author | alwin <alwin> | 2004-03-02 12:21:11 (UTC) |
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committer | alwin <alwin> | 2004-03-02 12:21:11 (UTC) |
commit | b6b1c97559c0ed9f2e33632272426bf98f289232 (patch) (side-by-side diff) | |
tree | d3a9987704770cdf5eb14e1136f6e3ecb2f36a04 /noncore/games/bounce | |
parent | 0d59c780513da78033f4d9040475dee9db0256d4 (diff) | |
download | opie-b6b1c97559c0ed9f2e33632272426bf98f289232.zip opie-b6b1c97559c0ed9f2e33632272426bf98f289232.tar.gz opie-b6b1c97559c0ed9f2e33632272426bf98f289232.tar.bz2 |
applied the patch generated by the optimize_connect script from
TT.
-rw-r--r-- | noncore/games/bounce/game.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/noncore/games/bounce/game.cpp b/noncore/games/bounce/game.cpp index c07f453..1f1f8cd 100644 --- a/noncore/games/bounce/game.cpp +++ b/noncore/games/bounce/game.cpp @@ -320,15 +320,15 @@ JezzGame::JezzGame( int ballNum, QWidget *parent, const char *name ) } for ( int x=0; x<FIELD_WIDTH; x++ ) m_field->setTile( x, FIELD_HEIGHT-1, TILE_BORDER ); - connect( m_field, SIGNAL(ballCollision(Ball *, int, int, int)), this, SLOT(ballCollision(Ball *, int, int, int)) ); + connect( m_field, SIGNAL(ballCollision(Ball*,int,int,int)), this, 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, SIGNAL(buildWall(int, int, bool)), this, SLOT(buildWall(int, int, bool)) ); + connect( m_view, SIGNAL(buildWall(int,int,bool)), this, SLOT(buildWall(int,int,bool)) ); // create balls for ( int n=0; n<ballNum; n++ ) { @@ -524,19 +524,19 @@ void JezzGame::buildWall( int x, int y, bool vertical ) m_wall1 = new Wall( m_field, x, y, vertical? Wall::Up : Wall::Left, vertical? TILE_WALLUP : TILE_WALLLEFT, this, "m_wall1" ); - connect( m_wall1, SIGNAL(finished(Wall *, int)), - this, SLOT(wallFinished(Wall *, int)) ); } + connect( m_wall1, SIGNAL(finished(Wall*,int)), + this, SLOT(wallFinished(Wall*,int)) ); } if ( !m_wall2 ) { m_wall2 = new Wall( m_field, x, y, vertical? Wall::Down: Wall::Right, vertical? TILE_WALLDOWN : TILE_WALLRIGHT, this, "m_wall2" ); - connect( m_wall2, SIGNAL(finished(Wall *, int)), - this, SLOT(wallFinished(Wall *, int)) ); + connect( m_wall2, SIGNAL(finished(Wall*,int)), + this, SLOT(wallFinished(Wall*,int)) ); } } } |