diff --git a/cockatrice/src/game/game_scene.cpp b/cockatrice/src/game/game_scene.cpp index 2175f4aa2..9bb5c9c9e 100644 --- a/cockatrice/src/game/game_scene.cpp +++ b/cockatrice/src/game/game_scene.cpp @@ -364,7 +364,7 @@ CardItem *GameScene::findTopmostCardInZone(const QList &items, qreal maxZ = -1; for (QGraphicsItem *item : items) { - CardItem *card = qgraphicsitem_cast(item); + auto *card = qgraphicsitem_cast(item); if (!card) continue; @@ -404,7 +404,7 @@ void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numb } } - ZoneViewWidget *item = + auto *item = new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards, false, false, {}, isReversed); zoneViews.append(item); @@ -431,7 +431,7 @@ void GameScene::addRevealedZoneView(Player *player, const QList &cardList, bool withWritePermission) { - ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, true, withWritePermission, cardList); + auto *item = new ZoneViewWidget(player, zone, -2, true, withWritePermission, cardList); zoneViews.append(item); connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView); addItem(item); diff --git a/cockatrice/src/game/game_view.cpp b/cockatrice/src/game/game_view.cpp index dd5cc70c1..531a673d8 100644 --- a/cockatrice/src/game/game_view.cpp +++ b/cockatrice/src/game/game_view.cpp @@ -34,7 +34,7 @@ void GameView::resizeEvent(QResizeEvent *event) { QGraphicsView::resizeEvent(event); - GameScene *s = dynamic_cast(scene()); + auto *s = dynamic_cast(scene()); if (s) s->processViewSizeChange(event->size()); diff --git a/cockatrice/src/game/phases_toolbar.cpp b/cockatrice/src/game/phases_toolbar.cpp index 5106e40de..6d4624cba 100644 --- a/cockatrice/src/game/phases_toolbar.cpp +++ b/cockatrice/src/game/phases_toolbar.cpp @@ -110,17 +110,17 @@ PhasesToolbar::PhasesToolbar(QGraphicsItem *parent) auto *aDrawCard = new QAction(this); connect(aDrawCard, &QAction::triggered, this, &PhasesToolbar::actDrawCard); - PhaseButton *untapButton = new PhaseButton("untap", this, aUntapAll); - PhaseButton *upkeepButton = new PhaseButton("upkeep", this); - PhaseButton *drawButton = new PhaseButton("draw", this, aDrawCard); - PhaseButton *main1Button = new PhaseButton("main1", this); - PhaseButton *combatStartButton = new PhaseButton("combat_start", this); - PhaseButton *combatAttackersButton = new PhaseButton("combat_attackers", this); - PhaseButton *combatBlockersButton = new PhaseButton("combat_blockers", this); - PhaseButton *combatDamageButton = new PhaseButton("combat_damage", this); - PhaseButton *combatEndButton = new PhaseButton("combat_end", this); - PhaseButton *main2Button = new PhaseButton("main2", this); - PhaseButton *cleanupButton = new PhaseButton("cleanup", this); + auto *untapButton = new PhaseButton("untap", this, aUntapAll); + auto *upkeepButton = new PhaseButton("upkeep", this); + auto *drawButton = new PhaseButton("draw", this, aDrawCard); + auto *main1Button = new PhaseButton("main1", this); + auto *combatStartButton = new PhaseButton("combat_start", this); + auto *combatAttackersButton = new PhaseButton("combat_attackers", this); + auto *combatBlockersButton = new PhaseButton("combat_blockers", this); + auto *combatDamageButton = new PhaseButton("combat_damage", this); + auto *combatEndButton = new PhaseButton("combat_end", this); + auto *main2Button = new PhaseButton("main2", this); + auto *cleanupButton = new PhaseButton("cleanup", this); buttonList << untapButton << upkeepButton << drawButton << main1Button << combatStartButton << combatAttackersButton << combatBlockersButton << combatDamageButton << combatEndButton << main2Button << cleanupButton;