Improve loop implementations in WindowQuadList

Prefer for() to foreach(), as the latter is deprecated.
Prefer iterating QList using the iteration_expression for() loops,
rather than doing it by index.
master
Aleix Pol 2020-09-11 03:22:57 +02:00 committed by Aleix Pol Gonzalez
parent f5900a5fd0
commit 474060a456
1 changed files with 19 additions and 29 deletions

View File

@ -928,7 +928,8 @@ bool WindowQuad::smoothNeeded() const
WindowQuadList WindowQuadList::splitAtX(double x) const
{
WindowQuadList ret;
foreach (const WindowQuad & quad, *this) {
ret.reserve(count());
for (const WindowQuad & quad : *this) {
#if !defined(QT_NO_DEBUG)
if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
@ -960,7 +961,8 @@ WindowQuadList WindowQuadList::splitAtX(double x) const
WindowQuadList WindowQuadList::splitAtY(double y) const
{
WindowQuadList ret;
foreach (const WindowQuad & quad, *this) {
ret.reserve(count());
for (const WindowQuad & quad : *this) {
#if !defined(QT_NO_DEBUG)
if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
@ -1013,7 +1015,7 @@ WindowQuadList WindowQuadList::makeGrid(int maxQuadSize) const
WindowQuadList ret;
foreach (const WindowQuad &quad, *this) {
for (const WindowQuad &quad : *this) {
const double quadLeft = quad.left();
const double quadRight = quad.right();
const double quadTop = quad.top();
@ -1057,7 +1059,7 @@ WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisi
double top = first().top();
double bottom = first().bottom();
foreach (const WindowQuad &quad, *this) {
for (const WindowQuad &quad : *this) {
#if !defined(QT_NO_DEBUG)
if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
@ -1073,7 +1075,7 @@ WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisi
WindowQuadList ret;
foreach (const WindowQuad &quad, *this) {
for (const WindowQuad &quad : *this) {
const double quadLeft = quad.left();
const double quadRight = quad.right();
const double quadTop = quad.top();
@ -1130,8 +1132,7 @@ void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertic
case GL_QUADS:
#if defined(__SSE2__)
if (!(intptr_t(vertex) & 0xf)) {
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (const WindowQuad &quad : *this) {
alignas(16) GLVertex2D v[4];
for (int j = 0; j < 4; j++) {
@ -1154,9 +1155,7 @@ void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertic
} else
#endif // __SSE2__
{
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (const WindowQuad &quad : *this) {
for (int j = 0; j < 4; j++) {
const WindowVertex &wv = quad[j];
@ -1173,8 +1172,7 @@ void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertic
case GL_TRIANGLES:
#if defined(__SSE2__)
if (!(intptr_t(vertex) & 0xf)) {
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (const WindowQuad &quad : *this) {
alignas(16) GLVertex2D v[4];
for (int j = 0; j < 4; j++) {
@ -1208,8 +1206,7 @@ void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertic
} else
#endif // __SSE2__
{
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (const WindowQuad &quad : *this) {
GLVertex2D v[4]; // Four unique vertices / quad
for (int j = 0; j < 4; j++) {
@ -1248,9 +1245,7 @@ void WindowQuadList::makeArrays(float **vertices, float **texcoords, const QSize
// Note: The positions in a WindowQuad are stored in clockwise order
const int index[] = { 1, 0, 3, 3, 2, 1 };
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (const WindowQuad &quad : *this) {
for (int j = 0; j < 6; j++) {
const WindowVertex &wv = quad[index[j]];
@ -1280,7 +1275,7 @@ WindowQuadList WindowQuadList::select(WindowQuadType type) const
WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
for (const WindowQuad & q : *this) {
if (q.type() == type) { // something to filter out, make a copy and filter
WindowQuadList ret;
foreach (const WindowQuad & q, *this) {
@ -1295,18 +1290,12 @@ WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
bool WindowQuadList::smoothNeeded() const
{
foreach (const WindowQuad & q, *this)
if (q.smoothNeeded())
return true;
return false;
return std::any_of(constBegin(), constEnd(), [] (const WindowQuad & q) { return q.smoothNeeded(); });
}
bool WindowQuadList::isTransformed() const
{
foreach (const WindowQuad & q, *this)
if (q.isTransformed())
return true;
return false;
return std::any_of(constBegin(), constEnd(), [] (const WindowQuad & q) { return q.isTransformed(); });
}
/***************************************************************
@ -1357,9 +1346,10 @@ QRegion PaintClipper::paintArea()
{
Q_ASSERT(areas != nullptr); // can be called only with clip() == true
const QSize &s = effects->virtualScreenSize();
QRegion ret = QRegion(0, 0, s.width(), s.height());
foreach (const QRegion & r, *areas)
ret &= r;
QRegion ret(0, 0, s.width(), s.height());
for (const QRegion & r : qAsConst(*areas)) {
ret &= r;
}
return ret;
}