAction(i18n("Switch to Hole"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "switchhole");
nextAction = new TDEAction(i18n("&Next Hole"), "forward", TDEStdAccel::shortcut(TDEStdAccel::Forward), TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "nexthole");
prevAction = new TDEAction(i18n("&Previous Hole"), "back", TDEStdAccel::shortcut(TDEStdAccel::Back), TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "prevhole");
firstAction = new TDEAction(i18n("&First Hole"), "go-home", TDEStdAccel::shortcut(TDEStdAccel::Home), TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "firsthole");
lastAction = new TDEAction(i18n("&Last Hole"), CTRL+SHIFT+Key_End, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "lasthole");
randAction = new TDEAction(i18n("&Random Hole"), "goto", 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "randhole");
holeAction = new TDEListAction(i18n("Switch to Hole"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "switchhole");
nextAction = new TDEAction(i18n("&Next Hole"), "forward", TDEStdAccel::shortcut(TDEStdAccel::Forward), this, TQT_SLOT(emptySlot()), actionCollection(), "nexthole");
prevAction = new TDEAction(i18n("&Previous Hole"), "back", TDEStdAccel::shortcut(TDEStdAccel::Back), this, TQT_SLOT(emptySlot()), actionCollection(), "prevhole");
firstAction = new TDEAction(i18n("&First Hole"), "go-home", TDEStdAccel::shortcut(TDEStdAccel::Home), this, TQT_SLOT(emptySlot()), actionCollection(), "firsthole");
lastAction = new TDEAction(i18n("&Last Hole"), CTRL+SHIFT+Key_End, this, TQT_SLOT(emptySlot()), actionCollection(), "lasthole");
randAction = new TDEAction(i18n("&Random Hole"), "goto", 0, this, TQT_SLOT(emptySlot()), actionCollection(), "randhole");
useMouseAction = new TDEToggleAction(i18n("Enable &Mouse for Moving Putter"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "usemouse");
useMouseAction = new TDEToggleAction(i18n("Enable &Mouse for Moving Putter"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "usemouse");
useMouseAction->setCheckedState(i18n("Disable &Mouse for Moving Putter"));
connect(useMouseAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(useMouseChanged(bool)));
connect(useMouseAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(useMouseChanged(bool)));
TDEConfig *config = kapp->config();
config->setGroup("Settings");
useMouseAction->setChecked(config->readBoolEntry("useMouse", true));
useAdvancedPuttingAction = new TDEToggleAction(i18n("Enable &Advanced Putting"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "useadvancedputting");
useAdvancedPuttingAction = new TDEToggleAction(i18n("Enable &Advanced Putting"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "useadvancedputting");
useAdvancedPuttingAction->setCheckedState(i18n("Disable &Advanced Putting"));
connect(useAdvancedPuttingAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(useAdvancedPuttingChanged(bool)));
connect(useAdvancedPuttingAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(useAdvancedPuttingChanged(bool)));
useAdvancedPuttingAction->setChecked(config->readBoolEntry("useAdvancedPutting", false));
showInfoAction = new TDEToggleAction(i18n("Show &Info"), "application-vnd.tde.info", CTRL+Key_I, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "showinfo");
showInfoAction = new TDEToggleAction(i18n("Show &Info"), "application-vnd.tde.info", CTRL+Key_I, this, TQT_SLOT(emptySlot()), actionCollection(), "showinfo");
showInfoAction->setCheckedState(i18n("Hide &Info"));
connect(showInfoAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(showInfoChanged(bool)));
connect(showInfoAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(showInfoChanged(bool)));
showInfoAction->setChecked(config->readBoolEntry("showInfo", false));
showGuideLineAction = new TDEToggleAction(i18n("Show Putter &Guideline"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "showguideline");
showGuideLineAction = new TDEToggleAction(i18n("Show Putter &Guideline"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "showguideline");
showGuideLineAction->setCheckedState(i18n("Hide Putter &Guideline"));
connect(showGuideLineAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(showGuideLineChanged(bool)));
connect(showGuideLineAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(showGuideLineChanged(bool)));
showGuideLineAction->setChecked(config->readBoolEntry("showGuideLine", true));
TDEToggleAction *act=new TDEToggleAction(i18n("Enable All Dialog Boxes"), 0, TQT_TQOBJECT(this), TQT_SLOT(enableAllMessages()), actionCollection(), "enableAll");
TDEToggleAction *act=new TDEToggleAction(i18n("Enable All Dialog Boxes"), 0, this, TQT_SLOT(enableAllMessages()), actionCollection(), "enableAll");
act->setCheckedState(i18n("Disable All Dialog Boxes"));
soundAction = new TDEToggleAction(i18n("Play &Sounds"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "audio-x-generic");
connect(soundAction, TQT_SIGNAL(toggled(bool)), TQT_TQOBJECT(this), TQT_SLOT(soundChanged(bool)));
soundAction = new TDEToggleAction(i18n("Play &Sounds"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "audio-x-generic");
connect(soundAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(soundChanged(bool)));
soundAction->setChecked(config->readBoolEntry("sound", true));
(void) new TDEAction(i18n("&Reload Plugins"), 0, TQT_TQOBJECT(this), TQT_SLOT(initPlugins()), actionCollection(), "reloadplugins");
(void) new TDEAction(i18n("Show &Plugins"), 0, TQT_TQOBJECT(this), TQT_SLOT(showPlugins()), actionCollection(), "showplugins");
(void) new TDEAction(i18n("&Reload Plugins"), 0, this, TQT_SLOT(initPlugins()), actionCollection(), "reloadplugins");
(void) new TDEAction(i18n("Show &Plugins"), 0, this, TQT_SLOT(showPlugins()), actionCollection(), "showplugins");
aboutAction = new TDEAction(i18n("&About Course"), 0, TQT_TQOBJECT(this), TQT_SLOT(emptySlot()), actionCollection(), "aboutcourse");
tutorialAction = new TDEAction(i18n("&Tutorial"), 0, TQT_TQOBJECT(this), TQT_SLOT(tutorial()), actionCollection(), "tutorial");
aboutAction = new TDEAction(i18n("&About Course"), 0, this, TQT_SLOT(emptySlot()), actionCollection(), "aboutcourse");
tutorialAction = new TDEAction(i18n("&Tutorial"), 0, this, TQT_SLOT(tutorial()), actionCollection(), "tutorial");
statusBar();
setupGUI();
@ -226,19 +226,19 @@ void Kolf::startNewGame()
connect(game, TQT_SIGNAL(newHole(int)), scoreboard, TQT_SLOT(newHole(int)));
connect(game, TQT_SIGNAL(scoreChanged(int, int, int)), scoreboard, TQT_SLOT(setScore(int, int, int)));
connect(game, TQT_SIGNAL(parChanged(int, int)), scoreboard, TQT_SLOT(parChanged(int, int)));
connect(game, TQT_SIGNAL(modifiedChanged(bool)), TQT_TQOBJECT(this), TQT_SLOT(updateModified(bool)));
connect(game, TQT_SIGNAL(newPlayersTurn(Player *)), TQT_TQOBJECT(this), TQT_SLOT(newPlayersTurn(Player *)));
connect(game, TQT_SIGNAL(holesDone()), TQT_TQOBJECT(this), TQT_SLOT(gameOver()));
connect(game, TQT_SIGNAL(checkEditing()), TQT_TQOBJECT(this), TQT_SLOT(checkEditing()));
connect(game, TQT_SIGNAL(editingStarted()), TQT_TQOBJECT(this), TQT_SLOT(editingStarted()));
connect(game, TQT_SIGNAL(editingEnded()), TQT_TQOBJECT(this), TQT_SLOT(editingEnded()));
connect(game, TQT_SIGNAL(inPlayStart()), TQT_TQOBJECT(this), TQT_SLOT(inPlayStart()));
connect(game, TQT_SIGNAL(inPlayEnd()), TQT_TQOBJECT(this), TQT_SLOT(inPlayEnd()));
connect(game, TQT_SIGNAL(maxStrokesReached(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(maxStrokesReached(const TQString &)));
connect(game, TQT_SIGNAL(largestHole(int)), TQT_TQOBJECT(this), TQT_SLOT(updateHoleMenu(int)));
connect(game, TQT_SIGNAL(titleChanged(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(titleChanged(const TQString &)));
connect(game, TQT_SIGNAL(newStatusText(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(newStatusText(const TQString &)));
connect(game, TQT_SIGNAL(currentHole(int)), TQT_TQOBJECT(this), TQT_SLOT(setCurrentHole(int)));
connect(game, TQT_SIGNAL(modifiedChanged(bool)), this, TQT_SLOT(updateModified(bool)));
connect(game, TQT_SIGNAL(newPlayersTurn(Player *)), this, TQT_SLOT(newPlayersTurn(Player *)));
connect(game, TQT_SIGNAL(holesDone()), this, TQT_SLOT(gameOver()));
connect(game, TQT_SIGNAL(checkEditing()), this, TQT_SLOT(checkEditing()));
connect(game, TQT_SIGNAL(editingStarted()), this, TQT_SLOT(editingStarted()));
connect(game, TQT_SIGNAL(editingEnded()), this, TQT_SLOT(editingEnded()));
connect(game, TQT_SIGNAL(inPlayStart()), this, TQT_SLOT(inPlayStart()));
connect(game, TQT_SIGNAL(inPlayEnd()), this, TQT_SLOT(inPlayEnd()));
connect(game, TQT_SIGNAL(maxStrokesReached(const TQString &)), this, TQT_SLOT(maxStrokesReached(const TQString &)));
connect(game, TQT_SIGNAL(largestHole(int)), this, TQT_SLOT(updateHoleMenu(int)));
connect(game, TQT_SIGNAL(titleChanged(const TQString &)), this, TQT_SLOT(titleChanged(const TQString &)));
connect(game, TQT_SIGNAL(newStatusText(const TQString &)), this, TQT_SLOT(newStatusText(const TQString &)));
connect(game, TQT_SIGNAL(currentHole(int)), this, TQT_SLOT(setCurrentHole(int)));
connect(holeAction, TQT_SIGNAL(activated(const TQString &)), game, TQT_SLOT(switchHole(const TQString &)));
connect(nextAction, TQT_SIGNAL(activated()), game, TQT_SLOT(nextHole()));
connect(prevAction, TQT_SIGNAL(activated()), game, TQT_SLOT(prevHole()));
@ -356,7 +356,7 @@ void Kolf::closeGame()
titleChanged(TQString());
updateModified(false);
TQTimer::singleShot(100, TQT_TQOBJECT(this), TQT_SLOT(createSpacer()));
TQTimer::singleShot(100, this, TQT_SLOT(createSpacer()));
}
void Kolf::createSpacer()
@ -463,7 +463,7 @@ void Kolf::gameOver()
scoreDialog->show();
}
TQTimer::singleShot(700, TQT_TQOBJECT(this), TQT_SLOT(closeGame()));
TQTimer::singleShot(700, this, TQT_SLOT(closeGame()));
}
void Kolf::showHighScores()
@ -564,7 +564,7 @@ void Kolf::openURL(KURL url)
return;
}
TQTimer::singleShot(10, TQT_TQOBJECT(this), TQT_SLOT(startNewGame()));
TQTimer::singleShot(10, this, TQT_SLOT(startNewGame()));
}
else
closeGame();
@ -596,7 +596,7 @@ void Kolf::editingStarted()
editor = new Editor(obj, dummy, "Editor");
connect(editor, TQT_SIGNAL(addNewItem(Object *)), game, TQT_SLOT(addNewObject(Object *)));
connect(editor, TQT_SIGNAL(changed()), game, TQT_SLOT(setModified()));
connect(editor, TQT_SIGNAL(addNewItem(Object *)), TQT_TQOBJECT(this), TQT_SLOT(setHoleFocus()));
connect(editor, TQT_SIGNAL(addNewItem(Object *)), this, TQT_SLOT(setHoleFocus()));
connect(game, TQT_SIGNAL(newSelectedItem(CanvasItem *)), editor, TQT_SLOT(setItem(CanvasItem *)));
scoreboard->hide();

