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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kgame/COMPAT | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/COMPAT')
-rw-r--r-- | libkdegames/kgame/COMPAT | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/libkdegames/kgame/COMPAT b/libkdegames/kgame/COMPAT new file mode 100644 index 00000000..146d3a88 --- /dev/null +++ b/libkdegames/kgame/COMPAT @@ -0,0 +1,55 @@ +06.09.2001: replace the signal signalCreatePlayer by the virtual function + createPlayer. It has the same arguments but the return value + is the new player +06.09.2001: the KGameConfig dialog changes the parameter initConfigs from bool + to long. Use the ConfigOptions to specify what options you want + to have enabled. Default is all +06.09.2001: some int->Q_UINT32 in sender, receiver and player parameters. maybe + more will follow. +06.09.2001: KGameIO::signalPrepareMove(..., bool&) -> + KGameIO::signalPrepareMove(..., bool*): don't know why this was + necessary but it didn't work anymore... +16.09.2001: KGamePropertyHandler uses bool* for the sent parameter now. This is + because QT3 obviously doesn't honor referneces in signals/slots. + This might even be a QT bug. Bad situation - we use references + everywhere in KGame... hope nothing else is affecterd by this + problem (signalPrepareMove was fixed already by me) +18.09.2001: bool* for Key/Mouseevents and IOAdded in kgameio.h too +19.09.2001: Kgame:nextPlayer retunrs the KPlayer *nextplayer instead of bool +19.09.2001: gameOver() renamed to checkGameOver() !!!!! +18.09.2001: Question: Should the signal signalPlayerInput(QDataStream &,KPlayer *)) + be made a virtual function? + MH: This is done now. As this is a central function your programs will + not run anymore. Fix: rename your slot which is connected to the above + signal to playerInput() and return TRUE in it. This will make it 100% + compatible to the old version. I think this chagne is necessary especially + as a signal is of no use here as you cannot read twice from the same stream. + Therefore there can be only one function processing the input. If you really + need a signal, you can of course simply emit it in the overwritten playerInput + function +20.09.2001 playerInputFinished(void->KPlayer *) +--------------------- KGAME_ALPHA_1 --------------------- +06.10.2001 adding KGameNetwork::signalAdminStatusChanged - needed for + KGameDialog +06.10.2001 KGame::loadGame() doesn't call setPolicy() anymore! +08.10.2001 KGamePropertyList now honor policies! Use setPolicy(PolicyDirty) to + get the old behavior! + The behavior of KGamePropertyArray may have changed in this turn, + too! + The API stays the same. +11.10.2001 KGameDialogGeneralConfig now doesn't provide setMin/maxPlayers() + anymore. The game should manage this internally. layout() is + obsolete as well +18.10.2001 KPlayer::signalNetworkData contained QDataStream& instead of const + QByteArray& parameter (oops!). This is fixed now. All apps which + used this signal must be changed. +18.10.2001 KGame::sendProperty(), KGame::sendPlayerProperty(), + KPlayer::sendProperty() and related functions contain a "int msgid" + parameter. This is the id() of the property handler. This parameter + enables us to easily add any number of property handler to a game + just by connecting it to existing send slots and call + processMessage() in slotNetworkData() +03.11.2001 KPlayer::signalNetworkData now emits msgid-KGameMessage::IdUser just + like KGame::signalNetworkData does +06.11.2001 KGameDialog has some small improvements - easier and IMHO better + constructor code. Most code should be compatible :-) |