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authorChristian Ehrlicher <ch.ehrlicher@gmx.de>2018-12-07 14:15:36 +0100
committerChristian Ehrlicher <ch.ehrlicher@gmx.de>2019-01-06 17:08:03 +0000
commit8cf812231405e011b422a1505d9a219618fe5cee (patch)
tree99603ff6fd301dfbdc8104fd0b470d3b9aa3262c /examples/widgets/animation/sub-attaq/graphicsscene.cpp
parentcf27d9e8a5e14ebe083f4b0fa2204d0646e7ed5e (diff)
Cleanup Widgets examples - new signal/slot syntax
Cleanup the Widget examples - use the new signal/slot syntax where possible - animation, effects and graphicsview subdirectory Change-Id: I6cbaea6e628eb06f8e0ca6a0b795030a66b83878 Reviewed-by: Luca Beldi <v.ronin@yahoo.it> Reviewed-by: Topi Reiniƶ <topi.reinio@qt.io>
Diffstat (limited to 'examples/widgets/animation/sub-attaq/graphicsscene.cpp')
-rw-r--r--examples/widgets/animation/sub-attaq/graphicsscene.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/widgets/animation/sub-attaq/graphicsscene.cpp b/examples/widgets/animation/sub-attaq/graphicsscene.cpp
index e0913f99f6..3205cdc54d 100644
--- a/examples/widgets/animation/sub-attaq/graphicsscene.cpp
+++ b/examples/widgets/animation/sub-attaq/graphicsscene.cpp
@@ -191,15 +191,15 @@ void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing
- lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
- lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
+ lettersMovingState->addTransition(newAction, &QAction::triggered, lettersFadingState);
+ lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState);
//New Game is triggered then player start playing
- gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
+ gameState->addTransition(newAction, &QAction::triggered, gameState);
//Wanna quit, then connect to CTRL+Q
- gameState->addTransition(quitAction, SIGNAL(triggered()), final);
- lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
+ gameState->addTransition(quitAction, &QAction::triggered, final);
+ lettersMovingState->addTransition(quitAction, &QAction::triggered, final);
//Welcome screen is the initial state
machine->setInitialState(lettersMovingState);
@@ -207,27 +207,27 @@ void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
machine->start();
//We reach the final state, then we quit
- connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
+ connect(machine, &QStateMachine::finished, qApp, &QApplication::quit);
}
void GraphicsScene::addItem(Bomb *bomb)
{
bombs.insert(bomb);
- connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
+ connect(bomb,&Bomb::bombExecutionFinished,this, &GraphicsScene::onBombExecutionFinished);
QGraphicsScene::addItem(bomb);
}
void GraphicsScene::addItem(Torpedo *torpedo)
{
torpedos.insert(torpedo);
- connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
+ connect(torpedo,&Torpedo::torpedoExecutionFinished,this, &GraphicsScene::onTorpedoExecutionFinished);
QGraphicsScene::addItem(torpedo);
}
void GraphicsScene::addItem(SubMarine *submarine)
{
submarines.insert(submarine);
- connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
+ connect(submarine,&SubMarine::subMarineExecutionFinished,this, &GraphicsScene::onSubMarineExecutionFinished);
QGraphicsScene::addItem(submarine);
}