forked from mia/Aegisub
Make Vector2D's default constructor initialize to the invalid value rather than a seemingly valid value. Fixes a few cases where uninitialized vectors were used as if they were initialized.
Originally committed to SVN as r5987.
This commit is contained in:
parent
f48c2a444d
commit
c0cfe8afce
9 changed files with 18 additions and 20 deletions
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@ -98,7 +98,7 @@ void Spline::DecodeFromASS(wxString str) {
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// Prepare
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char command = 'm';
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Vector2D pt;
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Vector2D pt(0, 0);
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// Tokenize the string
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wxStringTokenizer tkn(str, " ");
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@ -62,7 +62,7 @@ public:
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/// DOCME
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CurveType type;
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SplineCurve(Vector2D p1 = Vector2D());
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SplineCurve(Vector2D p1 = Vector2D(0, 0));
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SplineCurve(Vector2D p1, Vector2D p2);
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SplineCurve(Vector2D p1, Vector2D p2, Vector2D p3, Vector2D p4);
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@ -31,6 +31,12 @@
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#include <wx/numformatter.h>
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#endif
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Vector2D::Vector2D()
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: x(std::numeric_limits<float>::min())
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, y(std::numeric_limits<float>::min())
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{
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}
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Vector2D operator *(float f, Vector2D v) {
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return Vector2D(v.X() * f, v.Y() * f);
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}
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@ -74,11 +80,7 @@ Vector2D Vector2D::Round(float step) const {
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}
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Vector2D::operator unspecified_bool_type() const {
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return *this == Bad() ? 0 : &Vector2D::x;
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}
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Vector2D Vector2D::Bad() {
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return Vector2D(std::numeric_limits<float>::min(), std::numeric_limits<float>::min());
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return *this == Vector2D() ? 0 : &Vector2D::x;
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}
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wxString Vector2D::PStr(char sep) const {
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@ -42,7 +42,7 @@ public:
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float X() const { return x; }
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float Y() const { return y; }
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Vector2D() : x(0), y(0) { }
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Vector2D();
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Vector2D(float x, float y) : x(x), y(y) { }
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Vector2D(wxPoint pt) : x(pt.x), y(pt.y) { }
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Vector2D(Vector2D x, Vector2D y) : x(x.x), y(y.y) { }
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@ -87,7 +87,6 @@ public:
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wxString DStr(char sep = ',') const;
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static Vector2D FromAngle(float angle) { return Vector2D(cos(-angle), sin(-angle)); }
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static Vector2D Bad();
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};
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Vector2D operator * (float f, Vector2D v);
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@ -98,7 +98,6 @@ VideoDisplay::VideoDisplay(
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, con(c)
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, w(8)
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, h(8)
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, mouse_pos(Vector2D::Bad())
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, viewport_left(0)
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, viewport_width(0)
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, viewport_bottom(0)
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@ -353,7 +352,7 @@ void VideoDisplay::OnMouseEvent(wxMouseEvent& event) {
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}
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void VideoDisplay::OnMouseLeave(wxMouseEvent& event) {
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mouse_pos = Vector2D::Bad();
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mouse_pos = Vector2D();
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tool->OnMouseEvent(event);
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}
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@ -40,9 +40,7 @@
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#include "visual_feature.h"
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VisualDraggableFeature::VisualDraggableFeature()
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: start(Vector2D::Bad())
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, type(DRAG_NONE)
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, pos(Vector2D::Bad())
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: type(DRAG_NONE)
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, layer(0)
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, line(0)
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{
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@ -192,7 +192,7 @@ void VisualTool<FeatureType>::OnMouseEvent(wxMouseEvent &event) {
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bool need_render = false;
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if (event.Leaving()) {
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mouse_pos = Vector2D::Bad();
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mouse_pos = Vector2D();
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parent->Render();
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return;
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}
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@ -392,7 +392,7 @@ static Vector2D vec_or_bad(param_vec tag, size_t x_idx, size_t y_idx) {
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(*tag)[x_idx]->omitted || (*tag)[y_idx]->omitted ||
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(*tag)[x_idx]->GetType() == VARDATA_NONE || (*tag)[y_idx]->GetType() == VARDATA_NONE)
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{
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return Vector2D::Bad();
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return Vector2D();
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}
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return Vector2D((*tag)[x_idx]->Get<float>(), (*tag)[y_idx]->Get<float>());
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}
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@ -525,7 +525,7 @@ void VisualToolBase::GetLineClip(AssDialogue *diag, Vector2D &p1, Vector2D &p2,
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p2 = vec_or_bad(tag, 2, 3);
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}
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else {
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p1 = Vector2D();
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p1 = Vector2D(0, 0);
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p2 = script_res - 1;
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}
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}
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@ -59,7 +59,7 @@ void VisualToolRotateZ::Draw() {
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// Draw the circle
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gl.SetLineColour(colour[0]);
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gl.SetFillColour(colour[1], 0.3f);
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gl.DrawRing(Vector2D(), radius + 4, radius - 4);
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gl.DrawRing(Vector2D(0, 0), radius + 4, radius - 4);
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// Draw markers around circle
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int markers = 6;
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@ -67,7 +67,7 @@ void VisualToolRotateZ::Draw() {
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float markEnd = markStart + (180.f / markers);
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for (int i = 0; i < markers; ++i) {
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float angle = i * (360.f / markers);
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gl.DrawRing(Vector2D(), radius+30, radius+12, 1.0, angle+markStart, angle+markEnd);
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gl.DrawRing(Vector2D(0, 0), radius+30, radius+12, 1.0, angle+markStart, angle+markEnd);
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}
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// Draw the baseline through the origin showing current rotation
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@ -100,7 +100,7 @@ void VisualToolScale::UpdateHold() {
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if (shift_down)
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delta = delta.SingleAxis();
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scale = Vector2D().Max(delta * 1.25f + initial_scale);
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scale = Vector2D(0, 0).Max(delta * 1.25f + initial_scale);
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if (ctrl_down)
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scale = scale.Round(25.f);
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