CQuickplayPropertyEditor: Make use of Qt 5 signals and slots

This commit is contained in:
Lioncash 2020-06-28 23:29:41 -04:00
parent 22372fe33e
commit 30428614c4

View File

@ -39,31 +39,31 @@ CQuickplayPropertyEditor::CQuickplayPropertyEditor(SQuickplayParameters& Paramet
mpUI->SpawnAtCameraLocationCheckBox->setChecked( Parameters.Features.HasFlag(EQuickplayFeature::SetSpawnPosition) ); mpUI->SpawnAtCameraLocationCheckBox->setChecked( Parameters.Features.HasFlag(EQuickplayFeature::SetSpawnPosition) );
mpUI->GiveAllItemsCheckBox->setChecked( Parameters.Features.HasFlag(EQuickplayFeature::GiveAllItems) ); mpUI->GiveAllItemsCheckBox->setChecked( Parameters.Features.HasFlag(EQuickplayFeature::GiveAllItems) );
connect(mpUI->DolphinPathLineEdit, SIGNAL(textChanged(QString)), connect(mpUI->DolphinPathLineEdit, &QLineEdit::textChanged,
this, SLOT(OnDolphinPathChanged(QString))); this, &CQuickplayPropertyEditor::OnDolphinPathChanged);
connect(mpUI->DolphinBrowseButton, SIGNAL(pressed()), connect(mpUI->DolphinBrowseButton, &QPushButton::pressed,
this, SLOT(BrowseForDolphin())); this, &CQuickplayPropertyEditor::BrowseForDolphin);
connect(mpUI->BootToAreaCheckBox, SIGNAL(toggled(bool)), connect(mpUI->BootToAreaCheckBox, &QCheckBox::toggled,
this, SLOT(OnBootToAreaToggled(bool))); this, &CQuickplayPropertyEditor::OnBootToAreaToggled);
connect(mpUI->SpawnAtCameraLocationCheckBox, SIGNAL(toggled(bool)), connect(mpUI->SpawnAtCameraLocationCheckBox, &QCheckBox::toggled,
this, SLOT(OnSpawnAtCameraLocationToggled(bool))); this, &CQuickplayPropertyEditor::OnSpawnAtCameraLocationToggled);
connect(mpUI->GiveAllItemsCheckBox, SIGNAL(toggled(bool)), connect(mpUI->GiveAllItemsCheckBox, &QCheckBox::toggled,
this, SLOT(OnGiveAllItemsToggled(bool))); this, &CQuickplayPropertyEditor::OnGiveAllItemsToggled);
connect(mpUI->LayerList, SIGNAL(itemChanged(QListWidgetItem*)), connect(mpUI->LayerList, &QListWidget::itemChanged,
this, SLOT(OnLayerListItemChanged(QListWidgetItem*))); this, &CQuickplayPropertyEditor::OnLayerListItemChanged);
// Connect to World Editor signals // Connect to World Editor signals
CWorldEditor* pWorldEditor = qobject_cast<CWorldEditor*>(pParent); CWorldEditor* pWorldEditor = qobject_cast<CWorldEditor*>(pParent);
if (pWorldEditor) if (pWorldEditor)
{ {
connect(pWorldEditor, SIGNAL(MapChanged(CWorld*,CGameArea*)), connect(pWorldEditor, &CWorldEditor::MapChanged,
this, SLOT(OnWorldEditorAreaChanged(CWorld*,CGameArea*))); this, &CQuickplayPropertyEditor::OnWorldEditorAreaChanged);
} }
} }