forked from qt-creator/qt-creator
Use static version of QFileInfo::exists()
Docs say it's faster than creating QFileInfo object and calling exists(). Change-Id: I0c10216bf72ab11ebf97b66a113d85ac0768d918 Reviewed-by: Tim Jenssen <tim.jenssen@qt.io>
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@@ -1413,7 +1413,7 @@ QString getTemplateDialog(const Utils::FilePath &projectPath)
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dialog->exec();
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dialog->exec();
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if (!result.isEmpty() && !QFileInfo(result).exists()) {
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if (!result.isEmpty() && !QFileInfo::exists(result)) {
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result = templateFiles.at(names.indexOf(result));
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result = templateFiles.at(names.indexOf(result));
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result = templatesPath.pathAppended(result).toString();
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result = templatesPath.pathAppended(result).toString();
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}
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}
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@@ -1489,7 +1489,7 @@ void mergeWithTemplate(const SelectionContext &selectionContext)
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const QString templateFile = getTemplateDialog(projectPath);
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const QString templateFile = getTemplateDialog(projectPath);
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if (QFileInfo(templateFile).exists())
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if (QFileInfo::exists(templateFile))
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styleMerge(selectionContext, templateFile);
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styleMerge(selectionContext, templateFile);
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}
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}
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@@ -129,7 +129,7 @@ ItemLibraryAssetImportDialog::ItemLibraryAssetImportDialog(const QStringList &im
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if (importPath.startsWith(targetDir)) {
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if (importPath.startsWith(targetDir)) {
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const bool isDefaultFolder = importPath.endsWith(defaultAssetFolder);
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const bool isDefaultFolder = importPath.endsWith(defaultAssetFolder);
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const QString assetFolder = importPath + quick3DFolder;
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const QString assetFolder = importPath + quick3DFolder;
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const bool exists = QFileInfo(assetFolder).exists();
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const bool exists = QFileInfo::exists(assetFolder);
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if (exists) {
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if (exists) {
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if (isDefaultFolder) {
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if (isDefaultFolder) {
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// Priority one location, stop looking
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// Priority one location, stop looking
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@@ -334,7 +334,7 @@ void ItemLibraryAssetImporter::parseQuick3DAsset(const QString &file, const QVar
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// Generate qmldir file if importer doesn't already make one
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// Generate qmldir file if importer doesn't already make one
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QString qmldirFileName = outDir.absoluteFilePath(QStringLiteral("qmldir"));
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QString qmldirFileName = outDir.absoluteFilePath(QStringLiteral("qmldir"));
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if (!QFileInfo(qmldirFileName).exists()) {
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if (!QFileInfo::exists(qmldirFileName)) {
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QSaveFile qmldirFile(qmldirFileName);
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QSaveFile qmldirFile(qmldirFileName);
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QString version = QStringLiteral("1.0");
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QString version = QStringLiteral("1.0");
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@@ -451,7 +451,7 @@ void ItemLibraryAssetImporter::copyImportedFiles()
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// by filesystem watchers.
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// by filesystem watchers.
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QHash<QString, QString>::const_iterator it = assetFiles.begin();
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QHash<QString, QString>::const_iterator it = assetFiles.begin();
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while (it != assetFiles.end()) {
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while (it != assetFiles.end()) {
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if (QFileInfo(it.key()).exists()) {
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if (QFileInfo::exists(it.key())) {
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QDir targetDir = QFileInfo(it.value()).dir();
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QDir targetDir = QFileInfo(it.value()).dir();
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if (!targetDir.exists())
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if (!targetDir.exists())
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targetDir.mkpath(".");
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targetDir.mkpath(".");
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@@ -404,7 +404,7 @@ void SubComponentManager::parseQuick3DAssetDir(const QString &assetPath)
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QString iconName = qmlIt.fileInfo().absolutePath() + '/'
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QString iconName = qmlIt.fileInfo().absolutePath() + '/'
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+ Constants::QUICK_3D_ASSET_ICON_DIR + '/' + name
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+ Constants::QUICK_3D_ASSET_ICON_DIR + '/' + name
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+ Constants::QUICK_3D_ASSET_LIBRARY_ICON_SUFFIX;
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+ Constants::QUICK_3D_ASSET_LIBRARY_ICON_SUFFIX;
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if (!QFileInfo(iconName).exists())
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if (!QFileInfo::exists(iconName))
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iconName = iconPath;
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iconName = iconPath;
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itemLibraryEntry.setLibraryEntryIconPath(iconName);
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itemLibraryEntry.setLibraryEntryIconPath(iconName);
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itemLibraryEntry.setTypeIcon(QIcon(iconName));
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itemLibraryEntry.setTypeIcon(QIcon(iconName));
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@@ -444,7 +444,7 @@ QStringList SubComponentManager::quick3DAssetPaths() const
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QStringList retPaths;
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QStringList retPaths;
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for (const auto &impPath : impPaths) {
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for (const auto &impPath : impPaths) {
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const QString assetPath = impPath + QLatin1String(Constants::QUICK_3D_ASSETS_FOLDER);
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const QString assetPath = impPath + QLatin1String(Constants::QUICK_3D_ASSETS_FOLDER);
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if (QFileInfo(assetPath).exists())
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if (QFileInfo::exists(assetPath))
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retPaths << assetPath;
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retPaths << assetPath;
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}
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}
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return retPaths;
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return retPaths;
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