CTemplateEditDialog: Make use of in-class initializers where applicable
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@ -10,14 +10,12 @@
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CTemplateEditDialog::CTemplateEditDialog(IProperty *pProperty, QWidget *pParent)
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: QDialog(pParent)
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, mpUI(new Ui::CTemplateEditDialog)
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, mpUI(std::make_unique<Ui::CTemplateEditDialog>())
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, mpValidator(new CPropertyNameValidator(this))
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, mpProperty(pProperty)
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, mGame(pProperty->Game())
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, mOriginalName(pProperty->Name())
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, mOriginalDescription(pProperty->Description())
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, mOriginalAllowTypeNameOverride(false)
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, mOriginalNameWasValid(true)
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{
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mpUI->setupUi(this);
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@ -112,10 +110,7 @@ CTemplateEditDialog::CTemplateEditDialog(IProperty *pProperty, QWidget *pParent)
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connect(mpUI->ButtonBox, SIGNAL(rejected()), this, SLOT(close()));
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}
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CTemplateEditDialog::~CTemplateEditDialog()
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{
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delete mpUI;
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}
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CTemplateEditDialog::~CTemplateEditDialog() = default;
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// ************ PUBLIC SLOTS ************
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void CTemplateEditDialog::ApplyChanges()
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@ -6,6 +6,8 @@
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#include <Core/Resource/Script/CGameTemplate.h>
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#include <QDialog>
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#include <memory>
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namespace Ui {
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class CTemplateEditDialog;
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}
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@ -13,7 +15,7 @@ class CTemplateEditDialog;
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class CTemplateEditDialog : public QDialog
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{
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Q_OBJECT
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Ui::CTemplateEditDialog* mpUI;
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std::unique_ptr<Ui::CTemplateEditDialog> mpUI;
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CPropertyNameValidator* mpValidator;
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IProperty *mpProperty;
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@ -22,15 +24,15 @@ class CTemplateEditDialog : public QDialog
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TString mOriginalName;
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TString mOriginalDescription;
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TString mOriginalTypeName;
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bool mOriginalAllowTypeNameOverride;
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bool mOriginalNameWasValid;
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bool mOriginalAllowTypeNameOverride = false;
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bool mOriginalNameWasValid = true;
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// These members help track what templates need to be updated and resaved after the user clicks OK
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QVector<IProperty*> mEquivalentProperties;
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public:
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CTemplateEditDialog(IProperty* pProperty, QWidget *pParent = 0);
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~CTemplateEditDialog();
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explicit CTemplateEditDialog(IProperty* pProperty, QWidget *pParent = nullptr);
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~CTemplateEditDialog() override;
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signals:
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void PerformedTypeConversion();
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