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Fixes made in response to running a static code analyzer under MS Windows.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs. SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision. SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer. SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used. SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range. SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it. SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691). SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen. SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL. SDL_pixels.c: Looks like the switch is genuinely missing a break! SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons. SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
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@@ -400,9 +400,11 @@ SDL_INTERSECTRECTANDLINE(const RECTTYPE * rect, SCALARTYPE *X1, SCALARTYPE *Y1,
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outcode1 = COMPUTEOUTCODE(rect, x, y);
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} else {
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if (outcode2 & CODE_TOP) {
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SDL_assert(y2 != y1); /* if equal: division by zero. */
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y = recty1;
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x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1);
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} else if (outcode2 & CODE_BOTTOM) {
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SDL_assert(y2 != y1); /* if equal: division by zero. */
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y = recty2;
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x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1);
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} else if (outcode2 & CODE_LEFT) {
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