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| author | Hein-Pieter van Braam | 2017-08-24 22:58:51 +0200 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2017-08-24 23:08:24 +0200 |
| commit | cacced7e507f7603bacc03ae2616e58f0ede122a (patch) | |
| tree | 7af89373e86cd1a7af6ea04e10280084cabb7144 /editor/plugins/sprite_frames_editor_plugin.cpp | |
| parent | 4aa2c18cb428ffde05c67987926736a9ca62703b (diff) | |
| download | godot-cacced7e507f7603bacc03ae2616e58f0ede122a.tar.gz godot-cacced7e507f7603bacc03ae2616e58f0ede122a.tar.zst godot-cacced7e507f7603bacc03ae2616e58f0ede122a.zip | |
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/sprite_frames_editor_plugin.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/editor/plugins/sprite_frames_editor_plugin.cpp b/editor/plugins/sprite_frames_editor_plugin.cpp index 0608ecec5..203734a92 100644 --- a/editor/plugins/sprite_frames_editor_plugin.cpp +++ b/editor/plugins/sprite_frames_editor_plugin.cpp @@ -334,14 +334,14 @@ static void _find_anim_sprites(Node *p_node, List<Node *> *r_nodes, Ref<SpriteFr return; { - AnimatedSprite *as = p_node->cast_to<AnimatedSprite>(); + AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node); if (as && as->get_sprite_frames() == p_sfames) { r_nodes->push_back(p_node); } } { - AnimatedSprite3D *as = p_node->cast_to<AnimatedSprite3D>(); + AnimatedSprite3D *as = Object::cast_to<AnimatedSprite3D>(p_node); if (as && as->get_sprite_frames() == p_sfames) { r_nodes->push_back(p_node); } @@ -842,7 +842,7 @@ SpriteFramesEditor::SpriteFramesEditor() { void SpriteFramesEditorPlugin::edit(Object *p_object) { frames_editor->set_undo_redo(&get_undo_redo()); - SpriteFrames *s = p_object->cast_to<SpriteFrames>(); + SpriteFrames *s = Object::cast_to<SpriteFrames>(p_object); if (!s) return; |
