game_list: Use QT5's new event connection syntax
Makes for more compact code in most places.
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		| @@ -34,8 +34,7 @@ GameList::GameList(QWidget* parent) : QWidget{parent} { | ||||
|     item_model->setHeaderData(COLUMN_FILE_TYPE, Qt::Horizontal, "File type"); | ||||
|     item_model->setHeaderData(COLUMN_SIZE, Qt::Horizontal, "Size"); | ||||
|  | ||||
|     connect(tree_view, SIGNAL(activated(const QModelIndex&)), this, | ||||
|             SLOT(ValidateEntry(const QModelIndex&))); | ||||
|     connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry); | ||||
|  | ||||
|     // We must register all custom types with the Qt Automoc system so that we are able to use it | ||||
|     // with | ||||
| @@ -86,12 +85,13 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) { | ||||
|     emit ShouldCancelWorker(); | ||||
|     GameListWorker* worker = new GameListWorker(dir_path, deep_scan); | ||||
|  | ||||
|     connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, | ||||
|             SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection); | ||||
|     connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection); | ||||
|     connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection); | ||||
|     connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating, | ||||
|             Qt::QueuedConnection); | ||||
|     // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel | ||||
|     // without delay. | ||||
|     connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection); | ||||
|     connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel, | ||||
|             Qt::DirectConnection); | ||||
|  | ||||
|     QThreadPool::globalInstance()->start(worker); | ||||
|     current_worker = std::move(worker); | ||||
|   | ||||
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