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-rw-r--r--kspaceduel/topwidget.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/kspaceduel/topwidget.cpp b/kspaceduel/topwidget.cpp
index 424b4ea6..b805447a 100644
--- a/kspaceduel/topwidget.cpp
+++ b/kspaceduel/topwidget.cpp
@@ -64,52 +64,52 @@ void MyTopLevelWidget::initActions( )
{
KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection());
KStdGameAction::gameNew(TQT_TQOBJECT(playfield), TQT_SLOT(newGame()), actionCollection());
- ( void )new KAction( i18n( "&New Round" ), "spnewround",
+ ( void )new TDEAction( i18n( "&New Round" ), "spnewround",
CTRL + Key_R, TQT_TQOBJECT(playfield), TQT_SLOT( newRound( ) ),
actionCollection( ), "new_round" );
MyMainView::pauseAction =
KStdGameAction::pause(TQT_TQOBJECT(playfield), TQT_SLOT(togglePause()), actionCollection());
MyMainView::pauseAction->setChecked( false );
- KAction* gameStart = new KAction( i18n( "Start" ), GAME_START_SHORTCUT,
+ TDEAction* gameStart = new TDEAction( i18n( "Start" ), GAME_START_SHORTCUT,
TQT_TQOBJECT(playfield), TQT_SLOT( start( ) ), actionCollection( ), "game_start" );
KStdAction::preferences(TQT_TQOBJECT(playfield), TQT_SLOT(gameSetup()), actionCollection());
- KAccel* acc = new KAccel(this);
+ TDEAccel* acc = new TDEAccel(this);
gameStart->plugAccel(acc);
// Default keys
actionCollection()->setAutoConnectShortcuts(false);
- KAction* ac;
- ac = new KAction(i18n("Player 1 Rotate Left"), Key_S, 0, 0,
+ TDEAction* ac;
+ ac = new TDEAction(i18n("Player 1 Rotate Left"), Key_S, 0, 0,
actionCollection(), "P1KeyLeft");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 1 Rotate Right"), Key_F, 0, 0,
+ ac = new TDEAction(i18n("Player 1 Rotate Right"), Key_F, 0, 0,
actionCollection(), "P1KeyRight");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 1 Accelerate"), Key_E, 0, 0,
+ ac = new TDEAction(i18n("Player 1 Accelerate"), Key_E, 0, 0,
actionCollection(), "P1KeyAcc");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 1 Shot"), Key_D, 0, 0,
+ ac = new TDEAction(i18n("Player 1 Shot"), Key_D, 0, 0,
actionCollection(), "P1Shot");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 1 Mine"), Key_A, 0, 0,
+ ac = new TDEAction(i18n("Player 1 Mine"), Key_A, 0, 0,
actionCollection(), "P1Mine");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 2 Rotate Left"), Key_Left, 0, 0,
+ ac = new TDEAction(i18n("Player 2 Rotate Left"), Key_Left, 0, 0,
actionCollection(), "P2KeyLeft");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 2 Rotate Right"), Key_Right, 0, 0,
+ ac = new TDEAction(i18n("Player 2 Rotate Right"), Key_Right, 0, 0,
actionCollection(), "P2KeyRight");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 2 Accelerate"), Key_Up, 0, 0,
+ ac = new TDEAction(i18n("Player 2 Accelerate"), Key_Up, 0, 0,
actionCollection(), "P2KeyAcc");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 2 Shot"), Key_Down, 0, 0,
+ ac = new TDEAction(i18n("Player 2 Shot"), Key_Down, 0, 0,
actionCollection(), "P2Shot");
ac->setEnabled( false );
- ac = new KAction(i18n("Player 2 Mine"), Key_Insert, 0, 0,
+ ac = new TDEAction(i18n("Player 2 Mine"), Key_Insert, 0, 0,
actionCollection(), "P2Mine");
ac->setEnabled( false );