diff options
Diffstat (limited to 'libtdegames/kstdgameaction.h')
-rw-r--r-- | libtdegames/kstdgameaction.h | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/libtdegames/kstdgameaction.h b/libtdegames/kstdgameaction.h index 8b408b74..f0d809b2 100644 --- a/libtdegames/kstdgameaction.h +++ b/libtdegames/kstdgameaction.h @@ -21,12 +21,12 @@ #ifndef KSTDGAMEACTION_H #define KSTDGAMEACTION_H -class KAction; -class KToggleAction; +class TDEAction; +class TDEToggleAction; class TQObject; -class KActionCollection; -class KRecentFilesAction; -class KSelectAction; +class TDEActionCollection; +class TDERecentFilesAction; +class TDESelectAction; #include <kdemacros.h> //----------------------------------------------------------------------------- @@ -77,16 +77,16 @@ public: * KStdAction::StdAction enum. * @since 3.2 */ - static KAction* create( StdGameAction id, const char *name, + static TDEAction* create( StdGameAction id, const char *name, const TQObject *recvr, const char *slot, - KActionCollection* parent ); + TDEActionCollection* parent ); /** * @since 3.2 */ - static KAction* create( StdGameAction id, + static TDEAction* create( StdGameAction id, const TQObject *recvr, const char *slot, - KActionCollection* parent ) + TDEActionCollection* parent ) { return create( id, 0, recvr, slot, parent ); } @@ -95,8 +95,8 @@ public: * KStdGameAction::StdGameAction enum. * @deprecated */ - static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0, - const char *slot = 0, KActionCollection *parent = 0, + static TDEAction *action(StdGameAction act_enum, const TQObject *recvr = 0, + const char *slot = 0, TDEActionCollection *parent = 0, const char *name = 0L ); /** @@ -114,147 +114,147 @@ public: /** * Start a new game **/ - static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0, - KActionCollection *parent = 0, const char *name = 0L ); + static TDEAction *gameNew(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *load(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDERecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *save(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *saveAs(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *highscores(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 0, const char *name = 0L ); /** * End the current game, but do not quit the program. Think of a "close" * entry. */ - static KAction *end(const TQObject *recvr = 0, const char *slot = 0, - KActionCollection *parent = 0, const char *name = 0L ); + static TDEAction *end(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *print(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *quit(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 0, const char *name = 0L ); /** * Repeat the last move. **/ - static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0, - KActionCollection *parent = 0, const char *name = 0L ); + static TDEAction *repeat(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *undo(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *redo(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *roll(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *endTurn(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *carddecks(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *hint(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *solve(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDESelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 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 ); + static TDEAction *restart(const TQObject *recvr = 0, const char *slot = 0, + TDEActionCollection *parent = 0, const char *name = 0L ); }; |