Commit 5341ac76 authored by Laurent Montel's avatar Laurent Montel 😁
Browse files

Use Q_SIGNALS/Q_SLOTS/Q_EMIT

parent 6fe6bb17
......@@ -76,7 +76,7 @@ void GameVariantCollection::addVariant(GameVariant* variant) {
beginInsertRows(QModelIndex(), count, count);
m_variants.append(variant);
endInsertRows();
emit newVariant(variant);
Q_EMIT newVariant(variant);
}
int GameVariantCollection::rowCount(const QModelIndex& parent) const {
......
......@@ -86,7 +86,7 @@ public:
QModelIndex index(int row, int column, const QModelIndex &parent = QModelIndex()) const override;
GameVariant* variant(const QModelIndex&) const;
signals:
Q_SIGNALS:
void newVariant(GameVariant* variant);
public:
......
......@@ -803,7 +803,7 @@ void KSudoku::updateSettings() {
view->settingsChanged();
}
emit settingsChanged();
Q_EMIT settingsChanged();
}
void KSudoku::difficultyChanged (KGameDifficulty::standardLevel difficulty)
......
......@@ -97,7 +97,7 @@ protected:
void dragEnterEvent(QDragEnterEvent *event) override;
void dropEvent(QDropEvent *event) override;
public slots:
public Q_SLOTS:
void onCompleted(bool isCorrect, QTime required, bool withHelp = false);
void showWelcomeScreen();
......@@ -107,7 +107,7 @@ public slots:
bool queryClose() override;
private slots:
private Q_SLOTS:
void difficultyChanged (KGameDifficulty::standardLevel difficulty);
void difficultyChanged (int difficulty); // IDW test.
void symmetryChanged (int symmetry);
......@@ -140,7 +140,7 @@ private slots:
void enableMessages();
signals:
Q_SIGNALS:
void settingsChanged();
private:
......
......@@ -61,14 +61,14 @@ public: // The slots of GameIFace
void undo2Checkpoint() override;
public:
inline void emitModified(bool isModified) { emit modified(isModified); }
inline void emitModified(bool isModified) { Q_EMIT modified(isModified); }
inline void emitCompleted(bool isCorrect, const QTime& required, bool withHelp) {
emit completed(isCorrect, required, withHelp);
Q_EMIT completed(isCorrect, required, withHelp);
}
inline void emitCellChange(int index) { emit cellChange(index); }
inline void emitFullChange() { emit fullChange(); }
inline void emitCellChange(int index) { Q_EMIT cellChange(index); }
inline void emitFullChange() { Q_EMIT fullChange(); }
inline void emitCageChange(int cageNumP1, bool showLabel)
{ emit cageChange(cageNumP1, showLabel); }
{ Q_EMIT cageChange(cageNumP1, showLabel); }
public:
PuzzleState state;
......@@ -98,12 +98,12 @@ void Game::Private::undo() {
const QVector<int>& indices = event.cellIndices();
if(indices.count() > 10) {
emit fullChange();
Q_EMIT fullChange();
} else {
for(int i = 0; i < indices.count(); ++i)
emit cellChange(indices[i]);
Q_EMIT cellChange(indices[i]);
}
emit modified(true);
Q_EMIT modified(true);
}
void Game::Private::redo() {
......@@ -114,12 +114,12 @@ void Game::Private::redo() {
const QVector<int>& indices = event.cellIndices();
if(indices.count() > 10) {
emit fullChange();
Q_EMIT fullChange();
} else {
for(int i = 0; i < indices.count(); ++i)
emit cellChange(indices[i]);
Q_EMIT cellChange(indices[i]);
}
emit modified(true);
Q_EMIT modified(true);
}
void Game::Private::addCheckpoint() {
......
......@@ -43,13 +43,13 @@ class Puzzle ;
class GameIFace : public QObject {
Q_OBJECT
public slots:
public Q_SLOTS:
virtual void undo() = 0;
virtual void redo() = 0;
virtual void addCheckpoint() = 0;
virtual void undo2Checkpoint() = 0;
signals:
Q_SIGNALS:
void modified(bool isModified);
void completed(bool isCorrect, const QTime& required, bool withHelp);
void cellChange(int index);
......
......@@ -136,23 +136,23 @@ void GameActions::associateWidget(QWidget* widget) {
}
void GameActions::clearValue() {
emit enterValue(32); // Delete: not always the same as Qt::Key_0.
Q_EMIT enterValue(32); // Delete: not always the same as Qt::Key_0.
}
void GameActions::moveUp() {
emit move(0, -1);
Q_EMIT move(0, -1);
}
void GameActions::moveDown() {
emit move(0, +1);
Q_EMIT move(0, +1);
}
void GameActions::moveLeft() {
emit move(-1, 0);
Q_EMIT move(-1, 0);
}
void GameActions::moveRight() {
emit move(+1, 0);
Q_EMIT move(+1, 0);
}
}
......
......@@ -34,12 +34,12 @@ public:
explicit GameActions(KActionCollection* collection, QObject *parent);
void init();
void associateWidget(QWidget* widget);
signals:
Q_SIGNALS:
void selectValue(int value);
void enterValue(int value = -1);
void markValue(int value = -1);
void move(int dx, int dy);
private slots:
private Q_SLOTS:
void clearValue();
void moveUp();
void moveDown();
......
