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yuzu/main: Remove redundant usages of QStringLiteral("")

An empty QStringLiteral can more efficiently be replaced with an empty
QString.
Lioncash 6 lat temu
rodzic
commit
2e303095d5
1 zmienionych plików z 5 dodań i 6 usunięć
  1. 5 6
      src/yuzu/main.cpp

+ 5 - 6
src/yuzu/main.cpp

@@ -1655,7 +1655,7 @@ void GMainWindow::OnMenuInstallToNAND() {
 
     ui.action_Install_File_NAND->setEnabled(false);
 
-    install_progress = new QProgressDialog(QStringLiteral(""), tr("Cancel"), 0, total_size, this);
+    install_progress = new QProgressDialog(QString{}, tr("Cancel"), 0, total_size, this);
     install_progress->setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint &
                                      ~Qt::WindowMaximizeButtonHint);
     install_progress->setAttribute(Qt::WA_DeleteOnClose, true);
@@ -1705,12 +1705,12 @@ void GMainWindow::OnMenuInstallToNAND() {
     install_progress->close();
 
     const QString install_results =
-        (new_files.isEmpty() ? QStringLiteral("")
+        (new_files.isEmpty() ? QString{}
                              : tr("%n file(s) were newly installed\n", "", new_files.size())) +
         (overwritten_files.isEmpty()
-             ? QStringLiteral("")
+             ? QString{}
              : tr("%n file(s) were overwritten\n", "", overwritten_files.size())) +
-        (failed_files.isEmpty() ? QStringLiteral("")
+        (failed_files.isEmpty() ? QString{}
                                 : tr("%n file(s) failed to install\n", "", failed_files.size()));
 
     QMessageBox::information(this, tr("Install Results"), install_results);
@@ -2202,8 +2202,7 @@ void GMainWindow::UpdateStatusBar() {
 
     if (shaders_building != 0) {
         shader_building_label->setText(
-            tr("Building: %1 shader").arg(shaders_building) +
-            (shaders_building != 1 ? QString::fromStdString("s") : QString::fromStdString("")));
+            tr("Building: %n shader(s)", "", static_cast<int>(shaders_building)));
         shader_building_label->setVisible(true);
     } else {
         shader_building_label->setVisible(false);