use new signals slots syntax
This commit is contained in:
@@ -72,7 +72,7 @@ BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
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const int idx = static_cast<int>(m_buttons.size());
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const int idx = static_cast<int>(m_buttons.size());
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m_buttons.push_back(btn);
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m_buttons.push_back(btn);
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mapper->setMapping(btn, idx);
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mapper->setMapping(btn, idx);
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connect(btn, SIGNAL(clicked()), mapper, SLOT(map()));
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connect(btn, &QPushButton::clicked, mapper, qOverload<>(&QSignalMapper::map));
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++col;
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++col;
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if (col >= kCols)
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if (col >= kCols)
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@@ -81,7 +81,7 @@ BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
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++row;
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++row;
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}
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}
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}
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}
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connect(mapper, SIGNAL(mapped(int)), this, SLOT(onBuildButton(int)));
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connect(mapper, qOverload<int>(&QSignalMapper::mapped), this, &BuildButtonGrid::onBuildButton);
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m_demolishButton = new QPushButton("Demolish", this);
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m_demolishButton = new QPushButton("Demolish", this);
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m_demolishButton->setCheckable(true);
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m_demolishButton->setCheckable(true);
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@@ -126,7 +126,7 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
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m_renderTimer = new QTimer(this);
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m_renderTimer = new QTimer(this);
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m_renderTimer->setInterval(16);
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m_renderTimer->setInterval(16);
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connect(m_renderTimer, SIGNAL(timeout()), this, SLOT(onFrame()));
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connect(m_renderTimer, &QTimer::timeout, this, &GameWorldView::onFrame);
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m_renderTimer->start();
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m_renderTimer->start();
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m_frameTimer.start();
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m_frameTimer.start();
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}
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}
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@@ -36,10 +36,10 @@ HeaderBar::HeaderBar(QWidget* parent)
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layout->addWidget(btn);
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layout->addWidget(btn);
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m_speedButtons.push_back(btn);
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m_speedButtons.push_back(btn);
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mapper->setMapping(btn, i);
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mapper->setMapping(btn, i);
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connect(btn, SIGNAL(clicked()), mapper, SLOT(map()));
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connect(btn, &QPushButton::clicked, mapper, qOverload<>(&QSignalMapper::map));
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}
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}
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connect(mapper, SIGNAL(mapped(int)), this, SLOT(onSpeedButton(int)));
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connect(mapper, qOverload<int>(&QSignalMapper::mapped), this, &HeaderBar::onSpeedButton);
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setFixedHeight(sizeHint().height());
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setFixedHeight(sizeHint().height());
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}
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}
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@@ -70,3 +70,4 @@ void HeaderBar::onSpeedButton(int index)
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emit speedChanged(kSpeeds[index]);
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emit speedChanged(kSpeeds[index]);
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}
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}
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}
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}
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@@ -41,43 +41,43 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, QWidget* p
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bottomLayout->addWidget(m_buildButtonGrid, 1);
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bottomLayout->addWidget(m_buildButtonGrid, 1);
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// Signals: game world → other panels
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// Signals: game world → other panels
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connect(m_gameWorldView, SIGNAL(selectionChanged(std::vector<EntityId>)),
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connect(m_gameWorldView, &GameWorldView::selectionChanged,
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m_selectedBuildingPanel, SLOT(onSelectionChanged(std::vector<EntityId>)));
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m_selectedBuildingPanel, &SelectedBuildingPanel::onSelectionChanged);
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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m_headerBar, SLOT(onStateUpdated(Tick, int, double)));
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m_headerBar, &HeaderBar::onStateUpdated);
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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this, SLOT(onStateUpdated(Tick, int, double))); // for affordability
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this, &MainWindow::onStateUpdated); // for affordability
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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m_selectedBuildingPanel, SLOT(onStateUpdated(Tick, int, double)));
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m_selectedBuildingPanel, &SelectedBuildingPanel::onStateUpdated);
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connect(m_gameWorldView, SIGNAL(gameOver()),
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connect(m_gameWorldView, &GameWorldView::gameOver,
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this, SLOT(onGameOver()));
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this, &MainWindow::onGameOver);
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connect(m_gameWorldView, SIGNAL(escapeMenuRequested()),
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connect(m_gameWorldView, &GameWorldView::escapeMenuRequested,
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this, SLOT(onEscapeMenuRequested()));
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this, &MainWindow::onEscapeMenuRequested);
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// Signals: build grid → game world
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// Signals: build grid → game world
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connect(m_buildButtonGrid, SIGNAL(buildingTypeSelected(BuildingType)),
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connect(m_buildButtonGrid, &BuildButtonGrid::buildingTypeSelected,
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m_gameWorldView, SLOT(enterBuilderMode(BuildingType)));
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m_gameWorldView, &GameWorldView::enterBuilderMode);
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connect(m_buildButtonGrid, SIGNAL(builderModeExited()),
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connect(m_buildButtonGrid, &BuildButtonGrid::builderModeExited,
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m_gameWorldView, SLOT(exitBuilderMode()));
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m_gameWorldView, &GameWorldView::exitBuilderMode);
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connect(m_gameWorldView, SIGNAL(builderModeExited()),
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connect(m_gameWorldView, &GameWorldView::builderModeExited,
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m_buildButtonGrid, SLOT(clearActiveButton()));
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m_buildButtonGrid, &BuildButtonGrid::clearActiveButton);
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connect(m_buildButtonGrid, SIGNAL(demolishModeToggleRequested()),
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connect(m_buildButtonGrid, &BuildButtonGrid::demolishModeToggleRequested,
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m_gameWorldView, SLOT(toggleDemolishMode()));
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m_gameWorldView, &GameWorldView::toggleDemolishMode);
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connect(m_gameWorldView, SIGNAL(demolishModeChanged(bool)),
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connect(m_gameWorldView, &GameWorldView::demolishModeChanged,
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m_buildButtonGrid, SLOT(setDemolishModeActive(bool)));
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m_buildButtonGrid, &BuildButtonGrid::setDemolishModeActive);
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// Signals: header bar → game world
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// Signals: header bar → game world
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connect(m_headerBar, SIGNAL(speedChanged(double)),
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connect(m_headerBar, &HeaderBar::speedChanged,
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m_gameWorldView, SLOT(setGameSpeed(double)));
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m_gameWorldView, &GameWorldView::setGameSpeed);
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m_gameWorldView->setFocus();
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m_gameWorldView->setFocus();
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@@ -84,10 +84,10 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
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m_layout->addWidget(m_clearBeltBtn);
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m_layout->addWidget(m_clearBeltBtn);
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m_layout->addWidget(m_buffersLabel);
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m_layout->addWidget(m_buffersLabel);
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connect(m_recipeCombo, SIGNAL(currentIndexChanged(int)),
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connect(m_recipeCombo, qOverload<int>(&QComboBox::currentIndexChanged),
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this, SLOT(onRecipeChanged(int)));
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this, &SelectedBuildingPanel::onRecipeChanged);
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connect(m_clearBeltBtn, SIGNAL(clicked()),
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connect(m_clearBeltBtn, &QPushButton::clicked,
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this, SLOT(onClearBelt()));
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this, &SelectedBuildingPanel::onClearBelt);
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buildEmpty();
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buildEmpty();
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}
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}
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