C26490, no reinterpret_cast. Just use the actual struct and copy instead of relying on the wink/nudge fact they're defined the same way.

This commit is contained in:
Michael Niksa 2019-09-03 15:09:30 -07:00
parent 3a0da64276
commit 244fb72fee

View file

@ -70,8 +70,17 @@ using namespace Microsoft::Console::Render;
const DrawingContext* drawingContext = static_cast<DrawingContext*>(clientDrawingContext);
RETURN_HR_IF_NULL(E_INVALIDARG, drawingContext);
// Matrix structures are defined identically
drawingContext->renderTarget->GetTransform(reinterpret_cast<D2D1_MATRIX_3X2_F*>(transform));
// Retrieve as D2D1 matrix then copy into DWRITE matrix.
D2D1_MATRIX_3X2_F d2d1Matrix{ 0 };
drawingContext->renderTarget->GetTransform(&d2d1Matrix);
transform->dx = d2d1Matrix.dx;
transform->dy = d2d1Matrix.dy;
transform->m11 = d2d1Matrix.m11;
transform->m12 = d2d1Matrix.m12;
transform->m21 = d2d1Matrix.m21;
transform->m22 = d2d1Matrix.m22;
return S_OK;
}
#pragma endregion