@ -4,7 +4,7 @@
#include "int_validator.moc"
IntValidator::IntValidator( TQWidget *parent, const char *name ) :
TQValidator( TQT_TQOBJECT(parent), name )
TQValidator( parent, name )
{
#ifdef INT_MIN
v_bottom = INT_MIN;
@ -15,7 +15,7 @@ IntValidator::IntValidator( TQWidget *parent, const char *name ) :
}
IntValidator::IntValidator( int bottom, int top, TQWidget *parent, const char *name ) :
TQValidator( TQT_TQOBJECT(parent), name )
TQValidator( parent, name )
{
v_bottom = bottom;
v_top = top;

@ -37,18 +37,18 @@ MainWindow::~MainWindow()
void
MainWindow::setupTDEAction()
{
KStdGameAction::gameNew( TQT_TQOBJECT(gameBoard), TQT_SLOT( startNewGame() ), actionCollection() );
KStdGameAction::quit( TQT_TQOBJECT(this), TQT_SLOT( close() ), actionCollection() );
endAction = KStdGameAction::end( TQT_TQOBJECT(gameBoard), TQT_SLOT( shutdownGame() ), actionCollection() );
KStdGameAction::gameNew( gameBoard, TQT_SLOT( startNewGame() ), actionCollection() );
KStdGameAction::quit( this, TQT_SLOT( close() ), actionCollection() );
endAction = KStdGameAction::end( gameBoard, TQT_SLOT( shutdownGame() ), actionCollection() );
endAction->setEnabled(false);
//AB: there is no icon for disabled - TDEToolBar::insertButton shows the
//different state - TDEAction not :-(
measureAction = new TDEAction( i18n("&Measure Distance"), "ruler", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( measureDistance() ), actionCollection(), "game_measure" );
measureAction = new TDEAction( i18n("&Measure Distance"), "ruler", 0, gameBoard, TQT_SLOT( measureDistance() ), actionCollection(), "game_measure" );
measureAction->setEnabled(false);
standingAction = new TDEAction( i18n("&Show Standings"), "help", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( showScores() ), actionCollection(), "game_scores" );
standingAction = new TDEAction( i18n("&Show Standings"), "help", 0, gameBoard, TQT_SLOT( showScores() ), actionCollection(), "game_scores" );
standingAction->setEnabled(false);
fleetAction = new TDEAction( i18n("&Fleet Overview"), "launch", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( showFleets() ), actionCollection(), "game_fleets" );
fleetAction = new TDEAction( i18n("&Fleet Overview"), "launch", 0, gameBoard, TQT_SLOT( showFleets() ), actionCollection(), "game_fleets" );
fleetAction->setEnabled(false);
toolBar()->setBarPos( TDEToolBar::Left );
toolBar()->setMovingEnabled( false );
@ -60,7 +60,7 @@ MainWindow::setupGameBoard()
gameBoard = new GameBoard( this );
setCentralWidget(gameBoard);
connect( gameBoard, TQT_SIGNAL( newGameState( GameState )), TQT_TQOBJECT(this), TQT_SLOT( gameStateChange( GameState ) ) );
connect( gameBoard, TQT_SIGNAL( newGameState( GameState )), this, TQT_SLOT( gameStateChange( GameState ) ) );
}

@ -114,7 +114,7 @@ void Dealer::setupActions() {
if (actions() & Dealer::Hint) {
ahint = new TDEAction( i18n("&Hint"), TQString::fromLatin1("wizard"), Key_H, TQT_TQOBJECT(this),
ahint = new TDEAction( i18n("&Hint"), TQString::fromLatin1("wizard"), Key_H, this,
TQT_SLOT(hint()),
parent()->actionCollection(), "game_hint");
actionlist.append(ahint);
@ -122,7 +122,7 @@ void Dealer::setupActions() {
ahint = 0;
if (actions() & Dealer::Demo) {
ademo = new TDEToggleAction( i18n("&Demo"), TQString::fromLatin1("1rightarrow"), CTRL+Key_D, TQT_TQOBJECT(this),
ademo = new TDEToggleAction( i18n("&Demo"), TQString::fromLatin1("1rightarrow"), CTRL+Key_D, this,
TQT_SLOT(toggleDemo()),
parent()->actionCollection(), "game_demo");
actionlist.append(ademo);
@ -130,7 +130,7 @@ void Dealer::setupActions() {
ademo = 0;
if (actions() & Dealer::Redeal) {
aredeal = new TDEAction (i18n("&Redeal"), TQString::fromLatin1("queue"), 0, TQT_TQOBJECT(this),
aredeal = new TDEAction (i18n("&Redeal"), TQString::fromLatin1("queue"), 0, this,
TQT_SLOT(redeal()),
parent()->actionCollection(), "game_redeal");
actionlist.append(aredeal);
@ -791,13 +791,13 @@ void Dealer::takeState()
ademo->setEnabled( false );
if ( aredeal )
aredeal->setEnabled( false );
TQTimer::singleShot(400, TQT_TQOBJECT(this), TQT_SIGNAL(gameLost()));
TQTimer::singleShot(400, this, TQT_SIGNAL(gameLost()));
toldAboutLostGame = true;
return;
}
}
if (!demoActive() && !waiting())
TQTimer::singleShot(TIME_BETWEEN_MOVES, TQT_TQOBJECT(this), TQT_SLOT(startAutoDrop()));
TQTimer::singleShot(TIME_BETWEEN_MOVES, this, TQT_SLOT(startAutoDrop()));
emit undoPossible(undoList.count() > 1 && !waiting());
}
@ -998,7 +998,7 @@ void Dealer::setWaiting(bool w)
void Dealer::setAutoDropEnabled(bool a)
{
_autodrop = a;
TQTimer::singleShot(TIME_BETWEEN_MOVES, TQT_TQOBJECT(this), TQT_SLOT(startAutoDrop()));
TQTimer::singleShot(TIME_BETWEEN_MOVES, this, TQT_SLOT(startAutoDrop()));
}
bool Dealer::startAutoDrop()
@ -1010,7 +1010,7 @@ bool Dealer::startAutoDrop()
for (TQCanvasItemList::ConstIterator it = list.begin(); it != list.end(); ++it)
if ((*it)->animated()) {
TQTimer::singleShot(TIME_BETWEEN_MOVES, TQT_TQOBJECT(this), TQT_SLOT(startAutoDrop()));
TQTimer::singleShot(TIME_BETWEEN_MOVES, this, TQT_SLOT(startAutoDrop()));
return true;
}

