diff options
author | Shawn Rutledge <shawn.rutledge@qt.io> | 2018-02-21 10:41:54 +0100 |
---|---|---|
committer | Shawn Rutledge <shawn.rutledge@qt.io> | 2018-02-26 07:13:18 +0000 |
commit | 499ec43937e926e4f2fa57a9baa455fcb3862262 (patch) | |
tree | 206c90d47387f8322b68f5e3db613189397e1af3 /src/quick/items/qquickgenericshadereffect.cpp | |
parent | 53d1e9ed21d25e65a2f13606af479838f5f21fe7 (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.cpp | 6 |
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(); |