kwin : replace Q_FOREACH with for(a:b)
replace Q_FOREACH loops with newer for (a:b) notation Signed-off-by: Laurent Navet <laurent.navet@gmail.com> REVIEW: 114222icc-effect-5.14.5
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4f1c1c2c83
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88fc43beeb
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@ -40,7 +40,7 @@ bool migrateRulesShortcut()
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return false;
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}
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bool updated = false;
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Q_FOREACH (const QString &groupName, config.groupList()) {
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for (const QString &groupName : config.groupList()) {
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KConfigGroup group = config.group(groupName);
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if (!group.hasKey(KEY)) {
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continue;
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@ -156,7 +156,7 @@ void DecorationModel::findAuroraeThemes()
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QStringList themes;
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const QStringList dirs = QStandardPaths::locateAll(QStandardPaths::GenericDataLocation, "aurorae/themes/", QStandardPaths::LocateDirectory);
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QStringList themeDirectories;
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Q_FOREACH (const QString & dir, dirs) {
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for (const QString & dir : dirs) {
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QDir directory = QDir(dir);
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for (const QString &themeDir : directory.entryList(QDir::AllDirs | QDir::NoDotAndDotDot)) {
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themeDirectories << dir + themeDir;
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@ -1467,7 +1467,7 @@ void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData
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OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
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if (previous) {
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const QRect &oldGeometry = previous->contentsRect();
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Q_FOREACH (const WindowQuad &quad, quads[ContentLeaf]) {
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for (const WindowQuad &quad : quads[ContentLeaf]) {
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// we need to create new window quads with normalize texture coordinates
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// normal quads divide the x/y position by width/height. This would not work as the texture
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// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
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@ -1648,7 +1648,7 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
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previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
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WindowQuadList oldContents;
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const QRect &oldGeometry = previous->contentsRect();
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Q_FOREACH (const WindowQuad &quad, contentQuads) {
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for (const WindowQuad &quad : contentQuads) {
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// we need to create new window quads with normalize texture coordinates
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// normal quads divide the x/y position by width/height. This would not work as the texture
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// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
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