@ -59,28 +59,28 @@ pWidget::pWidget()
{
current_pwidget = this;
// TDECrash::setEmergencySaveFunction(::saveGame);
KStdAction::quit(TQT_TQOBJECT(kapp), TQT_SLOT(quit()), actionCollection(), "game_exit");
KStdAction::quit(kapp, TQT_SLOT(quit()), actionCollection(), "game_exit");
undo = KStdAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undoMove()),
undo = KStdAction::undo(this, TQT_SLOT(undoMove()),
actionCollection(), "undo_move");
undo->setEnabled(false);
(void)KStdAction::openNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()),
(void)KStdAction::openNew(this, TQT_SLOT(newGame()),
actionCollection(), "new_game");
(void)KStdAction::open(TQT_TQOBJECT(this), TQT_SLOT(openGame()),
(void)KStdAction::open(this, TQT_SLOT(openGame()),
actionCollection(), "open");
recent = KStdAction::openRecent(TQT_TQOBJECT(this), TQT_SLOT(openGame(const KURL&)),
recent = KStdAction::openRecent(this, TQT_SLOT(openGame(const KURL&)),
actionCollection(), "open_recent");
recent->loadEntries(TDEGlobal::config());
(void)KStdAction::saveAs(TQT_TQOBJECT(this), TQT_SLOT(saveGame()),
(void)KStdAction::saveAs(this, TQT_SLOT(saveGame()),
actionCollection(), "save");
(void)new TDEAction(i18n("&Choose Game..."), 0, TQT_TQOBJECT(this), TQT_SLOT(chooseGame()),
(void)new TDEAction(i18n("&Choose Game..."), 0, this, TQT_SLOT(chooseGame()),
actionCollection(), "choose_game");
(void)new TDEAction(i18n("Restart &Game"), TQString::fromLatin1("reload"), 0,
TQT_TQOBJECT(this), TQT_SLOT(restart()),
this, TQT_SLOT(restart()),
actionCollection(), "restart_game");
(void)KStdAction::help(TQT_TQOBJECT(this), TQT_SLOT(helpGame()), actionCollection(), "help_game");
(void)KStdAction::help(this, TQT_SLOT(helpGame()), actionCollection(), "help_game");
games = new TDESelectAction(i18n("&Game Type"), 0, TQT_TQOBJECT(this),
games = new TDESelectAction(i18n("&Game Type"), 0, this,
TQT_SLOT(newGameType()),
actionCollection(), "game_type");
TQStringList list;
@ -104,7 +104,7 @@ pWidget::pWidget()
TDEGlobal::dirs()->addResourceType("wallpaper", TDEStandardDirs::kde_default("data") + "kpat/backgrounds/");
TDEGlobal::dirs()->addResourceType("wallpaper", TDEStandardDirs::kde_default("data") + "ksnake/backgrounds/");
wallpapers = new TDESelectAction(i18n("&Change Background"), 0, TQT_TQOBJECT(this),
wallpapers = new TDESelectAction(i18n("&Change Background"), 0, this,
TQT_SLOT(changeWallpaper()),
actionCollection(), "wallpaper");
list.clear();
@ -131,17 +131,17 @@ pWidget::pWidget()
(void)new cardMap(midcolor);
backs = new TDEAction(i18n("&Switch Cards..."), 0, TQT_TQOBJECT(this),
backs = new TDEAction(i18n("&Switch Cards..."), 0, this,
TQT_SLOT(changeBackside()),
actionCollection(), "backside");
stats = new TDEAction(i18n("&Statistics"), 0, TQT_TQOBJECT(this), TQT_SLOT(showStats()),
stats = new TDEAction(i18n("&Statistics"), 0, this, TQT_SLOT(showStats()),
actionCollection(),"game_stats");
animation = new TDEToggleAction(i18n( "&Animation on Startup" ),
0, TQT_TQOBJECT(this), TQT_SLOT(animationChanged()),
0, this, TQT_SLOT(animationChanged()),
actionCollection(), "animation");
dropaction = new TDEToggleAction(i18n("&Enable Autodrop"),
0, TQT_TQOBJECT(this), TQT_SLOT(enableAutoDrop()),
0, this, TQT_SLOT(enableAutoDrop()),
actionCollection(), "enable_autodrop");
dropaction->setCheckedState(i18n("Disable Autodrop"));
@ -455,7 +455,7 @@ void pWidget::gameWon(bool withhelp)
#if TEST_SOLVER == 0
KMessageBox::information(this, congrats, i18n("Congratulations!"));
#endif
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(newGame()));
TQTimer::singleShot(0, this, TQT_SLOT(newGame()));
#if TEST_SOLVER == 1
dill->demo();
#endif
@ -491,7 +491,7 @@ void pWidget::gameLost()
KStdGuiItem::cont(),
dontAskAgainName) == KMessageBox::Yes) {
TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(newGame()));
TQTimer::singleShot(0, this, TQT_SLOT(newGame()));
}
}

@ -79,46 +79,46 @@ PokerWindow::~PokerWindow()
void PokerWindow::initTDEAction()
{
//Game
KStdGameAction::gameNew(TQT_TQOBJECT(m_kpok), TQT_SLOT(newGame()), actionCollection());
KStdGameAction::save(TQT_TQOBJECT(m_kpok), TQT_SLOT(saveGame()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(m_kpok, TQT_SLOT(newGame()), actionCollection());
KStdGameAction::save(m_kpok, TQT_SLOT(saveGame()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
//Settings
showMenubarAction =
KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
soundAction = new TDEToggleAction(i18n("Soun&d"), 0, TQT_TQOBJECT(m_kpok),
soundAction = new TDEToggleAction(i18n("Soun&d"), 0, m_kpok,
TQT_SLOT(toggleSound()), actionCollection(), "options_sound");
if (m_kpok->getSound())
m_kpok->toggleSound();
blinkingAction = new TDEToggleAction(i18n("&Blinking Cards"), 0, TQT_TQOBJECT(m_kpok),
blinkingAction = new TDEToggleAction(i18n("&Blinking Cards"), 0, m_kpok,
TQT_SLOT(toggleBlinking()), actionCollection(), "options_blinking");
if (m_kpok->getBlinking())
m_kpok->toggleBlinking();
adjustAction = new TDEToggleAction(i18n("&Adjust Bet is Default"), 0,
TQT_TQOBJECT(m_kpok), TQT_SLOT(toggleAdjust()), actionCollection(), "options_adjust");
m_kpok, TQT_SLOT(toggleAdjust()), actionCollection(), "options_adjust");
if (m_kpok->getAdjust())
m_kpok->toggleAdjust();
showStatusbarAction =
KStdAction::showStatusbar(TQT_TQOBJECT(this), TQT_SLOT(toggleStatusbar()), actionCollection());
KStdAction::showStatusbar(this, TQT_SLOT(toggleStatusbar()), actionCollection());
KStdAction::saveOptions(TQT_TQOBJECT(this), TQT_SLOT(saveOptions()), actionCollection());
KStdGameAction::carddecks(TQT_TQOBJECT(m_kpok), TQT_SLOT(slotCardDeck()), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(m_kpok), TQT_SLOT(slotPreferences()), actionCollection());
KStdAction::saveOptions(this, TQT_SLOT(saveOptions()), actionCollection());
KStdGameAction::carddecks(m_kpok, TQT_SLOT(slotCardDeck()), actionCollection());
KStdAction::preferences(m_kpok, TQT_SLOT(slotPreferences()), actionCollection());
// Keyboard shortcuts.
(void)new TDEAction(i18n("Draw"), TDEShortcut(TQt::Key_Return), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Draw"), TDEShortcut(TQt::Key_Return), m_kpok,
TQT_SLOT(drawClick()), actionCollection(), "draw");
(void)new TDEAction(i18n("Exchange Card 1"), TDEShortcut(TQt::Key_1), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Exchange Card 1"), TDEShortcut(TQt::Key_1), m_kpok,
TQT_SLOT(exchangeCard1()), actionCollection(), "exchange_card_1");
(void)new TDEAction(i18n("Exchange Card 2"), TDEShortcut(TQt::Key_2), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Exchange Card 2"), TDEShortcut(TQt::Key_2), m_kpok,
TQT_SLOT(exchangeCard2()), actionCollection(), "exchange_card_2");
(void)new TDEAction(i18n("Exchange Card 3"), TDEShortcut(TQt::Key_3), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Exchange Card 3"), TDEShortcut(TQt::Key_3), m_kpok,
TQT_SLOT(exchangeCard3()), actionCollection(), "exchange_card_3");
(void)new TDEAction(i18n("Exchange Card 4"), TDEShortcut(TQt::Key_4), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Exchange Card 4"), TDEShortcut(TQt::Key_4), m_kpok,
TQT_SLOT(exchangeCard4()), actionCollection(), "exchange_card_4");
(void)new TDEAction(i18n("Exchange Card 5"), TDEShortcut(TQt::Key_5), TQT_TQOBJECT(m_kpok),
(void)new TDEAction(i18n("Exchange Card 5"), TDEShortcut(TQt::Key_5), m_kpok,
TQT_SLOT(exchangeCard5()), actionCollection(), "exchange_card_5");
setupGUI( TDEMainWindow::Save | StatusBar | Keys | Create);

