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-rw-r--r--libkdegames/kstdgameaction.h52
1 files changed, 26 insertions, 26 deletions
diff --git a/libkdegames/kstdgameaction.h b/libkdegames/kstdgameaction.h
index 3ef24dc2..cae5d81c 100644
--- a/libkdegames/kstdgameaction.h
+++ b/libkdegames/kstdgameaction.h
@@ -79,15 +79,15 @@ public:
*/
static KAction* create( StdGameAction id, const char *name,
const TQObject *recvr, const char *slot,
- KActionCollection* parent );
+ KActionCollection* tqparent );
/**
* @since 3.2
*/
static KAction* create( StdGameAction id,
const TQObject *recvr, const char *slot,
- KActionCollection* parent )
- { return create( id, 0, recvr, slot, parent ); }
+ KActionCollection* tqparent )
+ { return create( id, 0, recvr, slot, tqparent ); }
/**
@@ -96,7 +96,7 @@ public:
* @deprecated
*/
static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
- const char *slot = 0, KActionCollection *parent = 0,
+ const char *slot = 0, KActionCollection *tqparent = 0,
const char *name = 0L );
/**
@@ -115,43 +115,43 @@ public:
* Start a new game
**/
static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Load a previousely saved game
*/
static KAction *load(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Load a recently loaded game.
*/
static KRecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Save the current game.
*/
static KAction *save(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Save the current game under a different filename.
*/
static KAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Pause the game
**/
static KToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Show the highscores.
*/
static KAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
@@ -159,20 +159,20 @@ public:
* entry.
*/
static KAction *end(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Print the current screen? Game? Whatever - hardly used in games but there
* is at least one example (ktuberling)
*/
static KAction *print(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Quit the game.
*/
static KAction *quit(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
@@ -180,81 +180,81 @@ public:
* Repeat the last move.
**/
static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Undo the last move
**/
static KAction *undo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Redo the last move (which has been undone)
**/
static KAction *redo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Roll die or dice
**/
static KAction *roll(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* End the current turn (not the game). Usually to let the next player
* start
**/
static KAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Display configure carddecks dialog.
*/
static KAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Display configure highscores dialog.
* @since 3.2
*/
static KAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Give an advice/hint.
* @since 3.2
*/
static KAction *hint(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Show a demo.
* @since 3.2
*/
static KToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Solve the game.
* @since 3.2
*/
static KAction *solve(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Choose game type.
* @since 3.2
*/
static KSelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
/**
* Restart game.
* @since 3.2
*/
static KAction *restart(const TQObject *recvr = 0, const char *slot = 0,
- KActionCollection *parent = 0, const char *name = 0L );
+ KActionCollection *tqparent = 0, const char *name = 0L );
};