diff options
Diffstat (limited to 'examples/widgets/animation/sub-attaq/graphicsscene.cpp')
-rw-r--r-- | examples/widgets/animation/sub-attaq/graphicsscene.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/examples/widgets/animation/sub-attaq/graphicsscene.cpp b/examples/widgets/animation/sub-attaq/graphicsscene.cpp index e0913f99f6..8f0dfc1357 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); } @@ -265,17 +265,17 @@ void GraphicsScene::onSubMarineExecutionFinished() void GraphicsScene::clearScene() { - foreach (SubMarine *sub, submarines) { + for (SubMarine *sub : qAsConst(submarines)) { sub->destroy(); sub->deleteLater(); } - foreach (Torpedo *torpedo, torpedos) { + for (Torpedo *torpedo : qAsConst(torpedos)) { torpedo->destroy(); torpedo->deleteLater(); } - foreach (Bomb *bomb, bombs) { + for (Bomb *bomb : qAsConst(bombs)) { bomb->destroy(); bomb->deleteLater(); } |