@ -116,15 +116,15 @@ KReversi::KReversi()
// The only part of the view that is left in this class is the
// indicator of whose turn it is in the status bar. The rest is
// in the game view.
connect(m_game, TQT_SIGNAL(sig_newGame()), TQT_TQOBJECT(this), TQT_SLOT(showTurn()));
connect(m_game, TQT_SIGNAL(sig_newGame()), this, TQT_SLOT(showTurn()));
connect(m_game, TQT_SIGNAL(sig_move(uint, Move&)),
TQT_TQOBJECT(this), TQT_SLOT(handleMove(uint, Move&))); // Calls showTurn().
connect(m_game, TQT_SIGNAL(sig_update()), TQT_TQOBJECT(this), TQT_SLOT(showTurn()));
connect(m_game, TQT_SIGNAL(sig_gameOver()), TQT_TQOBJECT(this), TQT_SLOT(slotGameOver()));
this, TQT_SLOT(handleMove(uint, Move&))); // Calls showTurn().
connect(m_game, TQT_SIGNAL(sig_update()), this, TQT_SLOT(showTurn()));
connect(m_game, TQT_SIGNAL(sig_gameOver()), this, TQT_SLOT(slotGameOver()));
// Signal that is sent when the user clicks on the board.
connect(m_gameView, TQT_SIGNAL(signalSquareClicked(int, int)),
TQT_TQOBJECT(this), TQT_SLOT(slotSquareClicked(int, int)));
this, TQT_SLOT(slotSquareClicked(int, int)));
loadSettings();
@ -150,38 +150,38 @@ KReversi::~KReversi()
void KReversi::createTDEActions()
{
// Standard Game Actions.
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(slotNewGame()), actionCollection(),
KStdGameAction::gameNew(this, TQT_SLOT(slotNewGame()), actionCollection(),
"game_new");
KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(slotOpenGame()), actionCollection());
KStdGameAction::save(TQT_TQOBJECT(this), TQT_SLOT(slotSave()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::hint(TQT_TQOBJECT(this), TQT_SLOT(slotHint()), actionCollection(),
KStdGameAction::load(this, TQT_SLOT(slotOpenGame()), actionCollection());
KStdGameAction::save(this, TQT_SLOT(slotSave()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::hint(this, TQT_SLOT(slotHint()), actionCollection(),
"game_hint");
KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(slotUndo()), actionCollection(),
KStdGameAction::undo(this, TQT_SLOT(slotUndo()), actionCollection(),
"game_undo");
// Non-standard Game Actions: Stop, Continue, Switch sides
stopAction = new TDEAction(i18n("&Stop Thinking"), "game_stop", TQt::Key_Escape,
TQT_TQOBJECT(this), TQT_SLOT(slotInterrupt()), actionCollection(),
this, TQT_SLOT(slotInterrupt()), actionCollection(),
"game_stop");
continueAction = new TDEAction(i18n("&Continue Thinking"), "reload", 0,
TQT_TQOBJECT(this), TQT_SLOT(slotContinue()), actionCollection(),
this, TQT_SLOT(slotContinue()), actionCollection(),
"game_continue");
new TDEAction(i18n("S&witch Sides"), 0, 0,
TQT_TQOBJECT(this), TQT_SLOT(slotSwitchSides()), actionCollection(),
this, TQT_SLOT(slotSwitchSides()), actionCollection(),
"game_switch_sides");
// Some more standard game actions: Highscores, Settings.
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighScoreDialog()), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(slotEditSettings()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(showHighScoreDialog()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(slotEditSettings()), actionCollection());
// Actions for the view(s).
showLastMoveAction = new TDEToggleAction(i18n("Show Last Move"), "lastmoves", 0,
TQT_TQOBJECT(this), TQT_SLOT(slotShowLastMove()),
this, TQT_SLOT(slotShowLastMove()),
actionCollection(),
"show_last_move");
showLegalMovesAction = new TDEToggleAction(i18n("Show Legal Moves"), "legalmoves", 0,
TQT_TQOBJECT(this), TQT_SLOT(slotShowLegalMoves()),
this, TQT_SLOT(slotShowLegalMoves()),
actionCollection(),
"show_legal_moves");
}
@ -755,7 +755,7 @@ void KReversi::slotEditSettings()
Settings *general = new Settings(0, "General");
dialog->addPage(general, i18n("General"), "package_settings");
connect(dialog, TQT_SIGNAL(settingsChanged()), TQT_TQOBJECT(this), TQT_SLOT(loadSettings()));
connect(dialog, TQT_SIGNAL(settingsChanged()), this, TQT_SLOT(loadSettings()));
dialog->show();
}

@ -34,11 +34,11 @@ KZoomMainWindow::KZoomMainWindow(uint min, uint max, uint step,
installEventFilter(this);
m_zoomInAction =
KStdAction::zoomIn(TQT_TQOBJECT(this), TQT_SLOT(zoomIn()), actionCollection());
KStdAction::zoomIn(this, TQT_SLOT(zoomIn()), actionCollection());
m_zoomOutAction =
KStdAction::zoomOut(TQT_TQOBJECT(this), TQT_SLOT(zoomOut()), actionCollection());
KStdAction::zoomOut(this, TQT_SLOT(zoomOut()), actionCollection());
m_menu =
KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
}

@ -48,17 +48,17 @@ static int default_colors=3;
KSameWidget::KSameWidget(TQWidget *parent, const char* name, WFlags fl) :
TDEMainWindow(parent,name,fl)
{
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(m_new()), actionCollection(), "game_new");
restart = new TDEAction(i18n("&Restart This Board"), CTRL+Key_R, TQT_TQOBJECT(this),
KStdGameAction::gameNew(this, TQT_SLOT(m_new()), actionCollection(), "game_new");
restart = new TDEAction(i18n("&Restart This Board"), CTRL+Key_R, this,
TQT_SLOT(m_restart()), actionCollection(), "game_restart");
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(m_showhs()), actionCollection(), "game_highscores");
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection(), "game_quit");
undo = KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(m_undo()), actionCollection(), "edit_undo");
KStdGameAction::highscores(this, TQT_SLOT(m_showhs()), actionCollection(), "game_highscores");
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection(), "game_quit");
undo = KStdGameAction::undo(this, TQT_SLOT(m_undo()), actionCollection(), "edit_undo");
random = new TDEToggleAction(i18n("&Random Board"), 0, 0, 0, actionCollection(), "random_board");
showNumberRemaining = new TDEToggleAction(i18n("&Show Number Remaining"), 0, TQT_TQOBJECT(this), TQT_SLOT(showNumberRemainingToggled()), actionCollection(), "showNumberRemaining");
showNumberRemaining = new TDEToggleAction(i18n("&Show Number Remaining"), 0, this, TQT_SLOT(showNumberRemainingToggled()), actionCollection(), "showNumberRemaining");
KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(configureNotifications()),
KStdAction::configureNotifications(this, TQT_SLOT(configureNotifications()),
actionCollection());
status=statusBar();
@ -69,14 +69,14 @@ KSameWidget::KSameWidget(TQWidget *parent, const char* name, WFlags fl) :
stone = new StoneWidget(this,15,10);
connect( stone, TQT_SIGNAL(s_gameover()), TQT_TQOBJECT(this), TQT_SLOT(gameover()));
connect( stone, TQT_SIGNAL(s_colors(int)), TQT_TQOBJECT(this), TQT_SLOT(setColors(int)));
connect( stone, TQT_SIGNAL(s_board(int)), TQT_TQOBJECT(this), TQT_SLOT(setBoard(int)));
connect( stone, TQT_SIGNAL(s_marked(int)), TQT_TQOBJECT(this), TQT_SLOT(setMarked(int)));
connect( stone, TQT_SIGNAL(s_score(int)), TQT_TQOBJECT(this), TQT_SLOT(setScore(int)));
connect( stone, TQT_SIGNAL(s_remove(int,int)), TQT_TQOBJECT(this), TQT_SLOT(stonesRemoved(int,int)));
connect( stone, TQT_SIGNAL(s_gameover()), this, TQT_SLOT(gameover()));
connect( stone, TQT_SIGNAL(s_colors(int)), this, TQT_SLOT(setColors(int)));
connect( stone, TQT_SIGNAL(s_board(int)), this, TQT_SLOT(setBoard(int)));
connect( stone, TQT_SIGNAL(s_marked(int)), this, TQT_SLOT(setMarked(int)));
connect( stone, TQT_SIGNAL(s_score(int)), this, TQT_SLOT(setScore(int)));
connect( stone, TQT_SIGNAL(s_remove(int,int)), this, TQT_SLOT(stonesRemoved(int,int)));
connect(stone, TQT_SIGNAL(s_sizechanged()), TQT_TQOBJECT(this), TQT_SLOT(sizeChanged()));
connect(stone, TQT_SIGNAL(s_sizechanged()), this, TQT_SLOT(sizeChanged()));
sizeChanged();
setCentralWidget(stone);

@ -102,7 +102,7 @@ StoneWidget::~StoneWidget() {
delete [] map;
setMouseTracking(false);
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
}
unsigned int

