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authorOlivier Goffart <ogoffart@woboq.com>2017-02-09 09:24:52 +0100
committerOlivier Goffart (Woboq GmbH) <ogoffart@woboq.com>2017-02-14 09:23:08 +0000
commit569b3e6f2b651bc899e31fd4a522aa4d6aeae968 (patch)
tree361508f6895c9a447325c74dbc8a3c4353f00800 /src/particles/qquickparticlesystem_p.h
parent32f6315d6d458600bb3f1db08c53148557382c21 (diff)
Replace usage of QSignalMapper by lambda
QSignalMapper ought to be deprecated soon. It simplifies the code, too. There is still one use in QQuickGenericShaderEffect which is a bit complicated to get rid of. A very similar use of QSignalMapper was in use in QQuickOpenGLShaderEffectCommon but was removed in commit 8c745d80, the same should be done for QQuickGenericShaderEffect. (Note the QueuedConnection in qquickparticlesystem is there because the QSignalMapper used to be in the main thread, meaning a round-trip via the event loop) Change-Id: I331b787becbad37f717035bf119bafd7a7214630 Reviewed-by: Frederik Gladhorn <frederik.gladhorn@qt.io>
Diffstat (limited to 'src/particles/qquickparticlesystem_p.h')
-rw-r--r--src/particles/qquickparticlesystem_p.h5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/particles/qquickparticlesystem_p.h b/src/particles/qquickparticlesystem_p.h
index de39b436e2..92dca40419 100644
--- a/src/particles/qquickparticlesystem_p.h
+++ b/src/particles/qquickparticlesystem_p.h
@@ -56,7 +56,6 @@
#include <QVector>
#include <QHash>
#include <QPointer>
-#include <QSignalMapper>
#include <private/qquicksprite_p.h>
#include <QAbstractAnimation>
#include <QtQml/qqml.h>
@@ -393,7 +392,7 @@ protected:
private Q_SLOTS:
void emittersChanged();
- void loadPainter(QObject* p);
+ void loadPainter(QQuickParticlePainter *p);
void createEngine(); //Not invoked by sprite engine, unlike Sprite uses
void particleStateChange(int idx);
@@ -461,8 +460,6 @@ private:
QSet<int> m_reusableIndexes;
bool m_componentComplete;
- QSignalMapper m_painterMapper;
- QSignalMapper m_emitterMapper;
bool m_paused;
bool m_allDead;
bool m_empty;