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authorSamuel Rødal <samuel.rodal@nokia.com>2011-03-14 13:35:22 (GMT)
committerSamuel Rødal <samuel.rodal@nokia.com>2011-03-14 15:18:10 (GMT)
commitc30714122c58a3dc6fd8401427da60c4afc4127b (patch)
treeb54f010500472e7998f93177a861565bb907687b /src/gui/painting
parent1b3514e4b2d9a41f73bf5b87caf73ce409eadf2a (diff)
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Prevented infinite recursion in QPainterPath::contains().
Limit the amount of recursions in qt_painterpath_isect_curve to prevent a crash. Task-number: QTBUG-16422 Reviewed-by: Kim
Diffstat (limited to 'src/gui/painting')
-rw-r--r--src/gui/painting/qpainterpath.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gui/painting/qpainterpath.cpp b/src/gui/painting/qpainterpath.cpp
index 7ecf10a..88eef99 100644
--- a/src/gui/painting/qpainterpath.cpp
+++ b/src/gui/painting/qpainterpath.cpp
@@ -1690,7 +1690,7 @@ static void qt_painterpath_isect_line(const QPointF &p1,
}
static void qt_painterpath_isect_curve(const QBezier &bezier, const QPointF &pt,
- int *winding)
+ int *winding, int depth = 0)
{
qreal y = pt.y();
qreal x = pt.x();
@@ -1705,7 +1705,7 @@ static void qt_painterpath_isect_curve(const QBezier &bezier, const QPointF &pt,
// hit lower limit... This is a rough threshold, but its a
// tradeoff between speed and precision.
const qreal lower_bound = qreal(.001);
- if (bounds.width() < lower_bound && bounds.height() < lower_bound) {
+ if (depth == 32 || (bounds.width() < lower_bound && bounds.height() < lower_bound)) {
// We make the assumption here that the curve starts to
// approximate a line after while (i.e. that it doesn't
// change direction drastically during its slope)
@@ -1718,8 +1718,8 @@ static void qt_painterpath_isect_curve(const QBezier &bezier, const QPointF &pt,
// split curve and try again...
QBezier first_half, second_half;
bezier.split(&first_half, &second_half);
- qt_painterpath_isect_curve(first_half, pt, winding);
- qt_painterpath_isect_curve(second_half, pt, winding);
+ qt_painterpath_isect_curve(first_half, pt, winding, depth + 1);
+ qt_painterpath_isect_curve(second_half, pt, winding, depth + 1);
}
}