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-rw-r--r--qtruby/rubylib/tutorial/t14/gamebrd.rb44
1 files changed, 22 insertions, 22 deletions
diff --git a/qtruby/rubylib/tutorial/t14/gamebrd.rb b/qtruby/rubylib/tutorial/t14/gamebrd.rb
index b72d58c1..4ae474c2 100644
--- a/qtruby/rubylib/tutorial/t14/gamebrd.rb
+++ b/qtruby/rubylib/tutorial/t14/gamebrd.rb
@@ -1,14 +1,14 @@
-require 'lcdrange.rb'
-require 'cannon.rb'
+retquire 'lcdrange.rb'
+retquire 'cannon.rb'
-class GameBoard < Qt::Widget
+class GameBoard < TQt::Widget
slots 'fire()', 'hit()', 'missed()', 'newGame()'
def initialize()
super
- quit = Qt::PushButton.new('&Quit', self, 'quit')
- quit.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
+ quit = TQt::PushButton.new('&Quit', self, 'quit')
+ quit.setFont(TQt::Font.new('Times', 18, TQt::Font::Bold))
connect(quit, SIGNAL('clicked()'), $qApp, SLOT('quit()'))
@@ -18,8 +18,8 @@ class GameBoard < Qt::Widget
force = LCDRange.new( 'FORCE', self, 'force' )
force.setRange( 10, 50 )
- box = Qt::VBox.new( self, 'cannonFrame' )
- box.setFrameStyle( Qt::Frame::WinPanel | Qt::Frame::Sunken )
+ box = TQt::VBox.new( self, 'cannonFrame' )
+ box.setFrameStyle( TQt::Frame::WinPanel | TQt::Frame::Sunken )
@cannonField = CannonField.new( box, 'cannonField' )
connect( angle, SIGNAL('valueChanged(int)'),
@@ -37,42 +37,42 @@ class GameBoard < Qt::Widget
connect( @cannonField, SIGNAL('missed()'),
self, SLOT('missed()') )
- shoot = Qt::PushButton.new( '&Shoot', self, 'shoot' )
- shoot.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
+ shoot = TQt::PushButton.new( '&Shoot', self, 'shoot' )
+ shoot.setFont( TQt::Font.new( 'Times', 18, TQt::Font::Bold ) )
connect( shoot, SIGNAL('clicked()'), SLOT('fire()') )
connect( @cannonField, SIGNAL('canShoot(bool)'),
shoot, SLOT('setEnabled(bool)') )
- restart = Qt::PushButton.new( '&New Game', self, 'newgame' )
- restart.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
+ restart = TQt::PushButton.new( '&New Game', self, 'newgame' )
+ restart.setFont( TQt::Font.new( 'Times', 18, TQt::Font::Bold ) )
connect( restart, SIGNAL('clicked()'), self, SLOT('newGame()') )
- @hits = Qt::LCDNumber.new( 2, self, 'hits' )
- @shotsLeft = Qt::LCDNumber.new( 2, self, 'shotsleft' )
- hitsL = Qt::Label.new( 'HITS', self, 'hitsLabel' )
- shotsLeftL = Qt::Label.new( 'SHOTS LEFT', self, 'shotsleftLabel' )
+ @hits = TQt::LCDNumber.new( 2, self, 'hits' )
+ @shotsLeft = TQt::LCDNumber.new( 2, self, 'shotsleft' )
+ hitsL = TQt::Label.new( 'HITS', self, 'hitsLabel' )
+ shotsLeftL = TQt::Label.new( 'SHOTS LEFT', self, 'shotsleftLabel' )
- accel = Qt::Accel.new( self )
- accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Enter) ),
+ accel = TQt::Accel.new( self )
+ accel.connectItem( accel.insertItem( TQt::KeySequence.new(Key_Enter) ),
self, SLOT('fire()') )
- accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Return) ),
+ accel.connectItem( accel.insertItem( TQt::KeySequence.new(Key_Return) ),
self, SLOT('fire()') )
- accel.connectItem( accel.insertItem( Qt::KeySequence.new(CTRL+Key_Q) ),
+ accel.connectItem( accel.insertItem( TQt::KeySequence.new(CTRL+Key_Q) ),
$qApp, SLOT('quit()') )
- grid = Qt::GridLayout.new( self, 2, 2, 10 )
+ grid = TQt::GridLayout.new( self, 2, 2, 10 )
grid.addWidget( quit, 0, 0 )
grid.addWidget( box, 1, 1)
grid.setColStretch( 1, 10 )
- leftBox = Qt::VBoxLayout.new()
+ leftBox = TQt::VBoxLayout.new()
grid.addLayout( leftBox, 1, 0 )
leftBox.addWidget( angle )
leftBox.addWidget( force )
- topBox = Qt::HBoxLayout.new()
+ topBox = TQt::HBoxLayout.new()
grid.addLayout( topBox, 0, 1 )
topBox.addWidget( shoot )
topBox.addWidget( @hits )