@ -65,7 +65,7 @@
App::App(TQWidget *parent, const char *name) : TDEMainWindow(parent, name),
hintmode(false)
{
highscoreTable = new KHighscore(TQT_TQOBJECT(this));
highscoreTable = new KHighscore(this);
// TODO?
// Would it make sense long term to have a tdeconfig update rather then
@ -89,13 +89,13 @@ App::App(TQWidget *parent, const char *name) : TDEMainWindow(parent, name),
setupGUI();
connect(board, TQT_SIGNAL(changed()), TQT_TQOBJECT(this), TQT_SLOT(enableItems()));
connect(board, TQT_SIGNAL(changed()), this, TQT_SLOT(enableItems()));
TQTimer *t = new TQTimer(this);
t->start(1000);
connect(t, TQT_SIGNAL(timeout()), TQT_TQOBJECT(this), TQT_SLOT(updateScore()));
connect(board, TQT_SIGNAL(endOfGame()), TQT_TQOBJECT(this), TQT_SLOT(slotEndOfGame()));
connect(board, TQT_SIGNAL(resized()), TQT_TQOBJECT(this), TQT_SLOT(boardResized()));
connect(t, TQT_SIGNAL(timeout()), this, TQT_SLOT(updateScore()));
connect(board, TQT_SIGNAL(endOfGame()), this, TQT_SLOT(slotEndOfGame()));
connect(board, TQT_SIGNAL(resized()), this, TQT_SLOT(boardResized()));
kapp->processEvents();
@ -106,16 +106,16 @@ App::App(TQWidget *parent, const char *name) : TDEMainWindow(parent, name),
void App::initTDEAction()
{
// Game
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection());
KStdGameAction::restart(TQT_TQOBJECT(this), TQT_SLOT(restartGame()), actionCollection());
KStdGameAction::pause(TQT_TQOBJECT(this), TQT_SLOT(pause()), actionCollection());
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(hallOfFame()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(quitGame()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection());
KStdGameAction::restart(this, TQT_SLOT(restartGame()), actionCollection());
KStdGameAction::pause(this, TQT_SLOT(pause()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(hallOfFame()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(quitGame()), actionCollection());
// Move
KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(undo()), actionCollection());
KStdGameAction::redo(TQT_TQOBJECT(this), TQT_SLOT(redo()), actionCollection());
KStdGameAction::hint(TQT_TQOBJECT(this), TQT_SLOT(hint()), actionCollection());
KStdGameAction::undo(this, TQT_SLOT(undo()), actionCollection());
KStdGameAction::redo(this, TQT_SLOT(redo()), actionCollection());
KStdGameAction::hint(this, TQT_SLOT(hint()), actionCollection());
//new TDEAction(i18n("Is Game Solvable?"), 0, this,
// TQT_SLOT(isSolvable()), actionCollection(), "move_solvable");
@ -124,7 +124,7 @@ void App::initTDEAction()
#endif
// Settings
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showSettings()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showSettings()), actionCollection());
}
void App::hallOfFame()
@ -752,7 +752,7 @@ void App::showSettings(){
TDEConfigDialog *dialog = new TDEConfigDialog(this, "settings", Prefs::self(), KDialogBase::Swallow);
Settings *general = new Settings(0, "General");
dialog->addPage(general, i18n("General"), "package_settings");
connect(dialog, TQT_SIGNAL(settingsChanged()), TQT_TQOBJECT(this), TQT_SLOT(loadSettings()));
connect(dialog, TQT_SIGNAL(settingsChanged()), this, TQT_SLOT(loadSettings()));
connect(dialog, TQT_SIGNAL(settingsChanged()), board, TQT_SLOT(loadSettings()));
dialog->show();
}

@ -46,40 +46,40 @@ GameWindow::GameWindow(TQWidget *, const char *name)
: TDEMainWindow(0, name)
{
//New Games
(void)KStdGameAction::gameNew(TQT_TQOBJECT(this),
(void)KStdGameAction::gameNew(this,
TQT_SLOT(menu_newGame()),
actionCollection());
//Pause Game
(void)KStdGameAction::pause(TQT_TQOBJECT(this),
(void)KStdGameAction::pause(this,
TQT_SLOT(menu_pause()),
actionCollection());
//End Game
(void)KStdGameAction::end(TQT_TQOBJECT(this),
(void)KStdGameAction::end(this,
TQT_SLOT(menu_endGame()),
actionCollection());
//Highscores
(void)KStdGameAction::highscores(TQT_TQOBJECT(this),
(void)KStdGameAction::highscores(this,
TQT_SLOT(menu_highScores()),
actionCollection());
//Quit
(void)KStdGameAction::quit(TQT_TQOBJECT(this),
(void)KStdGameAction::quit(this,
TQT_SLOT(close()),
actionCollection());
TQStringList list;
TDESelectAction* piecesAct =
new TDESelectAction(i18n("&Pieces"), 0, TQT_TQOBJECT(this), TQT_SLOT(menu_pieces()),
new TDESelectAction(i18n("&Pieces"), 0, this, TQT_SLOT(menu_pieces()),
actionCollection(), "settings_pieces");
list.append(i18n("&Smiles"));
list.append(i18n("S&ymbols"));
list.append(i18n("&Icons"));
piecesAct->setItems(list);
(void)new TDEToggleAction(i18n("&Sounds"), 0, TQT_TQOBJECT(this),
(void)new TDEToggleAction(i18n("&Sounds"), 0, this,
TQT_SLOT(menu_sounds()), actionCollection(), "settings_sounds");
@ -99,14 +99,14 @@ GameWindow::GameWindow(TQWidget *, const char *name)
setCentralWidget(game);
connect(game, TQT_SIGNAL(changedStats(int, int)),
this, TQT_SLOT(updateStats(int, int)));
connect(game, TQT_SIGNAL(gameOver()), TQT_TQOBJECT(this), TQT_SLOT(gameOver()));
connect(game, TQT_SIGNAL(gameOver()), this, TQT_SLOT(gameOver()));
//keys
(void)new TDEAction(i18n("Move Left"), Key_Left, TQT_TQOBJECT(game), TQT_SLOT(keyLeft()), actionCollection(), "left");
(void)new TDEAction(i18n("Move Right"), Key_Right, TQT_TQOBJECT(game), TQT_SLOT(keyRight()), actionCollection(), "right");
(void)new TDEAction(i18n("Rotate Left"), Key_Up, TQT_TQOBJECT(game), TQT_SLOT(keyUp()), actionCollection(), "up");
(void)new TDEAction(i18n("Rotate Right"), Key_Down, TQT_TQOBJECT(game), TQT_SLOT(keyDown()), actionCollection(), "down");
(void)new TDEAction(i18n("Drop Down"), Key_Space, TQT_TQOBJECT(game), TQT_SLOT(keySpace()), actionCollection(), "space");
(void)new TDEAction(i18n("Move Left"), Key_Left, game, TQT_SLOT(keyLeft()), actionCollection(), "left");
(void)new TDEAction(i18n("Move Right"), Key_Right, game, TQT_SLOT(keyRight()), actionCollection(), "right");
(void)new TDEAction(i18n("Rotate Left"), Key_Up, game, TQT_SLOT(keyUp()), actionCollection(), "up");
(void)new TDEAction(i18n("Rotate Right"), Key_Down, game, TQT_SLOT(keyDown()), actionCollection(), "down");
(void)new TDEAction(i18n("Drop Down"), Key_Space, game, TQT_SLOT(keySpace()), actionCollection(), "space");
game->setFixedSize(default_width, default_height);
adjustSize();

@ -120,12 +120,12 @@ void Game::createMenu()
actionCollection()->setAutoConnectShortcuts(true);
rattler->setActionCollection(actionCollection());
KStdGameAction::gameNew(TQT_TQOBJECT(rattler), TQT_SLOT(restart()), actionCollection());
pause = KStdGameAction::pause(TQT_TQOBJECT(rattler), TQT_SLOT(pause()), actionCollection());
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighScores()), actionCollection());
KStdGameAction::quit( TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(rattler, TQT_SLOT(restart()), actionCollection());
pause = KStdGameAction::pause(rattler, TQT_SLOT(pause()), actionCollection());
KStdGameAction::highscores(this, TQT_SLOT(showHighScores()), actionCollection());
KStdGameAction::quit( this, TQT_SLOT(close()), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showSettings()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showSettings()), actionCollection());
// TODO change and make custom function that pauses game or
// modify widget to pause when loosing focus and remove this

@ -534,7 +534,7 @@ void Rattler::start(int t)
void Rattler::stop()
{
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
}
void Rattler::restartComputerSnakes(bool play)

@ -421,7 +421,7 @@ PlayField::highlight() {
void
PlayField::stopMoving() {
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
delete moveSequence_;
moveSequence_ = 0;
moveInProgress_ = false;
@ -456,7 +456,7 @@ void
PlayField::timerEvent(TQTimerEvent *) {
assert(moveInProgress_);
if (moveSequence_ == 0) {
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
moveInProgress_ = false;
return;
}

@ -99,7 +99,7 @@ MyMainView::MyMainView(TQWidget *parent)
MyMainView::~MyMainView()
{
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
writeConfig();
}
@ -340,7 +340,7 @@ void MyMainView::pause()
pauseAction->setChecked( true );
waitForStart=true;
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
emit setStatusText(i18n(" paused "), IDS_PAUSE);
}
}
@ -375,7 +375,7 @@ void MyMainView::stop()
pauseAction->setEnabled( false );
pauseAction->setChecked( false );
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
waitForStart = true;
}
@ -444,7 +444,7 @@ void MyMainView::newRound()
timeToNextPowerup=random.getDouble() * config.powerupRefreshTime;
powerups.clear();
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
mx=width()/2.0;
my=height()/2.0;
ship[0]->move(mx+config.startPosX,my+config.startPosY);
@ -517,7 +517,7 @@ void MyMainView::timerEvent(TQTimerEvent *event)
if(event->timerId()==timerID)
{
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
if(gameEnd>0.0)
{
gameEnd-=1.0;

