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authorHein-Pieter van Braam2017-08-24 22:58:51 +0200
committerHein-Pieter van Braam2017-08-24 23:08:24 +0200
commitcacced7e507f7603bacc03ae2616e58f0ede122a (patch)
tree7af89373e86cd1a7af6ea04e10280084cabb7144 /editor/plugins/shader_editor_plugin.cpp
parent4aa2c18cb428ffde05c67987926736a9ca62703b (diff)
downloadgodot-cacced7e507f7603bacc03ae2616e58f0ede122a.tar.gz
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Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
Diffstat (limited to '')
-rw-r--r--editor/plugins/shader_editor_plugin.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index bad88979a..251416f85 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -288,7 +288,7 @@ Dictionary ShaderEditor::get_state() const {
for(int i=0;i<tab_container->get_child_count();i++) {
- ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
+ ShaderTextEditor *ste = tab_container->Object::cast_to<ShaderTextEditor>(get_child(i));
if (!ste)
continue;
@@ -397,7 +397,7 @@ void ShaderEditor::ensure_select_current() {
/*
if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
- ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
+ ShaderTextEditor *ste = Object::cast_to<ShaderTextEditor>(tab_container->get_child(tab_container->get_current_tab()));
if (!ste)
return;
Ref<Shader> shader = ste->get_edited_shader();
@@ -486,16 +486,16 @@ ShaderEditor::ShaderEditor() {
void ShaderEditorPlugin::edit(Object *p_object) {
- Shader *s = p_object->cast_to<Shader>();
+ Shader *s = Object::cast_to<Shader>(p_object);
shader_editor->edit(s);
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
bool handles = true;
- Shader *shader = p_object->cast_to<Shader>();
+ Shader *shader = Object::cast_to<Shader>(p_object);
/*
- if (!shader || shader->cast_to<ShaderGraph>()) // Don't handle ShaderGraph's
+ if (Object::cast_to<ShaderGraph>(shader)) // Don't handle ShaderGraph's
handles = false;
*/