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authorOlivier Goffart <ogoffart@trolltech.com>2009-05-28 07:51:43 (GMT)
committerOlivier Goffart <ogoffart@trolltech.com>2009-05-28 08:02:13 (GMT)
commit0bb0699d403b7541472a72a4057ecf0ca366a7cd (patch)
tree339b2151707e273f08d7249c877801587745339d /src/corelib/statemachine/qstatemachine.cpp
parentb3be28bf199521546bc7890c66f8454f5d310083 (diff)
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Use Qt::UniqueConnection instead of disconnect/connect
Also fix an issue in QTreeView where a signal could be connected several times Reviewed-by: Thierry
Diffstat (limited to 'src/corelib/statemachine/qstatemachine.cpp')
-rw-r--r--src/corelib/statemachine/qstatemachine.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/corelib/statemachine/qstatemachine.cpp b/src/corelib/statemachine/qstatemachine.cpp
index 757584a..185fb7d 100644
--- a/src/corelib/statemachine/qstatemachine.cpp
+++ b/src/corelib/statemachine/qstatemachine.cpp
@@ -803,8 +803,7 @@ void QStateMachinePrivate::applyProperties(const QList<QAbstractTransition*> &tr
stateForAnimation.insert(a, s);
animationsForState[s].append(a);
// ### connect to just the top-level animation?
- QObject::disconnect(a, SIGNAL(finished()), q, SLOT(_q_animationFinished()));
- QObject::connect(a, SIGNAL(finished()), q, SLOT(_q_animationFinished()));
+ QObject::connect(a, SIGNAL(finished()), q, SLOT(_q_animationFinished()), Qt::UniqueConnection);
}
it2 = assignments.erase(it2);
} else {