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-rw-r--r--libkdegames/kgame/kgamenetwork.h32
1 files changed, 16 insertions, 16 deletions
diff --git a/libkdegames/kgame/kgamenetwork.h b/libkdegames/kgame/kgamenetwork.h
index 6ff5cf94..47276d06 100644
--- a/libkdegames/kgame/kgamenetwork.h
+++ b/libkdegames/kgame/kgamenetwork.h
@@ -23,8 +23,8 @@
#ifndef __KGAMENETWORK_H_
#define __KGAMENETWORK_H_
-#include <qstring.h>
-#include <qobject.h>
+#include <tqstring.h>
+#include <tqobject.h>
#include <kdemacros.h>
class KGameIO;
class KMessageClient;
@@ -51,7 +51,7 @@ public:
/**
* Create a KGameNetwork object
*/
- KGameNetwork(int cookie=42,QObject* parent=0);
+ KGameNetwork(int cookie=42,TQObject* parent=0);
virtual ~KGameNetwork();
/**
@@ -120,7 +120,7 @@ public:
* set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
* @since 3.4
**/
- void setDiscoveryInfo(const QString& type, const QString& name=QString::null);
+ void setDiscoveryInfo(const TQString& type, const TQString& name=TQString::null);
/**
* Inits a network game as a network CLIENT
@@ -130,7 +130,7 @@ public:
*
* @return true if connected
**/
- bool connectToServer(const QString& host, Q_UINT16 port);
+ bool connectToServer(const TQString& host, Q_UINT16 port);
/**
* @since 3.2
@@ -146,7 +146,7 @@ public:
* isNetwork is TRUE and we are not the MASTER, i.e. if connectToServer
* was called. Otherwise this will return "localhost".
**/
- QString hostName() const;
+ TQString hostName() const;
/**
* Stops offering server connections - only for game MASTER
@@ -189,7 +189,7 @@ public:
* @return true if worked
*/
// AB: TODO: doc on how "receiver" and "sender" should be created!
- bool sendSystemMessage(const QByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* @overload
@@ -199,12 +199,12 @@ public:
/**
* @overload
**/
- bool sendSystemMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* @overload
**/
- bool sendSystemMessage(const QString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendSystemMessage(const TQString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* Sends a network message
@@ -217,7 +217,7 @@ public:
* the correct value for you. You might want to use this if you send a
* message from a specific player.
**/
- void sendError(int error, const QByteArray& message, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ void sendError(int error, const TQByteArray& message, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* Are we still offer offering server connections - only for game MASTER
@@ -265,17 +265,17 @@ public:
* @return true if worked
**/
// AB: TODO: doc on how "receiver" and "sender" should be created!
- bool sendMessage(const QByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQByteArray& buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
**/
- bool sendMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
**/
- bool sendMessage(const QString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
+ bool sendMessage(const TQString& msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0);
/**
* This is an overloaded member function, provided for convenience.
@@ -287,7 +287,7 @@ public:
* Called by ReceiveNetworkTransmission(). Will be overwritten by
* KGame and handle the incoming message.
**/
- virtual void networkTransmission(QDataStream&, int, Q_UINT32, Q_UINT32, Q_UINT32 clientID) = 0;
+ virtual void networkTransmission(TQDataStream&, int, Q_UINT32, Q_UINT32, Q_UINT32 clientID) = 0;
/**
@@ -345,7 +345,7 @@ signals:
* @param error the error code
* @param text the error text
*/
- void signalNetworkErrorMessage(int error, QString text);
+ void signalNetworkErrorMessage(int error, TQString text);
/**
* Our connection to the KMessageServer has broken.
@@ -401,7 +401,7 @@ protected slots:
* If it is valid, the pure virtual method networkTransmission() is called.
* (This one is overwritten in KGame.)
**/
- void receiveNetworkTransmission(const QByteArray& a, Q_UINT32 clientID);
+ void receiveNetworkTransmission(const TQByteArray& a, Q_UINT32 clientID);
/**
* This KGame object receives or loses the admin status.