@ -34,12 +34,12 @@ void MyTopLevelWidget::initGameWidgets( ){
playfield->setFocusPolicy(TQWidget::StrongFocus);
playfield->setFocus();
TQObject::connect(TQT_TQOBJECT(playfield),TQT_SIGNAL(energy(int,int)),
TQObject::connect(playfield,TQT_SIGNAL(energy(int,int)),
TQT_SLOT(energy(int,int)));
TQObject::connect(TQT_TQOBJECT(playfield),TQT_SIGNAL(hitPoints(int,int)),
TQObject::connect(playfield,TQT_SIGNAL(hitPoints(int,int)),
TQT_SLOT(hitPoints(int,int)));
TQObject::connect(TQT_TQOBJECT(playfield),TQT_SIGNAL(wins(int,int)),TQT_SLOT(wins(int,int)));
TQObject::connect(TQT_TQOBJECT(playfield),TQT_SIGNAL(setStatusText(const TQString &,int)),
TQObject::connect(playfield,TQT_SIGNAL(wins(int,int)),TQT_SLOT(wins(int,int)));
TQObject::connect(playfield,TQT_SIGNAL(setStatusText(const TQString &,int)),
TQT_SLOT(setStatusText(const TQString &,int)));
setCentralWidget(w);
@ -62,18 +62,18 @@ void MyTopLevelWidget::wins(int pn,int w)
void MyTopLevelWidget::initActions( )
{
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(TQT_TQOBJECT(playfield), TQT_SLOT(newGame()), actionCollection());
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(playfield, TQT_SLOT(newGame()), actionCollection());
( void )new TDEAction( i18n( "&New Round" ), "spnewround",
CTRL + Key_R, TQT_TQOBJECT(playfield), TQT_SLOT( newRound( ) ),
CTRL + Key_R, playfield, TQT_SLOT( newRound( ) ),
actionCollection( ), "new_round" );
MyMainView::pauseAction =
KStdGameAction::pause(TQT_TQOBJECT(playfield), TQT_SLOT(togglePause()), actionCollection());
KStdGameAction::pause(playfield, TQT_SLOT(togglePause()), actionCollection());
MyMainView::pauseAction->setChecked( false );
TDEAction* gameStart = new TDEAction( i18n( "Start" ), GAME_START_SHORTCUT,
TQT_TQOBJECT(playfield), TQT_SLOT( start( ) ), actionCollection( ), "game_start" );
playfield, TQT_SLOT( start( ) ), actionCollection( ), "game_start" );
KStdAction::preferences(TQT_TQOBJECT(playfield), TQT_SLOT(gameSetup()), actionCollection());
KStdAction::preferences(playfield, TQT_SLOT(gameSetup()), actionCollection());
TDEAccel* acc = new TDEAccel(this);
gameStart->plugAccel(acc);

@ -81,10 +81,10 @@ KTron::KTron(TQWidget *parent, const char *name) : TDEMainWindow(parent, name) {
tron->setActionCollection(actionCollection());
KStdGameAction::pause(TQT_TQOBJECT(tron), TQT_SLOT(togglePause()), actionCollection());
KStdGameAction::gameNew( TQT_TQOBJECT(tron), TQT_SLOT( newGame() ), actionCollection() );
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT( close() ), actionCollection());
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showSettings()), actionCollection());
KStdGameAction::pause(tron, TQT_SLOT(togglePause()), actionCollection());
KStdGameAction::gameNew( tron, TQT_SLOT( newGame() ), actionCollection() );
KStdGameAction::quit(this, TQT_SLOT( close() ), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showSettings()), actionCollection());
setupGUI( TDEMainWindow::Keys | StatusBar | Save | Create);
loadSettings();

@ -61,21 +61,21 @@ void TopLevel::registerGameboard(const TQString &menuItem, const char *actionId)
switch (gameboards)
{
case 0: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard0()), actionCollection(), actionId);
case 0: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard0()), actionCollection(), actionId);
break;
case 1: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard1()), actionCollection(), actionId);
case 1: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard1()), actionCollection(), actionId);
break;
case 2: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard2()), actionCollection(), actionId);
case 2: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard2()), actionCollection(), actionId);
break;
case 3: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard3()), actionCollection(), actionId);
case 3: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard3()), actionCollection(), actionId);
break;
case 4: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard4()), actionCollection(), actionId);
case 4: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard4()), actionCollection(), actionId);
break;
case 5: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard5()), actionCollection(), actionId);
case 5: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard5()), actionCollection(), actionId);
break;
case 6: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard6()), actionCollection(), actionId);
case 6: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard6()), actionCollection(), actionId);
break;
case 7: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(gameboard7()), actionCollection(), actionId);
case 7: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(gameboard7()), actionCollection(), actionId);
break;
}
@ -93,37 +93,37 @@ void TopLevel::registerLanguage(const TQString &menuItem, const char *actionId,
switch (languages)
{
case 0: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language0()), actionCollection(), actionId);
case 0: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language0()), actionCollection(), actionId);
break;
case 1: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language1()), actionCollection(), actionId);
case 1: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language1()), actionCollection(), actionId);
break;
case 2: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language2()), actionCollection(), actionId);
case 2: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language2()), actionCollection(), actionId);
break;
case 3: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language3()), actionCollection(), actionId);
case 3: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language3()), actionCollection(), actionId);
break;
case 4: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language4()), actionCollection(), actionId);
case 4: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language4()), actionCollection(), actionId);
break;
case 5: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language5()), actionCollection(), actionId);
case 5: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language5()), actionCollection(), actionId);
break;
case 6: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language6()), actionCollection(), actionId);
case 6: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language6()), actionCollection(), actionId);
break;
case 7: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language7()), actionCollection(), actionId);
case 7: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language7()), actionCollection(), actionId);
break;
case 8: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language8()), actionCollection(), actionId);
case 8: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language8()), actionCollection(), actionId);
break;
case 9: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language9()), actionCollection(), actionId);
case 9: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language9()), actionCollection(), actionId);
break;
case 10: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language10()), actionCollection(), actionId);
case 10: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language10()), actionCollection(), actionId);
break;
case 11: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language11()), actionCollection(), actionId);
case 11: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language11()), actionCollection(), actionId);
break;
case 12: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language12()), actionCollection(), actionId);
case 12: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language12()), actionCollection(), actionId);
break;
case 13: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language13()), actionCollection(), actionId);
case 13: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language13()), actionCollection(), actionId);
break;
case 14: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language14()), actionCollection(), actionId);
case 14: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language14()), actionCollection(), actionId);
break;
case 15: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, TQT_TQOBJECT(this), TQT_SLOT(language15()), actionCollection(), actionId);
case 15: t = new TDEToggleAction(i18n(menuItem.latin1()), 0, this, TQT_SLOT(language15()), actionCollection(), actionId);
break;
}
@ -254,22 +254,22 @@ void TopLevel::writeOptions()
void TopLevel::setupTDEAction()
{
//Game
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(fileNew()), actionCollection());
KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(fileOpen()), actionCollection());
KStdGameAction::save(TQT_TQOBJECT(this), TQT_SLOT(fileSave()), actionCollection());
KStdGameAction::print(TQT_TQOBJECT(this), TQT_SLOT(filePrint()), actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(kapp), TQT_SLOT(quit()), actionCollection());
(void) new TDEAction(i18n("Save &as Picture..."), 0, TQT_TQOBJECT(this), TQT_SLOT(filePicture()), actionCollection(), "game_save_picture");
KStdGameAction::gameNew(this, TQT_SLOT(fileNew()), actionCollection());
KStdGameAction::load(this, TQT_SLOT(fileOpen()), actionCollection());
KStdGameAction::save(this, TQT_SLOT(fileSave()), actionCollection());
KStdGameAction::print(this, TQT_SLOT(filePrint()), actionCollection());
KStdGameAction::quit(kapp, TQT_SLOT(quit()), actionCollection());
(void) new TDEAction(i18n("Save &as Picture..."), 0, this, TQT_SLOT(filePicture()), actionCollection(), "game_save_picture");
//Edit
KStdAction::copy(TQT_TQOBJECT(this), TQT_SLOT(editCopy()), actionCollection());
KStdAction::undo(TQT_TQOBJECT(this), TQT_SLOT(editUndo()), actionCollection());
KStdAction::redo(TQT_TQOBJECT(this), TQT_SLOT(editRedo()), actionCollection());
KStdAction::copy(this, TQT_SLOT(editCopy()), actionCollection());
KStdAction::undo(this, TQT_SLOT(editUndo()), actionCollection());
KStdAction::redo(this, TQT_SLOT(editRedo()), actionCollection());
enableUndo(false);
enableRedo(false);
//Speech
TDEToggleAction* t = new TDEToggleAction(i18n("&No Sound"), 0, TQT_TQOBJECT(this), TQT_SLOT(soundOff()), actionCollection(), "speech_no_sound");
TDEToggleAction* t = new TDEToggleAction(i18n("&No Sound"), 0, this, TQT_SLOT(soundOff()), actionCollection(), "speech_no_sound");
if (!soundEnabled) t->setChecked(true);
setupGUI();

@ -30,11 +30,11 @@ KZoomMainWindow::KZoomMainWindow(uint min, uint max, uint step, const char *name
{
installEventFilter(this);
_zoomInAction = KStdAction::zoomIn(TQT_TQOBJECT(this), TQT_SLOT(zoomIn()), actionCollection());
_zoomInAction = KStdAction::zoomIn(this, TQT_SLOT(zoomIn()), actionCollection());
_zoomOutAction =
KStdAction::zoomOut(TQT_TQOBJECT(this), TQT_SLOT(zoomOut()), actionCollection());
KStdAction::zoomOut(this, TQT_SLOT(zoomOut()), actionCollection());
_menu =
KStdAction::showMenubar(TQT_TQOBJECT(this), TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
}
void KZoomMainWindow::init(const char *popupName)

