CCollisionRenderSettingsDialog: Make use of Qt 5 signals and slots

This commit is contained in:
Lioncash 2020-06-28 19:15:20 -04:00
parent c204ff3121
commit 21d83d43ee

View File

@ -11,20 +11,20 @@ CCollisionRenderSettingsDialog::CCollisionRenderSettingsDialog(CWorldEditor *pEd
mpUi->setupUi(this); mpUi->setupUi(this);
SetupWidgets(); SetupWidgets();
connect(gpEdApp, SIGNAL(ActiveProjectChanged(CGameProject*)), this, SLOT(SetupWidgets())); connect(gpEdApp, &CEditorApplication::ActiveProjectChanged, this, &CCollisionRenderSettingsDialog::SetupWidgets);
connect(mpUi->HideMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHideMaskChanged(QString))); connect(mpUi->HideMaskLineEdit, &QLineEdit::textChanged, this, &CCollisionRenderSettingsDialog::OnHideMaskChanged);
connect(mpUi->HighlightMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHighlightMaskChanged(QString))); connect(mpUi->HighlightMaskLineEdit, &QLineEdit::textChanged, this, &CCollisionRenderSettingsDialog::OnHighlightMaskChanged);
connect(mpUi->WireframeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnWireframeToggled(bool))); connect(mpUi->WireframeCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnWireframeToggled);
connect(mpUi->SurfaceTypeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnSurfaceTypeToggled(bool))); connect(mpUi->SurfaceTypeCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnSurfaceTypeToggled);
connect(mpUi->StandableTrisCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnStandableTrisToggled(bool))); connect(mpUi->StandableTrisCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnStandableTrisToggled);
connect(mpUi->AreaBoundsCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnAreaBoundsToggled(bool))); connect(mpUi->AreaBoundsCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnAreaBoundsToggled);
connect(mpUi->BackfacesCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnBackfacesToggled(bool))); connect(mpUi->BackfacesCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnBackfacesToggled);
connect(mpUi->HideShootThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled())); connect(mpUi->HideShootThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
connect(mpUi->HideCameraThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled())); connect(mpUi->HideCameraThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
connect(mpUi->HideScanThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled())); connect(mpUi->HideScanThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
connect(mpUi->HideAiWalkThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled())); connect(mpUi->HideAiWalkThruCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
connect(mpUi->HideAiBlockCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled())); connect(mpUi->HideAiBlockCheckBox, &QCheckBox::toggled, this, &CCollisionRenderSettingsDialog::OnHideCheckboxesToggled);
} }
CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog() = default; CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog() = default;