Only connect the Scene::resetCompositing signal when Scene got constructed
SceneOpenGL::createScene() might return a null pointer and in this case we should not try to connect to it. REVIEW: 118462
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1 changed files with 3 additions and 2 deletions
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@ -213,14 +213,15 @@ void Compositor::slotCompositingOptionsInitialized()
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#endif
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#endif
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m_scene = SceneOpenGL::createScene();
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m_scene = SceneOpenGL::createScene();
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connect(m_scene, SIGNAL(resetCompositing()), SLOT(restart()));
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// TODO: Add 30 second delay to protect against screen freezes as well
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// TODO: Add 30 second delay to protect against screen freezes as well
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unsafeConfig.writeEntry(openGLIsUnsafe, false);
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unsafeConfig.writeEntry(openGLIsUnsafe, false);
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unsafeConfig.sync();
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unsafeConfig.sync();
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if (m_scene && !m_scene->initFailed())
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if (m_scene && !m_scene->initFailed()) {
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connect(static_cast<SceneOpenGL*>(m_scene), &SceneOpenGL::resetCompositing, this, &Compositor::restart);
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break; // -->
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break; // -->
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}
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delete m_scene;
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delete m_scene;
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m_scene = NULL;
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m_scene = NULL;
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}
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}
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