@ -24,20 +24,20 @@ BaseMainWindow::BaseMainWindow()
KNotifyClient::startDaemon();
// File & Popup
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(start()), actionCollection());
_pause = KStdGameAction::pause(TQT_TQOBJECT(this), TQT_SLOT(pause()), actionCollection());
KStdGameAction::gameNew(this, TQT_SLOT(start()), actionCollection());
_pause = KStdGameAction::pause(this, TQT_SLOT(pause()), actionCollection());
_pause->setEnabled(false);
KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(showHighscores()),
KStdGameAction::highscores(this, TQT_SLOT(showHighscores()),
actionCollection());
KStdGameAction::quit(TQT_TQOBJECT(tqApp), TQT_SLOT(quit()), actionCollection());
KStdGameAction::quit(tqApp, TQT_SLOT(quit()), actionCollection());
// Settings
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(configureSettings()),
KStdAction::preferences(this, TQT_SLOT(configureSettings()),
actionCollection());
KStdAction::keyBindings(TQT_TQOBJECT(this), TQT_SLOT(configureKeys()), actionCollection());
KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(configureNotifications()),
KStdAction::keyBindings(this, TQT_SLOT(configureKeys()), actionCollection());
KStdAction::configureNotifications(this, TQT_SLOT(configureNotifications()),
actionCollection());
KStdGameAction::configureHighscores(TQT_TQOBJECT(this), TQT_SLOT(configureHighscores()),
KStdGameAction::configureHighscores(this, TQT_SLOT(configureHighscores()),
actionCollection());
_inter = bfactory->createInterface(this);

@ -25,17 +25,17 @@ void MainWindow::init()
// Modes
bool ama = ( bfactory->bbi.nbArcadeStages!=0 );
TQString s = (ama ? i18n("&Single Human (Normal)") : i18n("&Single Human"));
(void)new TDEAction(s, 0, TQT_TQOBJECT(inter), TQT_SLOT(normalGame()),
(void)new TDEAction(s, 0, inter, TQT_SLOT(normalGame()),
actionCollection(), "mp_single_human");
if (ama) (void)new TDEAction(i18n("&Single Human (Arcade)"), 0,
TQT_TQOBJECT(inter), TQT_SLOT(arcadeGame()),
inter, TQT_SLOT(arcadeGame()),
actionCollection(), "mp_arcade");
(void)new TDEAction(i18n("Human vs &Human"), 0, TQT_TQOBJECT(inter), TQT_SLOT(humanVsHuman()),
(void)new TDEAction(i18n("Human vs &Human"), 0, inter, TQT_SLOT(humanVsHuman()),
actionCollection(), "mp_human_vs_human");
(void)new TDEAction(i18n("Human vs &Computer"), 0,
TQT_TQOBJECT(inter), TQT_SLOT(humanVsComputer()),
inter, TQT_SLOT(humanVsComputer()),
actionCollection(), "mp_human_vs_computer");
(void)new TDEAction(i18n("&More..."), 0, TQT_TQOBJECT(inter), TQT_SLOT(dialog()),
(void)new TDEAction(i18n("&More..."), 0, inter, TQT_SLOT(dialog()),
actionCollection(), "mp_more");
buildGUI(inter);

@ -161,7 +161,7 @@ uint GiftPool::take()
void GiftPool::reset()
{
TQT_TQOBJECT(this)->killTimers();
this->killTimers();
ready = false;
nb = 0;
for (uint i=0; i<leds.size(); i++) {

@ -49,7 +49,7 @@ void KeyData::createActionCollection(uint index, TQWidget *receiver)
TQString name = TQString("%2 %3").arg(index+1).arg(_data[k].name);
const char *slot = (_data[k].slotRelease ? 0 : _data[k].slot);
TDEAction *a = new TDEAction(label, _keycodes[_cols.size()-1][index][k],
TQT_TQOBJECT(receiver), slot, _cols[index], name.utf8());
receiver, slot, _cols[index], name.utf8());
a->setEnabled(false);
if ( slot==0 ) {
SpecialData data;

@ -29,7 +29,7 @@ MPInterface::MPInterface(const MPGameInfo &_gameInfo,
hbl = new TQHBoxLayout(this, 0, 5);
hbl->setResizeMode( TQLayout::Fixed );
_keyData = new KeyData(gameInfo.maxNbLocalPlayers, nbActions, data, TQT_TQOBJECT(this));
_keyData = new KeyData(gameInfo.maxNbLocalPlayers, nbActions, data, this);
}
MPInterface::~MPInterface()

@ -81,10 +81,10 @@ void MPWizard::setupLocalPage(const MPGameInfo &gi)
localPage->setMargin(KDialogBase::marginHint());
wl = new WidgetList<PlayerLine>(5, localPage);
TQSignalMapper *husm = new TQSignalMapper(TQT_TQOBJECT(this));
TQSignalMapper *husm = new TQSignalMapper(this);
if (gi.humanSettingSlot) connect(husm, TQT_SIGNAL(mapped(int)),
gi.humanSettingSlot);
TQSignalMapper *aism = new TQSignalMapper(TQT_TQOBJECT(this));
TQSignalMapper *aism = new TQSignalMapper(this);
if (gi.AISettingSlot) connect(aism, TQT_SIGNAL(mapped(int)), gi.AISettingSlot);
TDEConfigGroupSaver cg(kapp->config(), MP_GROUP);
@ -102,9 +102,9 @@ void MPWizard::setupLocalPage(const MPGameInfo &gi)
pl = new PlayerLine(type, n, gi.humanSettingSlot, gi.AISettingSlot,
i!=0, gi.AIAllowed, wl);
connect(pl, TQT_SIGNAL(typeChanged(int)), TQT_SLOT(lineTypeChanged(int)));
husm->setMapping(TQT_TQOBJECT(pl), i);
husm->setMapping(pl, i);
connect(pl, TQT_SIGNAL(setHuman()), husm, TQT_SLOT(map()));
aism->setMapping(TQT_TQOBJECT(pl), i);
aism->setMapping(pl, i);
connect(pl, TQT_SIGNAL(setAI()), aism, TQT_SLOT(map()));
wl->append(pl);
}

@ -73,7 +73,7 @@ LSkatApp::LSkatApp() : TDEMainWindow(0)
// Needs to be after readOptions as we read in default paths
doc->LoadGrafix(mGrafix);
mInput=new KEInput(TQT_TQOBJECT(this));
mInput=new KEInput(this);
doc->SetInputHandler(mInput);
connect(mInput,TQT_SIGNAL(signalPrepareProcessMove(KEMessage *)),
this,TQT_SLOT(slotPrepareProcessMove(KEMessage *)));
@ -158,26 +158,26 @@ void LSkatApp::initGUI()
{
TQStringList list;
(void)KStdAction::openNew(TQT_TQOBJECT(this), TQT_SLOT(slotFileNew()), actionCollection(), "new_game");
(void)KStdAction::openNew(this, TQT_SLOT(slotFileNew()), actionCollection(), "new_game");
ACTION("new_game")->setStatusText(i18n("Starting a new game..."));
ACTION("new_game")->setWhatsThis(i18n("Starting a new game..."));
(void)new TDEAction(i18n("&End Game"),"process-stop", 0, TQT_TQOBJECT(this), TQT_SLOT(slotFileEnd()),
(void)new TDEAction(i18n("&End Game"),"process-stop", 0, this, TQT_SLOT(slotFileEnd()),
actionCollection(), "end_game");
ACTION("end_game")->setStatusText(i18n("Ending the current game..."));
ACTION("end_game")->setWhatsThis(i18n("Aborts a currently played game. No winner will be declared."));
(void)new TDEAction(i18n("&Clear Statistics"),"flag", 0, TQT_TQOBJECT(this), TQT_SLOT(slotFileStatistics()),
(void)new TDEAction(i18n("&Clear Statistics"),"flag", 0, this, TQT_SLOT(slotFileStatistics()),
actionCollection(), "clear_statistics");
ACTION("clear_statistics")->setStatusText(i18n("Delete all time statistics..."));
ACTION("clear_statistics")->setWhatsThis(i18n("Clears the all time statistics which is kept in all sessions."));
(void)new TDEAction(i18n("Send &Message..."), CTRL+Key_M, TQT_TQOBJECT(this), TQT_SLOT(slotFileMessage()),
(void)new TDEAction(i18n("Send &Message..."), CTRL+Key_M, this, TQT_SLOT(slotFileMessage()),
actionCollection(), "send_message");
ACTION("send_message")->setStatusText(i18n("Sending message to remote player..."));
ACTION("send_message")->setWhatsThis(i18n("Allows you to talk with a remote player."));
(void)KStdAction::quit(TQT_TQOBJECT(this), TQT_SLOT(slotFileQuit()), actionCollection(), "game_exit");
(void)KStdAction::quit(this, TQT_SLOT(slotFileQuit()), actionCollection(), "game_exit");
ACTION("game_exit")->setStatusText(i18n("Exiting..."));
ACTION("game_exit")->setWhatsThis(i18n("Quits the program."));
(void)new TDESelectAction(i18n("Starting Player"),0,TQT_TQOBJECT(this),TQT_SLOT(slotStartplayer()),
(void)new TDESelectAction(i18n("Starting Player"),0,this,TQT_SLOT(slotStartplayer()),
actionCollection(), "startplayer");
ACTION("startplayer")->setStatusText(i18n("Changing starting player..."));
ACTION("startplayer")->setWhatsThis(i18n("Chooses which player begins the next game."));
@ -186,7 +186,7 @@ void LSkatApp::initGUI()
list.append(i18n("Player &2"));
((TDESelectAction *)ACTION("startplayer"))->setItems(list);
(void)new TDESelectAction(i18n("Player &1 Played By"),0,TQT_TQOBJECT(this),TQT_SLOT(slotPlayer1By()),
(void)new TDESelectAction(i18n("Player &1 Played By"),0,this,TQT_SLOT(slotPlayer1By()),
actionCollection(), "player1");
ACTION("player1")->setStatusText(i18n("Changing who plays player 1..."));
ACTION("player1")->setWhatsThis(i18n("Changing who plays player 1..."));
@ -195,13 +195,13 @@ void LSkatApp::initGUI()
list.append(i18n("&Computer"));
list.append(i18n("&Remote"));
((TDESelectAction *)ACTION("player1"))->setItems(list);
(void)new TDESelectAction(i18n("Player &2 Played By"),0,TQT_TQOBJECT(this),TQT_SLOT(slotPlayer2By()),
(void)new TDESelectAction(i18n("Player &2 Played By"),0,this,TQT_SLOT(slotPlayer2By()),
actionCollection(), "player2");
ACTION("player1")->setStatusText(i18n("Changing who plays player 2..."));
ACTION("player1")->setWhatsThis(i18n("Changing who plays player 2..."));
((TDESelectAction *)ACTION("player2"))->setItems(list);
(void)new TDESelectAction(i18n("&Level"),0,TQT_TQOBJECT(this),TQT_SLOT(slotLevel()),
(void)new TDESelectAction(i18n("&Level"),0,this,TQT_SLOT(slotLevel()),
actionCollection(), "choose_level");
ACTION("choose_level")->setStatusText(i18n("Change level..."));
ACTION("choose_level")->setWhatsThis(i18n("Change the strength of the computer player."));
@ -211,12 +211,12 @@ void LSkatApp::initGUI()
list.append(i18n("&Hard"));
((TDESelectAction *)ACTION("choose_level"))->setItems(list);
(void)new TDEAction(i18n("Select &Card Deck..."), 0, TQT_TQOBJECT(this), TQT_SLOT(slotOptionsCardDeck()),
(void)new TDEAction(i18n("Select &Card Deck..."), 0, this, TQT_SLOT(slotOptionsCardDeck()),
actionCollection(), "select_carddeck");
ACTION("select_carddeck")->setStatusText(i18n("Configure card decks..."));
ACTION("select_carddeck")->setWhatsThis(i18n("Choose how the cards should look."));
(void)new TDEAction(i18n("Change &Names..."), 0, TQT_TQOBJECT(this), TQT_SLOT(slotOptionsNames()),
(void)new TDEAction(i18n("Change &Names..."), 0, this, TQT_SLOT(slotOptionsNames()),
actionCollection(), "change_names");
ACTION("change_names")->setStatusText(i18n("Configure player names..."));
ACTION("change_names")->setWhatsThis(i18n("Configure player names..."));
@ -243,7 +243,7 @@ void LSkatApp::initStatusBar()
// computer move timer
procTimer=new TQTimer(this);
connect(procTimer,TQT_SIGNAL(timeout()),TQT_TQOBJECT(this),TQT_SLOT(slotProcTimer()));
connect(procTimer,TQT_SIGNAL(timeout()),this,TQT_SLOT(slotProcTimer()));
}
void LSkatApp::initDocument()

