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AchievementManager: Return by reference from GetLock()
This makes the API a little nicer to use, since you don't need to do a mandatory dereference when passing the lock into any kind of scope guard.
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3c7fa0738c
commit
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7 changed files with 9 additions and 9 deletions
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@ -62,7 +62,7 @@ AchievementHeaderWidget::AchievementHeaderWidget(QWidget* parent) : QWidget(pare
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m_total->setAlignment(Qt::AlignTop);
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setLayout(m_total);
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std::lock_guard lg{*AchievementManager::GetInstance().GetLock()};
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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UpdateData();
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}
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@ -25,7 +25,7 @@ AchievementLeaderboardWidget::AchievementLeaderboardWidget(QWidget* parent) : QW
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m_common_layout = new QGridLayout();
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{
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std::lock_guard lg{*AchievementManager::GetInstance().GetLock()};
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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UpdateData();
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}
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@ -29,7 +29,7 @@ AchievementProgressWidget::AchievementProgressWidget(QWidget* parent) : QWidget(
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m_common_layout = new QVBoxLayout();
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{
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std::lock_guard lg{*AchievementManager::GetInstance().GetLock()};
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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UpdateData();
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}
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@ -75,7 +75,7 @@ void AchievementsWindow::UpdateData()
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{
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{
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auto& instance = AchievementManager::GetInstance();
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std::lock_guard lg{*instance.GetLock()};
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std::lock_guard lg{instance.GetLock()};
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const bool is_game_loaded = instance.IsGameLoaded();
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m_header_widget->UpdateData();
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