Improve error handling in screen initialization
After the struct screen is initialized, the window, the renderer and the texture are necessarily valid, so there is no need to check in screen_destroy().
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626094ad13
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0538e9645b
1 changed files with 6 additions and 11 deletions
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@ -270,7 +270,7 @@ screen_init_rendering(struct screen *screen, const char *window_title,
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SDL_RENDERER_ACCELERATED);
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if (!screen->renderer) {
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LOGC("Could not create renderer: %s", SDL_GetError());
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screen_destroy(screen);
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SDL_DestroyWindow(screen->window);
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return false;
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}
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@ -318,7 +318,8 @@ screen_init_rendering(struct screen *screen, const char *window_title,
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screen->texture = create_texture(screen);
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if (!screen->texture) {
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LOGC("Could not create texture: %s", SDL_GetError());
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screen_destroy(screen);
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SDL_DestroyRenderer(screen->renderer);
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SDL_DestroyWindow(screen->window);
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return false;
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}
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@ -339,16 +340,10 @@ screen_show_window(struct screen *screen) {
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void
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screen_destroy(struct screen *screen) {
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if (screen->texture) {
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SDL_DestroyTexture(screen->texture);
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}
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if (screen->renderer) {
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SDL_DestroyRenderer(screen->renderer);
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}
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if (screen->window) {
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SDL_DestroyWindow(screen->window);
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}
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}
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static void
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resize_for_content(struct screen *screen, struct size old_content_size,
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