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authorMichele Calgaro <michele.calgaro@yahoo.it>2024-01-13 12:28:49 +0900
committerMichele Calgaro <michele.calgaro@yahoo.it>2024-01-13 12:28:49 +0900
commitc20f4d8f2cf03c69fcecc80d63fe3cbb80f51610 (patch)
tree50b08262da538c5b91f77e83e4b80d7fd6dbe0de /kbounce
parent51f65427771c47f6d34cda56b07d9d82bd0bfd33 (diff)
downloadtdegames-c20f4d8f2cf03c69fcecc80d63fe3cbb80f51610.tar.gz
tdegames-c20f4d8f2cf03c69fcecc80d63fe3cbb80f51610.zip
Use new TQ_METHOD, TQ_SIGNAL, TQ_SLOT defines
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
Diffstat (limited to 'kbounce')
-rw-r--r--kbounce/game.cpp14
-rw-r--r--kbounce/kbounce.cpp28
2 files changed, 21 insertions, 21 deletions
diff --git a/kbounce/game.cpp b/kbounce/game.cpp
index 2d4c9721..0f1895de 100644
--- a/kbounce/game.cpp
+++ b/kbounce/game.cpp
@@ -378,13 +378,13 @@ JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, c
for ( int x=0; x<FIELD_WIDTH; x++ )
m_field->setTile( x, FIELD_HEIGHT-1, TILE_BORDER );
- connect( m_field, TQT_SIGNAL(ballCollision(Ball *, int, int, int)), this, TQT_SLOT(ballCollision(Ball *, int, int, int)) );
+ connect( m_field, TQ_SIGNAL(ballCollision(Ball *, int, int, int)), this, TQ_SLOT(ballCollision(Ball *, int, int, int)) );
// create view
m_view = new JezzView( m_field, this, "m_view" );
m_view->move( 0, 0 );
m_view->adjustSize();
- connect( m_view, TQT_SIGNAL(buildWall(int, int, bool)), this, TQT_SLOT(buildWall(int, int, bool)) );
+ connect( m_view, TQ_SIGNAL(buildWall(int, int, bool)), this, TQ_SLOT(buildWall(int, int, bool)) );
// create balls
for ( int n=0; n<ballNum; n++ )
@@ -403,7 +403,7 @@ JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, c
// create game clock
m_clock = new TQTimer( this );
- connect( m_clock, TQT_SIGNAL(timeout()), this, TQT_SLOT(tick()) );
+ connect( m_clock, TQ_SIGNAL(timeout()), this, TQ_SLOT(tick()) );
m_clock->start( GAME_DELAY );
// setup geometry
@@ -618,8 +618,8 @@ void JezzGame::buildWall( int x, int y, bool vertical )
vertical? Wall::Up : Wall::Left,
vertical? TILE_WALLUP : TILE_WALLLEFT,
this, "m_wall1" );
- connect( m_wall1, TQT_SIGNAL(finished(Wall *, int)),
- this, TQT_SLOT(wallFinished(Wall *, int)) ); }
+ connect( m_wall1, TQ_SIGNAL(finished(Wall *, int)),
+ this, TQ_SLOT(wallFinished(Wall *, int)) ); }
if ( !m_wall2 )
{
@@ -627,8 +627,8 @@ void JezzGame::buildWall( int x, int y, bool vertical )
vertical? Wall::Down: Wall::Right,
vertical? TILE_WALLDOWN : TILE_WALLRIGHT,
this, "m_wall2" );
- connect( m_wall2, TQT_SIGNAL(finished(Wall *, int)),
- this, TQT_SLOT(wallFinished(Wall *, int)) );
+ connect( m_wall2, TQ_SIGNAL(finished(Wall *, int)),
+ this, TQ_SLOT(wallFinished(Wall *, int)) );
}
}
}
diff --git a/kbounce/kbounce.cpp b/kbounce/kbounce.cpp
index 64b51f0a..1c9062e9 100644
--- a/kbounce/kbounce.cpp
+++ b/kbounce/kbounce.cpp
@@ -89,13 +89,13 @@ KJezzball::KJezzball()
// create timers
m_nextLevelTimer = new TQTimer( this, "m_nextLevelTimer" );
- connect( m_nextLevelTimer, TQT_SIGNAL(timeout()), this, TQT_SLOT(switchLevel()) );
+ connect( m_nextLevelTimer, TQ_SIGNAL(timeout()), this, TQ_SLOT(switchLevel()) );
