Qt: add some sanity checks to prevent list crashes

This commit is contained in:
Megamouse 2019-08-10 13:50:27 +02:00
parent 0559e929d4
commit 697128464b
2 changed files with 81 additions and 19 deletions

View file

@ -319,7 +319,12 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
{
return;
}
m_game_combo->setCurrentText(m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName)->text());
QTableWidgetItem* item = m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName);
if (!item)
{
return;
}
m_game_combo->setCurrentText(item->text());
});
RepaintUI();
@ -470,6 +475,10 @@ void trophy_manager_dialog::HandleRepaintUiRequest()
void trophy_manager_dialog::ResizeGameIcon(int index)
{
QTableWidgetItem* item = m_game_table->item(index, GameColumns::GameIcon);
if (!item)
{
return;
}
const QPixmap icon = item->data(Qt::UserRole).value<QPixmap>();
const int dpr = devicePixelRatio();
@ -512,7 +521,13 @@ void trophy_manager_dialog::ResizeTrophyIcons()
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
{
const int trophy_id = m_trophy_table->item(i, TrophyColumns::Id)->text().toInt();
QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id);
QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon);
if (!item || !icon_item)
{
continue;
}
const int trophy_id = item->text().toInt();
const QPixmap icon = m_trophies_db[db_pos]->trophy_images[trophy_id];
QPixmap new_icon = QPixmap(icon.size() * dpr);
@ -527,7 +542,7 @@ void trophy_manager_dialog::ResizeTrophyIcons()
}
const QPixmap scaled = new_icon.scaledToHeight(new_height, Qt::SmoothTransformation);
m_trophy_table->item(i, TrophyColumns::Icon)->setData(Qt::DecorationRole, scaled);
icon_item->setData(Qt::DecorationRole, scaled);
}
ReadjustTrophyTable();
@ -542,11 +557,20 @@ void trophy_manager_dialog::ApplyFilter()
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
{
int trophy_id = m_trophy_table->item(i, TrophyColumns::Id)->text().toInt();
QString trophy_type = m_trophy_table->item(i, TrophyColumns::Type)->text();
QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id);
QTableWidgetItem* type_item = m_trophy_table->item(i, TrophyColumns::Type);
QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon);
if (!item || !type_item || !icon_item)
{
continue;
}
const int trophy_id = item->text().toInt();
const QString trophy_type = type_item->text();
// I could use boolean logic and reduce this to something much shorter and also much more confusing...
bool hidden = m_trophy_table->item(i, TrophyColumns::Icon)->data(Qt::UserRole).toBool();
bool hidden = icon_item->data(Qt::UserRole).toBool();
bool trophy_unlocked = m_trophies_db[db_pos]->trop_usr->GetTrophyUnlockState(trophy_id);
bool hide = false;