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BUGFIX: GraphicsView::setScene(nullptr) - #495
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lonnie-souder-ii
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- For clarity/brevity, I think it would be preferable to move your logic to the start of the function and then early return. This way we don't wrap everything in multiple
if (scene)statements. e.g.
void GraphicsView::setScene(BasicGraphicsScene *scene)
{
QGraphicsView::setScene(scene);
if (!scene) {
// Clear whatever is necessary
return;
}
// Original function mostly untouched
...
}- What does this give us? Is this just more in line with the upstream
QGraphicsScene::setScene()behaviour? Does calling this withnullptrclear the scene, do nothing, or something else?
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| void GraphicsView::onDeleteSelectedObjects() | ||
| { | ||
| nodeScene()->undoStack().push(new DeleteCommand(nodeScene())); | ||
| if (auto scene = nodeScene()) scene->undoStack().push(new DeleteCommand(scene)); |
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Is there any valid configuration when scene != nodeScene?
Shouldn't we better assert this condition?
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Is this acceptable?
void GraphicsView::onDeleteSelectedObjects()
{
if (!nodeScene()) return;
nodeScene()->undoStack().push(new DeleteCommand(nodeScene()));
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This approach is indeed better. I have fixed it in the next submission.
When click "Close", the program will crash because the scene is set to nullptr. 10-08-54.mp4 |
lsouder-ozone3d
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Looks good to me now. 谢谢,太棒了!
Leaving this one for @paceholder to merge when he's ready.
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Type of change
Description
GraphicsView::setScene support nullptr
Testing
Breaking changes?
None.
Related issue
None.
Please fill out the sections above to help reviewers understand your changes.