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-rw-r--r--libkdegames/kgame/kgameproperty.h42
1 files changed, 21 insertions, 21 deletions
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h
index 04474603..03fcae87 100644
--- a/libkdegames/kgame/kgameproperty.h
+++ b/libkdegames/kgame/kgameproperty.h
@@ -51,7 +51,7 @@ public:
IdName=5,
//KGame
- IdGameStatus=6,
+ IdGametqStatus=6,
IdMaxPlayer=7,
IdMinPlayer=8,
@@ -66,7 +66,7 @@ public:
};
/**
- * Commands for advanced properties (Q_INT8)
+ * Commands for advanced properties (TQ_INT8)
**/
enum PropertyCommandIds
{
@@ -117,7 +117,7 @@ public:
/**
* Constructs a KGamePropertyBase object and calls registerData.
- * @param id The id of this property. MUST be UNIQUE! Used to send and
+ * @param id The id of this property. MUST be UNITQUE! Used to send and
* receive changes in the property of the playere automatically via
* network.
* @param owner The owner of the object. Must be a KGamePropertyHandler which manages
@@ -125,8 +125,8 @@ public:
**/
KGamePropertyBase(int id, KGamePropertyHandler* owner);
- KGamePropertyBase(int id, KGame* parent);
- KGamePropertyBase(int id, KPlayer* parent);
+ KGamePropertyBase(int id, KGame* tqparent);
+ KGamePropertyBase(int id, KPlayer* tqparent);
/**
* Creates a KGamePropertyBase object without an owner. Remember to call
@@ -238,7 +238,7 @@ public:
int id() const { return mId; }
/**
- * @return a type_info of the data this property contains. This is used
+ * @return a type_info of the data this property tqcontains. This is used
* e.g. by KGameDebugDialog
**/
virtual const type_info* typeinfo() { return &typeid(this); }
@@ -344,7 +344,7 @@ protected:
bool sendProperty(const TQByteArray& b);
/**
- * Causes the parent object to emit a signal on value change
+ * Causes the tqparent object to emit a signal on value change
**/
void emitSignal();
@@ -359,7 +359,7 @@ protected:
struct {
// unsigned char dosave : 1; // do save this property
// unsigned char delaytransmit : 1; // do not send immediately on
- // change but a KPlayer:QTimer
+ // change but a KPlayer:TQTimer
// sends it later on - fast
// changing variables
unsigned char emitsignal : 1; // KPlayer notifies on variable change (true)
@@ -403,7 +403,7 @@ private:
* <li> A Mixture (very dirty)
* </ul>
* I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless
- * you have a good reason for this you will probably introduce some hard to find
+ * you have a good reason for this you will probably introduce some hard to tqfind
* (and to fix) bugs.
*
* @section Always consistent (clean):
@@ -413,7 +413,7 @@ private:
* property. This is achieved by using send to change the value of the
* property. send needs a running KMessageServer and therefore
* <em>MUST</em> be plugged into a KGamePropertyHandler using either
- * registerData or the constructor. The parent of the dataHandler must be able
+ * registerData or the constructor. The tqparent of the dataHandler must be able
* to send messages (see above: the message server must be running). If you use
* send to change the value of a property you won't see the effect
* immediately: The new value is first transferred to the message server which
@@ -488,7 +488,7 @@ private:
* which result in inconsistent properties (like "game running" on client A but
* "game ended/paused" on client B). But note that there is a very good reason
* for the existence of these different concepts of KGameProperty. I have
- * myself experienced such a "strange error" and it took me several days to find
+ * myself experienced such a "strange error" and it took me several days to tqfind
* the reason until I could fix it. So I personally recommend the "clean" way.
* On the other hand if you want to port a non-network game to a network game
* you will probably start with "dirty" properties as it is you will not have to
@@ -546,16 +546,16 @@ private:
* };
* TQDataStream& operator<<(TQDataStream& stream, Card& card)
* {
- * Q_INT16 type = card.type;
- * Q_INT16 suite = card.suite;
+ * TQ_INT16 type = card.type;
+ * TQ_INT16 suite = card.suite;
* s << type;
* s << suite;
* return s;
* }
* TQDataStream& operator>>(TQDataStream& stream, Card& card)
* {
- * Q_INT16 type;
- * Q_INT16 suite;
+ * TQ_INT16 type;
+ * TQ_INT16 suite;
* s >> type;
* s >> suite;
* card.type = (int)type;
@@ -585,15 +585,15 @@ public:
* Constructs a KGameProperty object. A KGameProperty object will transmit
* any changes to the KMessageServer and then to all clients in the
* game (including the one that has sent the new value)
- * @param id The id of this property. <em>MUST be UNIQUE</em>! Used to send and
+ * @param id The id of this property. <em>MUST be UNITQUE</em>! Used to send and
* receive changes in the property of the playere automatically via
* network.
- * @param owner The parent of the object. Must be a KGame which manages
+ * @param owner The tqparent of the object. Must be a KGame which manages
* the changes made to this object, i.e. which will send the new data.
* Note that in contrast to most KDE/QT classes KGameProperty objects
* are <em>not</em> deleted automatically!
**/
-// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically.
+// TODO: ID: Very ugly - better use something like tqparent()->propertyId() or so which assigns a free id automatically.
KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); }
/**
@@ -651,7 +651,7 @@ public:
* \endcode
* as myProperty has not yet been set when doSomething is being called.
*
- * You are informed about a value change by a singal from the parent of
+ * You are informed about a value change by a singal from the tqparent of
* the property which can be deactivated by setEmittingSignal because of
* performance (you probably don't have to deactivate it - except you
* want to write a real-time game like Command&Conquer with a lot of
@@ -842,7 +842,7 @@ private:
typedef KGameProperty<int> KGamePropertyInt;
typedef KGameProperty<unsigned int> KGamePropertyUInt;
-typedef KGameProperty<TQString> KGamePropertyQString;
-typedef KGameProperty<Q_INT8> KGamePropertyBool;
+typedef KGameProperty<TQString> KGamePropertyTQString;
+typedef KGameProperty<TQ_INT8> KGamePropertyBool;
#endif