Opened 15 years ago
Closed 15 years ago
#8832 closed patch (fixed)
Unsigned overflow in IsNearDeletePoint
Reported by: | Owned by: | sphery | |
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Priority: | minor | Milestone: | 0.24 |
Component: | MythTV - Video Playback | Version: | Master Head |
Severity: | medium | Keywords: | |
Cc: | Ticket locked: | no |
Description
There is a signed/unsigned overflow problem in DeleteMap::IsNearDeletePoint?(). One outcome is that when editing a recording, if you are a little to the left of a cut point and bring up the OSD_DLG_CUTPOINT dialog, it is not recognized as being near that cut point. The attached patch fixes it.
Attachments (1)
Change History (3)
Changed 15 years ago by
Attachment: | isneardeletepoint.patch added |
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comment:1 Changed 15 years ago by
Milestone: | unknown → 0.24 |
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Owner: | changed from Janne Grunau to sphery |
Status: | new → assigned |
Version: | Unspecified → Trunk Head |
comment:2 Changed 15 years ago by
Resolution: | → fixed |
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Status: | assigned → closed |
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(In [26111]) Refactor the user interface of the recording cut list editor to take advantage of the new cleaner design of the editor provided by Mark's libmythui-osd code, which ensures users can't create invalid cut lists with discontinuities. Refs #7916. Fixes #8564. Fixes #8832.
Includes some changes to key bindings to make key usage more consistent with the rest of MythTV.
The menu allows moving the previous/next cut point to the current position or, if there is no previous/next cut point, cutting to the beginning or end of the recording, and allows adding a new cut. It also includes an option, "Cut List Options", which brings up a secondary menu allowing the user to "Clear Cut List", "Invert Cut List", "Undo Changes" (revert to the saved cut list), "Exit Without Saving", "Save Cut List" (without exiting), or "Save Cut List and Exit".
A typical editing session would involve:
All actions could instead be performed with the MENU (M).
Thanks to Jim Stichnoth for the MythUIEditBar fixes and for the patches on #8564 that people have been using while I've been working on this patch.