[Kde-games-devel] Porting, KAccel
kde-games-devel@mail.kde.org
kde-games-devel@mail.kde.org
Tue, 16 Apr 2002 23:38:11 +0200
To anwer my own question (partially): You can simply keep a QMap of keys
to meanings, that is updated every time the keys get configured.
(Other than KAccel::findKey (...), currentKey (...) still works).
What I'm wondering though, is whether the developers of the kde-libs are
aware that deprecating/removing the insertItem-method will pose a problem
to some games (and probably only to games - all other types of app will
likely be happy with using slots or actions). I know KAsteroids is using the
same mechanism (I originally copied from there) and it looks like they still
use insertItem (...), too.
Has anybody been following the discussions on the KAccel-changes, did the
problem get mentioned?
> Possibly some other people have run into the same problem:
> I've been using KAccel for keyboard-input (i.e. movements), so the keys are
> configurable:
>
> accel->insertItem(i18n("Accelerate Leftwards"), "Left", Qt::Key_Left);
>
> and then in key(Press|Release)Event (QKeyEvent *e):
>
> QString id = accel->findKey(e->key());
>
> Now when porting to KDE 3, I found out that
> a) insertItem (..) is now deprecated and the porting-guide suggests to use
> insert (...) instead, which would force me to specify a SLOT to connect the item
> to, which obviously isn't what I want. b) the findKey (...) thing does not work
> anymore, all I ever get is an empty string. That of course renders the whole
> game unplayable.
>
> Did anybody find a good solution to this problem, yet?
>
> Thomas