FX&MaterialShowroom: Use strict equality operators

Pick-to: 6.10
Change-Id: I8556cf105e84d8977567bf462ddc394ff90666d5
Reviewed-by: Olivier De Cannière <olivier.decanniere@qt.io>
This commit is contained in:
Luca Di Sera 2025-08-05 10:59:37 +02:00
parent 6749ea650e
commit 9509c7cfff
4 changed files with 42 additions and 42 deletions

View File

@ -85,7 +85,7 @@ Model {
states: [
State {
name: "Dragon"
when: floor.aoState == 1
when: floor.aoState === 1
PropertyChanges {
target: floorMat_local
@ -96,7 +96,7 @@ Model {
},
State {
name: "Bunny"
when: floor.aoState == 2
when: floor.aoState === 2
PropertyChanges {
target: floorMat_local
@ -107,7 +107,7 @@ Model {
},
State {
name: "matball"
when: floor.aoState == 0
when: floor.aoState === 0
PropertyChanges {
target: floorMat_local
@ -118,7 +118,7 @@ Model {
},
State {
name: "none"
when: floor.aoState == 3
when: floor.aoState === 3
PropertyChanges {
target: floorMat_local

View File

@ -257,7 +257,7 @@ Item {
}
function processInput() {
if (root.controlledObject == undefined)
if (root.controlledObject)
return;
if (moveForward)

View File

@ -77,7 +77,7 @@ Item {
states: [
State {
name: "Sunrise"
when: buttonTabs.activeBtn == "Sunrise"
when: buttonTabs.activeBtn === "Sunrise"
PropertyChanges {
target: buttonTabs
@ -88,7 +88,7 @@ Item {
State {
name: "Midday"
when: buttonTabs.activeBtn == "Midday"
when: buttonTabs.activeBtn === "Midday"
PropertyChanges {
target: buttonTabs
@ -99,7 +99,7 @@ Item {
State {
name: "Sunset"
when: buttonTabs.activeBtn == "Sunset"
when: buttonTabs.activeBtn === "Sunset"
PropertyChanges {
target: buttonTabs

