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[vdr] Re: BUGFIX: cOsd::CanHandleAreas()
Reinhard Nissl wrote:
>
> Hi,
>
> Klaus Schmidinger wrote:
>
> >>To have overlap detection work properly and to return reasonable error codes
> >>to the user, CanHandleAreas() now first checks the alignment of all areas and
> >>performs overlap detection afterwards.
> >
> > I don't quite see what the advantage is in having an extra 'for' loop.
> > The error messages are still the same, aren't they?
> >
> > Shouldn't
> >
> > for (int i = 0; i < NumAreas; i++) {
> > if (Areas[i].x1 > Areas[i].x2 || Areas[i].y1 > Areas[i].y2 || Areas[i].x1 < 0 || Areas[i].y1 < 0)
> > return oeWrongAlignment;
> > for (int j = i + 1; j < NumAreas; j++) {
> > if (Areas[i].Intersects(Areas[j]))
> > return oeAreasOverlap;
> > }
> > }
> >
> > do just the same?
>
> Well, the difference is that your version might return early with
> oeAreasOverlap without having checked Area[j] for correct alignment first.
>
> I think, it's better to first check all areas for alignment and then for
> overlapping as the latter "requires" the former.
Ok, the I'll do it this way:
--- osd.c 2004/06/15 20:29:42 1.55
+++ osd.c 2004/07/18 09:23:03
@@ -602,15 +602,18 @@
eOsdError cOsd::CanHandleAreas(const tArea *Areas, int NumAreas)
{
+ eOsdError Result = oeOk;
for (int i = 0; i < NumAreas; i++) {
+ if (Areas[i].x1 > Areas[i].x2 || Areas[i].y1 > Areas[i].y2 || Areas[i].x1 < 0 || Areas[i].y1 < 0)
+ return oeWrongAlignment;
for (int j = i + 1; j < NumAreas; j++) {
- if (Areas[i].Intersects(Areas[j]))
- return oeAreasOverlap;
- if (Areas[i].x1 > Areas[i].x2 || Areas[i].y1 > Areas[i].y2 || Areas[i].x1 < 0 || Areas[i].y1 < 0)
- return oeWrongAlignment;
+ if (Areas[i].Intersects(Areas[j])) {
+ Result = oeAreasOverlap;
+ break;
+ }
}
}
- return oeOk;
+ return Result;
}
eOsdError cOsd::SetAreas(const tArea *Areas, int NumAreas)
This avoids the extra 'for' loop and reports oeWrongAlignment before any
oeAreasOverlap.
Klaus
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