Replace Q_SIGNALS and Q_SLOTS

Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
pull/33/head
Michele Calgaro 3 months ago
parent d6118d8a63
commit d03fd4942f
Signed by: MicheleC
GPG Key ID: 2A75B7CA8ADED5CF

@ -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.

@ -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>

@ -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

@ -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

@ -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>

Loading…
Cancel
Save