View File

@ -33,7 +33,7 @@ Rectangle {
layer.format: ShaderEffectSource.RGB
environment: layout.dotBtns.sceneState
== 2 ? colorful : (layout.dotBtns.sceneState == 1 ? studio : bright)
=== 2 ? colorful : (layout.dotBtns.sceneState === 1 ? studio : bright)
Node {
id: scene
@ -43,7 +43,7 @@ Rectangle {
Node {
id: brightLights
visible: layout.dotBtns.sceneState == 0
visible: layout.dotBtns.sceneState === 0
DirectionalLight {
visible: true
shadowBias: 0.02
@ -77,7 +77,7 @@ Rectangle {
Node {
id: colorfulLights
visible: layout.dotBtns.sceneState == 2
visible: layout.dotBtns.sceneState === 2
DirectionalLight {
shadowMapFar: 5000
shadowBias: 0.02
@ -96,9 +96,9 @@ Rectangle {
id: floor
receivesReflections: true
aoState: material_pop_up.modelsL.selection
== "None" ? 3 : (material_pop_up.modelsL.selection
== "Dragon" ? 1 : (material_pop_up.modelsL.selection
== "Rabbit" ? 2 : 0))
=== "None" ? 3 : (material_pop_up.modelsL.selection
=== "Dragon" ? 1 : (material_pop_up.modelsL.selection
=== "Rabbit" ? 2 : 0))
scale.x: 150
scale.y: 150
scale.z: 150
@ -113,7 +113,7 @@ Rectangle {
Model {
id: studioFloor
y: -1
visible: layout.dotBtns.sceneState == 1
visible: layout.dotBtns.sceneState === 1
opacity: 1
source: "#Rectangle"
eulerRotation.z: 0
@ -286,36 +286,36 @@ Rectangle {
HeatwaveEffect {
id: heatwave
visible: material_pop_up.effectsL.selection == "Heatwave"
visible: material_pop_up.effectsL.selection === "Heatwave"
}
RainEffect {
id: rain
sceneCamera: sceneCamera
visible: material_pop_up.effectsL.selection == "Rain"
visible: material_pop_up.effectsL.selection === "Rain"
}
SmokeEffect {
id: smoke
visible: material_pop_up.effectsL.selection == "Smoke"
visible: material_pop_up.effectsL.selection === "Smoke"
}
SteamEffect {
id: steam
y: 100
visible: material_pop_up.effectsL.selection == "Steam"
visible: material_pop_up.effectsL.selection === "Steam"
z: 100
}
SnowEffect {
id: snow
visible: material_pop_up.effectsL.selection == "Snow"
visible: material_pop_up.effectsL.selection === "Snow"
}
FireEffect {
id: fire
sceneCamera: sceneCamera
visible: material_pop_up.effectsL.selection == "Flames"
visible: material_pop_up.effectsL.selection === "Flames"
}
Node {
@ -324,7 +324,7 @@ Rectangle {
SparksEffect {
id: sparks
visible: material_pop_up.effectsL.selection == "Sparks"
visible: material_pop_up.effectsL.selection === "Sparks"
y: 100
z: 250
}
@ -332,23 +332,23 @@ Rectangle {
ShockwaveEffect {
id: shockwave
visible: material_pop_up.effectsL.selection == "Shockwave"
visible: material_pop_up.effectsL.selection === "Shockwave"
}
DustEffect {
id: dust
sceneCamera: sceneCamera
visible: material_pop_up.effectsL.selection == "Dust"
visible: material_pop_up.effectsL.selection === "Dust"
}
FlashEffect {
id: flash
visible: material_pop_up.effectsL.selection == "Flash"
visible: material_pop_up.effectsL.selection === "Flash"
}
ExplosionEffect {
id: explosion
visible: material_pop_up.effectsL.selection == "Explosion"
visible: material_pop_up.effectsL.selection === "Explosion"
}
BubblesEffect {
@ -356,7 +356,7 @@ Rectangle {
sceneCamera: sceneCamera
x: 0
y: 125.976
visible: material_pop_up.effectsL.selection == "Bubbles"
visible: material_pop_up.effectsL.selection === "Bubbles"
z: 62.12978
}
@ -364,7 +364,7 @@ Rectangle {
id: cloud
sceneCamera: sceneCamera
y: 100
visible: material_pop_up.effectsL.selection == "Clouds"
visible: material_pop_up.effectsL.selection === "Clouds"
time: 10000
startTime: 0
}
@ -407,7 +407,7 @@ Rectangle {
id: materialBall
y: 4
visible: material_pop_up.modelsL.selection == "Qt material ball"
visible: material_pop_up.modelsL.selection === "Qt material ball"
source: "file:content/Meshes/materialBall.mesh"
castsReflections: false
receivesReflections: true
@ -421,7 +421,7 @@ Rectangle {
id: bunny
x: 50
y: -75
visible: material_pop_up.modelsL.selection == "Rabbit"
visible: material_pop_up.modelsL.selection === "Rabbit"
source: "file:content/Meshes/bunnyUV.mesh"
castsReflections: false
z: -50
@ -436,7 +436,7 @@ Rectangle {
Model {
id: dragon
y: -10
visible: material_pop_up.modelsL.selection == "Dragon"
visible: material_pop_up.modelsL.selection === "Dragon"
source: "file:content/Meshes/stanford_Dragon.mesh"
eulerRotation.x: -90
castsReflections: false
@ -1384,7 +1384,7 @@ Rectangle {
id: sparkrotation
target: sparkrotation
property: "phase"
running: material_pop_up.effectsL.selection == "Sparks"
running: material_pop_up.effectsL.selection === "Sparks"
loops: -1
easing.bezierCurve: [0.2, 0.2, 0.8, 0.8, 1, 1]
duration: 10000
@ -1409,7 +1409,7 @@ Rectangle {
states: [
State {
name: "silverState"
when: rectangle1.matselText == "Silver"
when: rectangle1.matselText === "Silver"
PropertyChanges {
target: rectangle1
matChoice: silver
@ -1417,7 +1417,7 @@ Rectangle {
},
State {
name: "steelState"
when: rectangle1.matselText == "Brushed Steel"
when: rectangle1.matselText === "Brushed Steel"
PropertyChanges {
target: rectangle1
matChoice: steelBrushed
@ -1425,7 +1425,7 @@ Rectangle {
},
State {
name: "copperState"
when: rectangle1.matselText == "Copper"
when: rectangle1.matselText === "Copper"
PropertyChanges {
target: rectangle1
matChoice: copper
@ -1433,7 +1433,7 @@ Rectangle {
},
State {
name: "glassState"
when: rectangle1.matselText == "Wax"
when: rectangle1.matselText === "Wax"
PropertyChanges {
target: rectangle1
matChoice: waxMat
@ -1441,7 +1441,7 @@ Rectangle {
},
State {
name: "woodState"
when: rectangle1.matselText == "Wood"
when: rectangle1.matselText === "Wood"
PropertyChanges {
target: rectangle1
matChoice: wood
@ -1449,7 +1449,7 @@ Rectangle {
},
State {
name: "stoneState"
when: rectangle1.matselText == "Stone"
when: rectangle1.matselText === "Stone"
PropertyChanges {
target: rectangle1
matChoice: stone
@ -1457,7 +1457,7 @@ Rectangle {
},
State {
name: "carbonfiberState"
when: rectangle1.matselText == "Carbon Fiber"
when: rectangle1.matselText === "Carbon Fiber"
PropertyChanges {
target: rectangle1
matChoice: carbonFiber
@ -1465,7 +1465,7 @@ Rectangle {
},
State {
name: "plasticState"
when: rectangle1.matselText == "Plastic"
when: rectangle1.matselText === "Plastic"
PropertyChanges {
target: rectangle1
matChoice: plasticTextured
@ -1473,7 +1473,7 @@ Rectangle {
},
State {
name: "fabricState"
when: rectangle1.matselText == "Fabric"
when: rectangle1.matselText === "Fabric"
PropertyChanges {
target: rectangle1
matChoice: fabric
@ -1481,7 +1481,7 @@ Rectangle {
},
State {
name: "leatherState"
when: rectangle1.matselText == "Leather"
when: rectangle1.matselText === "Leather"
PropertyChanges {
target: rectangle1
matChoice: leather