......@@ -95,7 +95,7 @@ void KsView::createView() {
void KsView::selectValue(int value) {
if(value == m_currentValue) return;
m_currentValue = value;
emit valueSelected(value);
Q_EMIT valueSelected(value);
}
SymbolTable* KsView::symbolTable() const {
......@@ -104,13 +104,13 @@ SymbolTable* KsView::symbolTable() const {
void KsView::setSymbolTable(SymbolTable* table) {
m_symbolTable = table;
emit symbolsChanged(table);
Q_EMIT symbolsChanged(table);
}
void KsView::setWidget(QWidget* widget) {
m_viewWidget = widget;
emit flagsChanged(m_flags);
emit symbolsChanged(m_symbolTable);
Q_EMIT flagsChanged(m_flags);
Q_EMIT symbolsChanged(m_symbolTable);
m_view = dynamic_cast<ViewInterface*>(widget);
}
......
......@@ -90,18 +90,18 @@ public:
ViewFlags flags() const { return m_flags; }
void setFlags(ViewFlags flags) {
m_flags = flags;
emit flagsChanged(flags);
Q_EMIT flagsChanged(flags);
}
public:
void createView();
public slots:
public Q_SLOTS:
void selectValue(int value);
void settingsChanged();
signals:
Q_SIGNALS:
void flagsChanged(ksudoku::ViewFlags flags);
void symbolsChanged(ksudoku::SymbolTable* table);
void valueSelected(int value);
......
......@@ -58,12 +58,12 @@ public:
QWidget* widget() override { return this; }
public slots:
public Q_SLOTS:
void selectValue(int value) override;
void settingsChanged();
void enterValue(int value);
signals:
Q_SIGNALS:
void valueSelected(int value); // Never used but connected to
protected:
......@@ -87,7 +87,7 @@ protected:
updateGL();
}
private slots:
private Q_SLOTS:
void delayOver();
private:
......
......@@ -177,7 +177,7 @@ void ValueListWidget::selectValue(int value) {
void ValueListWidget::selectValueItem(int value) {
selectValue(value);
emit valueSelected(value);
Q_EMIT valueSelected(value);
}
void ValueListWidget::wheelEvent (QWheelEvent* e) {
......
......@@ -45,13 +45,13 @@ public:
void resizeEvent(QResizeEvent*) override;
public slots:
public Q_SLOTS:
void selectValue(int value);
signals:
Q_SIGNALS:
/**
* This signal gets emitted when the ValueListWidget itself changed the
* selected value. A call of selectValue(int) will not cause an emit.
* selected value. A call of selectValue(int) will not cause an Q_EMIT.
*/
void valueSelected(int value);
......
......@@ -668,7 +668,7 @@ void View2DScene::updateCage (int cageNumP1, bool drawLabel) {
void View2DScene::selectValue(int value) {
m_selectedValue = value;
emit valueSelected( value );
Q_EMIT valueSelected( value );
}
void View2DScene::enterValue(int value, int cell) {
......@@ -762,7 +762,7 @@ void View2DScene::wheelEvent(QGraphicsSceneWheelEvent* event) {
if(m_selectedValue < 1)
m_selectedValue = m_game.order();
}
emit valueSelected(m_selectedValue);
Q_EMIT valueSelected(m_selectedValue);
}
......
......@@ -67,7 +67,7 @@ public:
inline int maxValue() const { return m_game.order(); }
public slots:
public Q_SLOTS:
void selectValue(int val);
void enterValue(int val, int cell=-1);
void markValue(int val, int cell=-1, bool set=true);
......@@ -83,7 +83,7 @@ public slots:
* Value 0: invalid.
*/
void updateCage (int cageNumP1, bool drawLabel);
signals:
Q_SIGNALS:
void valueSelected(int val);
protected:
void wheelEvent(QGraphicsSceneWheelEvent* event) override;
......@@ -111,10 +111,10 @@ public:
public:
QWidget* widget() override { return this; }
public slots:
public Q_SLOTS:
void selectValue(int value) override;
void settingsChanged();
signals:
Q_SIGNALS:
void valueSelected(int value);
protected:
void resizeEvent(QResizeEvent* e) override;
......
......@@ -153,7 +153,7 @@ void WelcomeScreen::startEmptyGame() {
return;
}
emit newGameStarted(game, variant);
Q_EMIT newGameStarted(game, variant);
}
void WelcomeScreen::playVariant() {
......@@ -170,7 +170,7 @@ void WelcomeScreen::playVariant() {
return;
}
emit newGameStarted(game, variant);
Q_EMIT newGameStarted(game, variant);
}
void WelcomeScreen::generatePuzzle() {
......@@ -199,7 +199,7 @@ void WelcomeScreen::generatePuzzle() {
// If the user abandoned puzzle-generation, stay on the Welcome Screen
// and allow the user to change the Difficulty, etc. of the puzzle.
if (game.puzzle()->hasSolution()) {
emit newGameStarted(game, variant); // OK, start playing.
Q_EMIT newGameStarted(game, variant); // OK, start playing.
}
}
......
......@@ -41,7 +41,7 @@ public:
int symmetry() const;
void setSymmetry(int symmetry);
private slots:
private Q_SLOTS:
void onCurrentVariantChange();
void getNewVariant();
......@@ -57,7 +57,7 @@ private slots:
// otherwise selection fails and no selection is shown.
void setSelectedVariant(int row);
signals:
Q_SIGNALS:
void newGameStarted(const ::ksudoku::Game& game, GameVariant* variant);
private:
......
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