diff options
-rw-r--r-- | kpat/freecell-solver/USAGE | 4 | ||||
-rw-r--r-- | kpat/gamestats.ui | 4 | ||||
-rw-r--r-- | kreversi/DESIGN | 4 | ||||
-rw-r--r-- | libtdegames/kgame/COMPAT | 6 | ||||
-rw-r--r-- | lskat/lskat/networkdlgbase.ui | 4 |
5 files changed, 11 insertions, 11 deletions
diff --git a/kpat/freecell-solver/USAGE b/kpat/freecell-solver/USAGE index 16f5c93d..f78295b2 100644 --- a/kpat/freecell-solver/USAGE +++ b/kpat/freecell-solver/USAGE @@ -502,7 +502,7 @@ If you are working on a UNIX or a similar system then you can set some run-time options in "fc-solve" by sending it some signal combinations. -If you send the signal USR1, without sending any other Q_SIGNALS before +If you send the signal USR1, without sending any other signals before that, then "fc-solve" will output the present number of iterations. This method is a good way to monitor an instance that takes a long time to solve. @@ -512,7 +512,7 @@ will print the iteration number and depth on every state that it checks. It is the equivalent of specifying (or unspecifying) the option -i/--iter-output. -If you send it two USR2 Q_SIGNALS and then USR1, then "fc-solve" +If you send it two USR2 signals and then USR1, then "fc-solve" will also print the board of every state. Again, this will only be done assuming the iteration output is turned on. diff --git a/kpat/gamestats.ui b/kpat/gamestats.ui index 9ecf23b4..f5144f00 100644 --- a/kpat/gamestats.ui +++ b/kpat/gamestats.ui @@ -262,8 +262,8 @@ <slot>setGameType(int)</slot> </connection> </connections> -<Q_SLOTS> +<slots> <slot>setGameType(int)</slot> -</Q_SLOTS> +</slots> <layoutdefaults spacing="6" margin="11"/> </UI> diff --git a/kreversi/DESIGN b/kreversi/DESIGN index 893911af..58758697 100644 --- a/kreversi/DESIGN +++ b/kreversi/DESIGN @@ -71,9 +71,9 @@ Engine QReversiGame The "document" for KReversi. - Handles a game being played and sends Q_SIGNALS to all its views + Handles a game being played and sends signals to all its views when something changes. Basically, the only difference between - this class and the more basic ReversiGame is that it sends Q_SIGNALS + this class and the more basic ReversiGame is that it sends signals to the views. Inherits: ReversiGame The actual game being played diff --git a/libtdegames/kgame/COMPAT b/libtdegames/kgame/COMPAT index b85ec9b6..cfe81537 100644 --- a/libtdegames/kgame/COMPAT +++ b/libtdegames/kgame/COMPAT @@ -10,8 +10,8 @@ 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 Q_SIGNALS/Q_SLOTS. - This might even be a QT bug. Bad situation - we use references + because TQt3 obviously doesn't honor references 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 @@ -47,7 +47,7 @@ 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 Q_SLOTS and call + 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 diff --git a/lskat/lskat/networkdlgbase.ui b/lskat/lskat/networkdlgbase.ui index d064c13b..23f63a8e 100644 --- a/lskat/lskat/networkdlgbase.ui +++ b/lskat/lskat/networkdlgbase.ui @@ -298,9 +298,9 @@ <slot>toggleServerClient()</slot> </connection> </connections> -<Q_SLOTS> +<slots> <slot access="protected">toggleServerClient()</slot> <slot access="protected">gameSelected(int nr)</slot> -</Q_SLOTS> +</slots> <layoutdefaults spacing="6" margin="11"/> </UI> |