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authorShawn Rutledge <shawn.rutledge@qt.io>2018-02-21 10:41:54 +0100
committerShawn Rutledge <shawn.rutledge@qt.io>2018-02-26 07:13:18 +0000
commit499ec43937e926e4f2fa57a9baa455fcb3862262 (patch)
tree206c90d47387f8322b68f5e3db613189397e1af3 /src/quick/items/qquickgenericshadereffect.cpp
parent53d1e9ed21d25e65a2f13606af479838f5f21fe7 (diff)
use nullptr consistently (clang-tidy)
From now on we prefer nullptr instead of 0 to clarify cases where we are assigning or testing a pointer rather than a numeric zero. Also, replaced cases where 0 was passed as Qt::KeyboardModifiers with Qt::NoModifier (clang-tidy replaced them with nullptr, which waas wrong, so it was just as well to make the tests more readable rather than to revert those lines). Change-Id: I4735d35e4d9f42db5216862ce091429eadc6e65d Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Diffstat (limited to 'src/quick/items/qquickgenericshadereffect.cpp')
-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
index 305ef7e778..248c2b6ec3 100644
--- a/src/quick/items/qquickgenericshadereffect.cpp
+++ b/src/quick/items/qquickgenericshadereffect.cpp
@@ -61,7 +61,7 @@ QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, Q
, m_mgr(nullptr)
, m_fragNeedsUpdate(true)
, m_vertNeedsUpdate(true)
- , m_dirty(0)
+ , m_dirty(nullptr)
{
qRegisterMetaType<QSGGuiThreadShaderEffectManager::ShaderInfo::Type>("ShaderInfo::Type");
for (int i = 0; i < NShader; ++i)
@@ -134,7 +134,7 @@ void QQuickGenericShaderEffect::setMesh(const QVariant &mesh)
return;
if (m_mesh)
- disconnect(m_mesh, SIGNAL(geometryChanged()), this, 0);
+ disconnect(m_mesh, SIGNAL(geometryChanged()), this, nullptr);
m_mesh = newMesh;
@@ -290,7 +290,7 @@ QSGNode *QQuickGenericShaderEffect::handleUpdatePaintNode(QSGNode *oldNode, QQui
m_dirty &= ~QSGShaderEffectNode::DirtyShaderGeometry;
}
- m_dirty = 0;
+ m_dirty = nullptr;
for (int i = 0; i < NShader; ++i) {
m_dirtyConstants[i].clear();
m_dirtyTextures[i].clear();