don't crash when drawing wires connected to a non-existent node
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2f2c08a8dc
commit
625f0d8fc5
@ -99,6 +99,7 @@ void WirePane::renderImpl() {
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auto region = RectF(m_worldClient->clientWindow());
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auto const& camera = m_worldPainter->camera();
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auto badWire = Color::rgbf(0.6f + (float)sin(Time::monotonicTime() * Constants::pi * 2.0) * 0.4f, 0.0f, 0.0f);
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auto highWire = Color::Red;
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auto lowWire = Color::Red.mix(Color::Black, 0.8f);
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auto white = Color::White.toRgba();
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@ -137,9 +138,13 @@ void WirePane::renderImpl() {
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auto wire = lowWire;
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Vec2I outPosition = connection.entityLocation;
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if (auto sourceEntity = m_worldClient->atTile<WireEntity>(connection.entityLocation).get(0)) {
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outPosition += sourceEntity->nodePosition({WireDirection::Output, connection.nodeIndex});
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if (sourceEntity->nodeState(WireNode{WireDirection::Output, connection.nodeIndex}))
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wire = highWire;
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if (connection.nodeIndex < sourceEntity->nodeCount(WireDirection::Output)) {
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outPosition += sourceEntity->nodePosition({WireDirection::Output, connection.nodeIndex});
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if (sourceEntity->nodeState(WireNode{WireDirection::Output, connection.nodeIndex}))
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wire = highWire;
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} else {
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wire = badWire;
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}
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}
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renderWire(centerOfTile(inPosition), centerOfTile(outPosition), wire);
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@ -158,8 +163,12 @@ void WirePane::renderImpl() {
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visitedConnections.contains({connection, {tilePosition, i}});
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Vec2I inPosition = connection.entityLocation;
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if (auto sourceEntity = m_worldClient->atTile<WireEntity>(connection.entityLocation).get(0))
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inPosition += sourceEntity->nodePosition({WireDirection::Input, connection.nodeIndex});
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if (auto sourceEntity = m_worldClient->atTile<WireEntity>(connection.entityLocation).get(0)) {
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if (connection.nodeIndex < sourceEntity->nodeCount(WireDirection::Input))
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inPosition += sourceEntity->nodePosition({WireDirection::Input, connection.nodeIndex});
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else
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wire = badWire;
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}
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renderWire(centerOfTile(outPosition), centerOfTile(inPosition), wire);
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}
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