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Merge pull request #107 from lioncash/qt

qt: Migrate to Qt 5 signal/slot connection syntax where applicable
This commit is contained in:
bunnei 2018-01-18 21:07:17 -05:00 committed by GitHub
commit 6b4f37b544
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 31 additions and 31 deletions

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@ -289,6 +289,6 @@ void GRenderWindow::showEvent(QShowEvent* event) {
QWidget::showEvent(event);
// windowHandle() is not initialized until the Window is shown, so we connect it here.
connect(this->windowHandle(), SIGNAL(screenChanged(QScreen*)), this,
SLOT(OnFramebufferSizeChanged()), Qt::UniqueConnection);
connect(windowHandle(), &QWindow::screenChanged, this, &GRenderWindow::OnFramebufferSizeChanged,
Qt::UniqueConnection);
}

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@ -74,7 +74,7 @@ QAction* MicroProfileDialog::toggleViewAction() {
toggle_view_action = new QAction(windowTitle(), this);
toggle_view_action->setCheckable(true);
toggle_view_action->setChecked(isVisible());
connect(toggle_view_action, SIGNAL(toggled(bool)), SLOT(setVisible(bool)));
connect(toggle_view_action, &QAction::toggled, this, &MicroProfileDialog::setVisible);
}
return toggle_view_action;
@ -107,7 +107,8 @@ MicroProfileWidget::MicroProfileWidget(QWidget* parent) : QWidget(parent) {
MicroProfileSetDisplayMode(1); // Timers screen
MicroProfileInitUI();
connect(&update_timer, SIGNAL(timeout()), SLOT(update()));
connect(&update_timer, &QTimer::timeout, this,
static_cast<void (MicroProfileWidget::*)()>(&MicroProfileWidget::update));
}
void MicroProfileWidget::paintEvent(QPaintEvent* ev) {

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@ -114,8 +114,7 @@ GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
edit_filter->setPlaceholderText(tr("Enter pattern to filter"));
edit_filter->installEventFilter(keyReleaseEater);
edit_filter->setClearButtonEnabled(true);
connect(edit_filter, SIGNAL(textChanged(const QString&)), parent,
SLOT(onTextChanged(const QString&)));
connect(edit_filter, &QLineEdit::textChanged, parent, &GameList::onTextChanged);
label_filter_result = new QLabel;
button_filter_close = new QToolButton(this);
button_filter_close->setText("X");
@ -124,7 +123,7 @@ GameList::SearchField::SearchField(GameList* parent) : QWidget{parent} {
"#000000; font-weight: bold; background: #F0F0F0; }"
"QToolButton:hover{ border: none; padding: 0px; color: "
"#EEEEEE; font-weight: bold; background: #E81123}");
connect(button_filter_close, SIGNAL(clicked()), parent, SLOT(onFilterCloseClicked()));
connect(button_filter_close, &QToolButton::clicked, parent, &GameList::onFilterCloseClicked);
layout_filter->setSpacing(10);
layout_filter->addWidget(label_filter);
layout_filter->addWidget(edit_filter);

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@ -175,7 +175,7 @@ void GMainWindow::InitializeRecentFileMenuActions() {
for (int i = 0; i < max_recent_files_item; ++i) {
actions_recent_files[i] = new QAction(this);
actions_recent_files[i]->setVisible(false);
connect(actions_recent_files[i], SIGNAL(triggered()), this, SLOT(OnMenuRecentFile()));
connect(actions_recent_files[i], &QAction::triggered, this, &GMainWindow::OnMenuRecentFile);
ui.menu_recent_files->addAction(actions_recent_files[i]);
}
@ -190,10 +190,10 @@ void GMainWindow::InitializeHotkeys() {
RegisterHotkey("Main Window", "Exit Fullscreen", QKeySequence::Cancel, Qt::ApplicationShortcut);
LoadHotkeys();
connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this,
SLOT(OnMenuLoadFile()));
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
SLOT(OnStartGame()));
connect(GetHotkey("Main Window", "Load File", this), &QShortcut::activated, this,
&GMainWindow::OnMenuLoadFile);
connect(GetHotkey("Main Window", "Start Emulation", this), &QShortcut::activated, this,
&GMainWindow::OnStartGame);
connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activated,
ui.action_Fullscreen, &QAction::trigger);
connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activatedAmbiguously,
@ -245,13 +245,14 @@ void GMainWindow::RestoreUIState() {
}
void GMainWindow::ConnectWidgetEvents() {
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
SLOT(OnGameListOpenSaveFolder(u64)));
connect(game_list, &GameList::GameChosen, this, &GMainWindow::OnGameListLoadFile);
connect(game_list, &GameList::OpenSaveFolderRequested, this,
&GMainWindow::OnGameListOpenSaveFolder);
connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
connect(this, &GMainWindow::EmulationStarting, render_window,
&GRenderWindow::OnEmulationStarting);
connect(this, &GMainWindow::EmulationStopping, render_window,
&GRenderWindow::OnEmulationStopping);
connect(&status_bar_update_timer, &QTimer::timeout, this, &GMainWindow::UpdateStatusBar);
}
@ -398,17 +399,17 @@ void GMainWindow::BootGame(const QString& filename) {
render_window->moveContext();
emu_thread->start();
connect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
// before the CPU continues
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget,
SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), waitTreeWidget,
SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
connect(emu_thread.get(), &EmuThread::DebugModeEntered, registersWidget,
&RegistersWidget::OnDebugModeEntered, Qt::BlockingQueuedConnection);
connect(emu_thread.get(), &EmuThread::DebugModeEntered, waitTreeWidget,
&WaitTreeWidget::OnDebugModeEntered, Qt::BlockingQueuedConnection);
connect(emu_thread.get(), &EmuThread::DebugModeLeft, registersWidget,
&RegistersWidget::OnDebugModeLeft, Qt::BlockingQueuedConnection);
connect(emu_thread.get(), &EmuThread::DebugModeLeft, waitTreeWidget,
&WaitTreeWidget::OnDebugModeLeft, Qt::BlockingQueuedConnection);
// Update the GUI
registersWidget->OnDebugModeEntered();
@ -437,7 +438,7 @@ void GMainWindow::ShutdownGame() {
emu_thread = nullptr;
// The emulation is stopped, so closing the window or not does not matter anymore
disconnect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
disconnect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
// Update the GUI
ui.action_Start->setEnabled(false);
@ -548,8 +549,7 @@ void GMainWindow::OnStartGame() {
emu_thread->SetRunning(true);
qRegisterMetaType<Core::System::ResultStatus>("Core::System::ResultStatus");
qRegisterMetaType<std::string>("std::string");
connect(emu_thread.get(), SIGNAL(ErrorThrown(Core::System::ResultStatus, std::string)), this,
SLOT(OnCoreError(Core::System::ResultStatus, std::string)));
connect(emu_thread.get(), &EmuThread::ErrorThrown, this, &GMainWindow::OnCoreError);
ui.action_Start->setEnabled(false);
ui.action_Start->setText(tr("Continue"));

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@ -39,7 +39,7 @@ CSpinBox::CSpinBox(QWidget* parent)
// TODO: Might be nice to not immediately call the slot.
// Think of an address that is being replaced by a different one, in which case a lot
// invalid intermediate addresses would be read from during editing.
connect(lineEdit(), SIGNAL(textEdited(QString)), this, SLOT(OnEditingFinished()));
connect(lineEdit(), &QLineEdit::textEdited, this, &CSpinBox::OnEditingFinished);
UpdateText();
}