@ -188,50 +188,50 @@ void Kwin4App::checkMenus(CheckFlags menu)
*/
void Kwin4App::initGUI()
{
KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(newGame()), actionCollection(), "new_game");
KStdGameAction::gameNew(this, TQT_SLOT(newGame()), actionCollection(), "new_game");
ACTION("new_game")->setStatusText(i18n("Start a new game"));
KStdGameAction::load(TQT_TQOBJECT(this), TQT_SLOT(slotOpenGame()), actionCollection(), "open");
KStdGameAction::load(this, TQT_SLOT(slotOpenGame()), actionCollection(), "open");
ACTION("open")->setStatusText(i18n("Open a saved game..."));
KStdGameAction::save(TQT_TQOBJECT(this), TQT_SLOT(slotSaveGame()), actionCollection(), "save");
KStdGameAction::save(this, TQT_SLOT(slotSaveGame()), actionCollection(), "save");
ACTION("save")->setStatusText(i18n("Save a game..."));
KStdGameAction::end(TQT_TQOBJECT(this), TQT_SLOT(endGame()), actionCollection(), "end_game");
KStdGameAction::end(this, TQT_SLOT(endGame()), actionCollection(), "end_game");
ACTION("end_game")->setStatusText(i18n("Ending the current game..."));
ACTION("end_game")->setWhatsThis(i18n("Aborts a currently played game. No winner will be declared."));
new TDEAction(i18n("&Network Configuration..."),0, TQT_TQOBJECT(this), TQT_SLOT(slotInitNetwork()),
new TDEAction(i18n("&Network Configuration..."),0, this, TQT_SLOT(slotInitNetwork()),
actionCollection(), "network_conf");
new TDEAction(i18n("Network Chat..."),0, TQT_TQOBJECT(this), TQT_SLOT(slotChat()),
new TDEAction(i18n("Network Chat..."),0, this, TQT_SLOT(slotChat()),
actionCollection(), "network_chat");
if (global_debug>0)
new TDEAction(i18n("Debug KGame"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotDebugKGame()),
new TDEAction(i18n("Debug KGame"), 0, this, TQT_SLOT(slotDebugKGame()),
actionCollection(), "file_debug");
new TDEAction(i18n("&Show Statistics"),"flag", 0, TQT_TQOBJECT(this),
new TDEAction(i18n("&Show Statistics"),"flag", 0, this,
TQT_SLOT(showStatistics()), actionCollection(), "statistics");
ACTION("statistics")->setStatusText(i18n("Show statistics."));
KStdGameAction::hint(TQT_TQOBJECT(doc), TQT_SLOT(calcHint()), actionCollection(), "hint");
KStdGameAction::hint(doc, TQT_SLOT(calcHint()), actionCollection(), "hint");
ACTION("hint")->setStatusText(i18n("Shows a hint on how to move."));
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection(), "game_exit");
KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection(), "game_exit");
ACTION("game_exit")->setStatusText(i18n("Quits the program."));
KStdGameAction::undo(TQT_TQOBJECT(this), TQT_SLOT(slotUndo()), actionCollection(), "edit_undo");
KStdGameAction::undo(this, TQT_SLOT(slotUndo()), actionCollection(), "edit_undo");
ACTION("edit_undo")->setStatusText(i18n("Undo last move."));
KStdGameAction::redo(TQT_TQOBJECT(this), TQT_SLOT(slotRedo()), actionCollection(), "edit_redo");
KStdGameAction::redo(this, TQT_SLOT(slotRedo()), actionCollection(), "edit_redo");
ACTION("edit_redo")->setStatusText(i18n("Redo last move."));
actionCollection()->setHighlightingEnabled(true);
connect(actionCollection(), TQT_SIGNAL(actionStatusText(const TQString &)), TQT_SLOT(slotStatusMsg(const TQString &)));
connect(actionCollection(), TQT_SIGNAL(clearStatusText()), TQT_SLOT(slotClearStatusText()));
KStdAction::preferences(TQT_TQOBJECT(this), TQT_SLOT(showSettings()), actionCollection());
KStdAction::preferences(this, TQT_SLOT(showSettings()), actionCollection());
}
/**
@ -542,8 +542,8 @@ void Kwin4App::slotInitNetwork()
TQVBoxLayout *l=(TQVBoxLayout *)(box->layout());
mColorGroup=new TQVButtonGroup(box);
connect(mColorGroup, TQT_SIGNAL(clicked(int)), TQT_TQOBJECT(this), TQT_SLOT(slotRemoteChanged(int)));
connect(dlg.networkConfig(), TQT_SIGNAL(signalServerTypeChanged(int)), TQT_TQOBJECT(this), TQT_SLOT(slotServerTypeChanged(int)));
connect(mColorGroup, TQT_SIGNAL(clicked(int)), this, TQT_SLOT(slotRemoteChanged(int)));
connect(dlg.networkConfig(), TQT_SIGNAL(signalServerTypeChanged(int)), this, TQT_SLOT(slotServerTypeChanged(int)));
new TQRadioButton(i18n("Yellow should be played by remote"), mColorGroup);
new TQRadioButton(i18n("Red should be played by remote"), mColorGroup);

@ -36,7 +36,7 @@
#include "prefs.h"
#include "statuswidget.h"
Kwin4Doc::Kwin4Doc(TQWidget *parent, const char *) : KGame(1234,TQT_TQOBJECT(parent)), pView(0), mHintProcess(0)
Kwin4Doc::Kwin4Doc(TQWidget *parent, const char *) : KGame(1234,parent), pView(0), mHintProcess(0)
{
connect(this,TQT_SIGNAL(signalPropertyChanged(KGamePropertyBase *,KGame *)),
this,TQT_SLOT(slotPropertyChanged(KGamePropertyBase *,KGame *)));

@ -129,13 +129,13 @@ Kwin4View::Kwin4View(Kwin4Doc *theDoc, TQWidget *parent, const char *name)
//setBackgroundMode(PaletteBase);
setBackgroundColor(TQColor(0,0,128));
mCanvas=new TQCanvas(TQT_TQOBJECT(parent));
mCanvas=new TQCanvas(parent);
mCanvas->resize(parent->width(),parent->height());
mCanvas->setDoubleBuffering(true);
mCanvas->setBackgroundColor(TQColor(0,0,128));
setCanvas(mCanvas);
mCache=new KSpriteCache(mGrafix,TQT_TQOBJECT(this));
mCache=new KSpriteCache(mGrafix,this);
mCache->setCanvas(mCanvas);
TDEConfig *config=mCache->config();

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