diff --git a/src/Editor/WorldEditor/CWorldInfoSidebar.cpp b/src/Editor/WorldEditor/CWorldInfoSidebar.cpp index 68752b11..9d4fd544 100644 --- a/src/Editor/WorldEditor/CWorldInfoSidebar.cpp +++ b/src/Editor/WorldEditor/CWorldInfoSidebar.cpp @@ -1,7 +1,6 @@ #include "CWorldInfoSidebar.h" #include "ui_CWorldInfoSidebar.h" - #include "Editor/CEditorApplication.h" #include "Editor/UICommon.h" #include "Editor/WorldEditor/CWorldEditor.h" @@ -51,7 +50,7 @@ CWorldInfoSidebar::CWorldInfoSidebar(CWorldEditor *pEditor) CWorldInfoSidebar::~CWorldInfoSidebar() = default; // ************ SLOTS ************ -void CWorldInfoSidebar::OnActiveProjectChanged(CGameProject *pProj) +void CWorldInfoSidebar::OnActiveProjectChanged(const CGameProject* pProj) { mpUI->ProjectInfoWidget->setHidden(pProj == nullptr); mpUI->WorldInfoWidget->setHidden(true); @@ -64,7 +63,7 @@ void CWorldInfoSidebar::OnActiveProjectChanged(CGameProject *pProj) // Add/remove widgets from the form layout based on the game. This is needed because // simply hiding the widgets causes a minor spacing issue. The only fix seems to be // actually entirely removing the widgets from the layout when not in use. - bool IsEchoes = pProj && (pProj->Game() == EGame::EchoesDemo || pProj->Game() == EGame::Echoes); + const bool IsEchoes = pProj && (pProj->Game() == EGame::EchoesDemo || pProj->Game() == EGame::Echoes); mpUI->DarkWorldNameStringLabel->setHidden(!IsEchoes); mpUI->DarkWorldNameSelector->setHidden(!IsEchoes); @@ -97,17 +96,17 @@ void CWorldInfoSidebar::OnAreaFilterStringChanged(const QString& rkFilter) } } -void CWorldInfoSidebar::OnWorldTreeClicked(QModelIndex Index) +void CWorldInfoSidebar::OnWorldTreeClicked(const QModelIndex& Index) { - QModelIndex RealIndex = mProxyModel.mapToSource(Index); + const QModelIndex RealIndex = mProxyModel.mapToSource(Index); // Fill in world info - CWorld *pWorld = mModel.WorldForIndex(RealIndex); - mpUI->WorldInfoWidget->setHidden( pWorld == nullptr ); + CWorld* pWorld = mModel.WorldForIndex(RealIndex); + mpUI->WorldInfoWidget->setHidden(pWorld == nullptr); if (pWorld) { - mpUI->WorldNameLabel->setText( TO_QSTRING(pWorld->InGameName()) ); + mpUI->WorldNameLabel->setText(TO_QSTRING(pWorld->InGameName())); mpUI->WorldSelector->SetResource(pWorld); mpUI->WorldNameSelector->SetResource(pWorld->NameString()); mpUI->DarkWorldNameSelector->SetResource(pWorld->DarkNameString()); @@ -115,16 +114,16 @@ void CWorldInfoSidebar::OnWorldTreeClicked(QModelIndex Index) } // Fill in area info - bool IsArea = !mModel.IndexIsWorld(RealIndex); + const bool IsArea = !mModel.IndexIsWorld(RealIndex); mpUI->AreaInfoWidget->setHidden(!IsArea); if (IsArea) { - int AreaIndex = Editor()->CurrentGame() == EGame::DKCReturns ? 0 : mModel.AreaIndexForIndex(RealIndex); - mpUI->AreaNameLabel->setText( TO_QSTRING(pWorld->AreaInGameName(AreaIndex)) ); - mpUI->AreaSelector->SetResource( pWorld->AreaResourceID(AreaIndex) ); - mpUI->AreaNameLineEdit->setText( TO_QSTRING(pWorld->AreaInternalName(AreaIndex)) ); - mpUI->AreaNameSelector->SetResource( pWorld->AreaName(AreaIndex) ); + const int AreaIndex = Editor()->CurrentGame() == EGame::DKCReturns ? 0 : mModel.AreaIndexForIndex(RealIndex); + mpUI->AreaNameLabel->setText(TO_QSTRING(pWorld->AreaInGameName(AreaIndex))); + mpUI->AreaSelector->SetResource(pWorld->AreaResourceID(AreaIndex)); + mpUI->AreaNameLineEdit->setText(TO_QSTRING(pWorld->AreaInternalName(AreaIndex))); + mpUI->AreaNameSelector->SetResource(pWorld->AreaName(AreaIndex)); mpUI->AttachedAreasList->clear(); @@ -137,17 +136,17 @@ void CWorldInfoSidebar::OnWorldTreeClicked(QModelIndex Index) } } -void CWorldInfoSidebar::OnWorldTreeDoubleClicked(QModelIndex Index) +void CWorldInfoSidebar::OnWorldTreeDoubleClicked(const QModelIndex& Index) { - QModelIndex RealIndex = mProxyModel.mapToSource(Index); + const QModelIndex RealIndex = mProxyModel.mapToSource(Index); if (!mModel.IndexIsWorld(RealIndex)) { TResPtr pWorld = mModel.WorldForIndex(RealIndex); - int AreaIndex = mModel.AreaIndexForIndex(RealIndex); + const int AreaIndex = mModel.AreaIndexForIndex(RealIndex); // Validate area actually exists... DKCR has worlds that contain areas that don't exist - CAssetID AreaAssetID = pWorld->AreaResourceID(AreaIndex); + const CAssetID AreaAssetID = pWorld->AreaResourceID(AreaIndex); if (gpResourceStore->IsResourceRegistered(AreaAssetID)) { diff --git a/src/Editor/WorldEditor/CWorldInfoSidebar.h b/src/Editor/WorldEditor/CWorldInfoSidebar.h index 6ac74952..8553b80f 100644 --- a/src/Editor/WorldEditor/CWorldInfoSidebar.h +++ b/src/Editor/WorldEditor/CWorldInfoSidebar.h @@ -28,10 +28,10 @@ public: ~CWorldInfoSidebar() override; public slots: - void OnActiveProjectChanged(CGameProject *pProj); + void OnActiveProjectChanged(const CGameProject* pProj); void OnAreaFilterStringChanged(const QString& rkFilter); - void OnWorldTreeClicked(QModelIndex Index); - void OnWorldTreeDoubleClicked(QModelIndex Index); + void OnWorldTreeClicked(const QModelIndex& Index); + void OnWorldTreeDoubleClicked(const QModelIndex& Index); void ClearWorldInfo(); void ClearAreaInfo(); };