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().
This commit is contained in:
Romain Vimont 2021-02-13 14:40:00 +01:00
parent 626094ad13
commit 0538e9645b

View file

@ -270,7 +270,7 @@ screen_init_rendering(struct screen *screen, const char *window_title,
SDL_RENDERER_ACCELERATED);
if (!screen->renderer) {
LOGC("Could not create renderer: %s", SDL_GetError());
screen_destroy(screen);
SDL_DestroyWindow(screen->window);
return false;
}
@ -318,7 +318,8 @@ screen_init_rendering(struct screen *screen, const char *window_title,
screen->texture = create_texture(screen);
if (!screen->texture) {
LOGC("Could not create texture: %s", SDL_GetError());
screen_destroy(screen);
SDL_DestroyRenderer(screen->renderer);
SDL_DestroyWindow(screen->window);
return false;
}
@ -339,16 +340,10 @@ screen_show_window(struct screen *screen) {
void
screen_destroy(struct screen *screen) {
if (screen->texture) {
SDL_DestroyTexture(screen->texture);
}
if (screen->renderer) {
SDL_DestroyRenderer(screen->renderer);
}
if (screen->window) {
SDL_DestroyWindow(screen->window);
}
}
static void
resize_for_content(struct screen *screen, struct size old_content_size,