m_gameOverTimer = new TQTimer( this, "m_gameOverTimer" );
- connect( m_gameOverTimer, TQT_SIGNAL(timeout()), this, TQT_SLOT(gameOverNow()) );
+ connect( m_gameOverTimer, TQ_SIGNAL(timeout()), this, TQ_SLOT(gameOverNow()) );
m_timer = new TQTimer( this, "m_timer" );
- connect( m_timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(second()) );
+ connect( m_timer, TQ_SIGNAL(timeout()), this, TQ_SLOT(second()) );
// create demo game
createLevel( 1 );
@@ -119,23 +119,23 @@ KJezzball::~KJezzball()
*/
void KJezzball::initXMLUI()
{
- m_newAction = KStdGameAction::gameNew( this, TQT_SLOT(newGame()), actionCollection() );
+ m_newAction = KStdGameAction::gameNew( this, TQ_SLOT(newGame()), actionCollection() );
// AB: originally KBounce/KJezzball used Space for new game - but Ctrl+N is
// default. We solve this by providing space as an alternative key
TDEShortcut s = m_newAction->shortcut();
s.append(KKeySequence(TQKeySequence(Key_Space)));
m_newAction->setShortcut(s);
- KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection() );
- KStdGameAction::highscores(this, TQT_SLOT(showHighscore()), actionCollection() );
- m_pauseButton = KStdGameAction::pause(this, TQT_SLOT(pauseGame()), actionCollection());
- KStdGameAction::end(this, TQT_SLOT(closeGame()), actionCollection());
- KStdGameAction::configureHighscores(this, TQT_SLOT(configureHighscores()),actionCollection());
+ KStdGameAction::quit(this, TQ_SLOT(close()), actionCollection() );
+ KStdGameAction::highscores(this, TQ_SLOT(showHighscore()), actionCollection() );
+ m_pauseButton = KStdGameAction::pause(this, TQ_SLOT(pauseGame()), actionCollection());
+ KStdGameAction::end(this, TQ_SLOT(closeGame()), actionCollection());
+ KStdGameAction::configureHighscores(this, TQ_SLOT(configureHighscores()),actionCollection());
- new TDEAction( i18n("&Select Background Folder..."), 0, this, TQT_SLOT(selectBackground()),
+ new TDEAction( i18n("&Select Background Folder..."), 0, this, TQ_SLOT(selectBackground()),
actionCollection(), "background_select" );
m_backgroundShowAction =
- new TDEToggleAction( i18n("Show &Backgrounds"), 0, this, TQT_SLOT(showBackground()),
+ new TDEToggleAction( i18n("Show &Backgrounds"), 0, this, TQ_SLOT(showBackground()),
actionCollection(), "background_show" );
m_backgroundShowAction->setCheckedState(i18n("Hide &Backgrounds"));
m_backgroundShowAction->setEnabled( !m_backgroundDir.isEmpty() );
@@ -400,9 +400,9 @@ void KJezzball::createLevel( int level )
m_gameWidget->show();
m_layout->addWidget( m_gameWidget, 0, 0 );
- connect( m_gameWidget, TQT_SIGNAL(died()), this, TQT_SLOT(died()) );
- connect( m_gameWidget, TQT_SIGNAL(newPercent(int)), this, TQT_SLOT(newPercent(int)) );
- connect( m_soundAction, TQT_SIGNAL(toggled(bool)), m_gameWidget, TQT_SLOT(setSound(bool)) );
+ connect( m_gameWidget, TQ_SIGNAL(died()), this, TQ_SLOT(died()) );
+ connect( m_gameWidget, TQ_SIGNAL(newPercent(int)), this, TQ_SLOT(newPercent(int)) );
+ connect( m_soundAction, TQ_SIGNAL(toggled(bool)), m_gameWidget, TQ_SLOT(setSound(bool)) );
// update displays
m_level.lifes = level+1;