CExportGameDialog: Make use of QStringLiteral where applicable
@@ -82,15 +82,15 @@ void CExportGameDialog::InitUI(QString ExportDir)
const nod::Node *pkDiscRoot = &pPartition->getFSTRoot();
RecursiveAddToTree(pkDiscRoot, pTreeRoot);
- pTreeRoot->setIcon(0, QIcon(":/icons/Disc_16px.svg"));
+ pTreeRoot->setIcon(0, QIcon(QStringLiteral(":/icons/Disc_16px.svg")));
pTreeRoot->setExpanded(true);
// Signals and slots
- connect(mpUI->OutputDirectoryBrowseButton, SIGNAL(pressed()), this, SLOT(BrowseOutputDirectory()));
- connect(mpUI->AssetNameMapBrowseButton, SIGNAL(pressed()), this, SLOT(BrowseAssetNameMap()));
- connect(mpUI->GameEditorInfoBrowseButton, SIGNAL(pressed()), this, SLOT(BrowseGameEditorInfo()));
- connect(mpUI->CancelButton, SIGNAL(pressed()), this, SLOT(close()));
- connect(mpUI->ExportButton, SIGNAL(pressed()), this, SLOT(Export()));
+ connect(mpUI->OutputDirectoryBrowseButton, &QPushButton::pressed, this, &CExportGameDialog::BrowseOutputDirectory);
+ connect(mpUI->AssetNameMapBrowseButton, &QPushButton::pressed, this, &CExportGameDialog::BrowseAssetNameMap);
+ connect(mpUI->GameEditorInfoBrowseButton, &QPushButton::pressed, this, &CExportGameDialog::BrowseGameEditorInfo);
+ connect(mpUI->CancelButton, &QPushButton::pressed, this, &CExportGameDialog::close);
+ connect(mpUI->ExportButton, &QPushButton::pressed, this, &CExportGameDialog::Export);
}
bool CExportGameDialog::ValidateGame()
@@ -321,8 +321,8 @@ void CExportGameDialog::RecursiveAddToTree(const nod::Node *pkNode, QTreeWidgetI
{
// Get sorted list of nodes
std::list<const nod::Node*> NodeList;
- for (nod::Node::DirectoryIterator Iter = pkNode->begin(); Iter != pkNode->end(); ++Iter)
- NodeList.push_back(&*Iter);
+ for (const nod::Node& Iter : *pkNode)
+ NodeList.push_back(&Iter);
NodeList.sort([](const nod::Node *pkLeft, const nod::Node *pkRight) -> bool
{
@@ -362,7 +362,7 @@ void CExportGameDialog::BrowseOutputDirectory()
void CExportGameDialog::BrowseAssetNameMap()
{
- const QString Filter = "*." + TO_QSTRING(CAssetNameMap::GetExtension());
+ const QString Filter = QStringLiteral("*.") + TO_QSTRING(CAssetNameMap::GetExtension());
const QString NewNameMap = UICommon::OpenFileDialog(this, tr("Choose Asset Name Map"), Filter);
if (!NewNameMap.isEmpty())
mpUI->AssetNameMapLineEdit->setText(NewNameMap);
@@ -370,7 +370,7 @@ void CExportGameDialog::BrowseAssetNameMap()
void CExportGameDialog::BrowseGameEditorInfo()
{
- const QString Filter = "*." + TO_QSTRING(CGameInfo::GetExtension());
+ const QString Filter = QStringLiteral("*.") + TO_QSTRING(CGameInfo::GetExtension());
const QString NewGameInfo = UICommon::OpenFileDialog(this, tr("Choose Game Editor Info"), Filter);
if (!NewGameInfo.isEmpty())
mpUI->GameEditorInfoLineEdit->setText(NewGameInfo);
