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https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-01 07:15:27 +00:00
Abstract SDL success/failure checks inside a compat macro
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3a22a01aef
commit
5290305944
@ -103,6 +103,8 @@ SDL_Window* SDLC_CreateWindowWithFallback(const char *title,
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Uint32 optionalFlags);
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void SDLC_FlushWindowEvents();
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#define SDLC_SUCCESS(x) ((x) == 0)
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#define SDLC_FAILURE(x) ((x) != 0)
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#ifdef __cplusplus
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}
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@ -128,7 +128,7 @@ void SystemProperties::querySdlVideoInfoInternal()
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{
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hasHardwareAcceleration = false;
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
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SDL_GetError());
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@ -188,7 +188,7 @@ void SystemProperties::refreshDisplays()
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void SystemProperties::refreshDisplaysInternal()
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{
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
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SDL_GetError());
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@ -37,7 +37,7 @@ void SdlGamepadKeyNavigation::enable()
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// arrival events. Additionally, there's a race condition between
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// our QML objects being destroyed and SDL being deinitialized that
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// this solves too.
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
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SDL_GetError());
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@ -515,7 +515,7 @@ int main(int argc, char *argv[])
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// The DXVA2 renderer uses Direct3D 9Ex itself directly.
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SDL_SetHint(SDL_HINT_WINDOWS_USE_D3D9EX, "1");
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if (SDL_InitSubSystem(SDL_INIT_TIMER) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_TIMER))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_TIMER) failed: %s",
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SDL_GetError());
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@ -525,7 +525,7 @@ int main(int argc, char *argv[])
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#ifdef STEAM_LINK
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// Steam Link requires that we initialize video before creating our
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// QGuiApplication in order to configure the framebuffer correctly.
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
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SDL_GetError());
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@ -8,7 +8,7 @@ SdlAudioRenderer::SdlAudioRenderer()
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{
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SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_AUDIO))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s",
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SDL_GetError());
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@ -904,7 +904,7 @@ QString SdlInputHandler::getUnmappedGamepads()
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{
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QString ret;
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
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SDL_GetError());
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@ -148,7 +148,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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// can allow mapping manager to update the mappings before GC attach
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// events are generated.
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SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_JOYSTICK))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
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SDL_GetError());
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@ -166,7 +166,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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// We need to reinit this each time, since you only get
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// an initial set of gamepad arrival events once per init.
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
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SDL_GetError());
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@ -174,7 +174,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_HAPTIC))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
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SDL_GetError());
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@ -606,7 +606,7 @@ bool Session::initialize()
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}
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#endif
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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if (SDLC_FAILURE(SDL_InitSubSystem(SDL_INIT_VIDEO))) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
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SDL_GetError());
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@ -1282,7 +1282,7 @@ void Session::getWindowDimensions(int& x, int& y,
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for (int i = 0; i < SDL_GetNumVideoDisplays(); i++) {
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SDL_Rect displayBounds;
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if (SDL_GetDisplayBounds(i, &displayBounds) == 0) {
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if (SDLC_SUCCESS(SDL_GetDisplayBounds(i, &displayBounds))) {
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if (displayBounds.x == displayRect.x() &&
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displayBounds.y == displayRect.y()) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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@ -1307,7 +1307,7 @@ void Session::getWindowDimensions(int& x, int& y,
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}
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SDL_Rect usableBounds;
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if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
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if (SDLC_SUCCESS(SDL_GetDisplayUsableBounds(displayIndex, &usableBounds))) {
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// Don't use more than 80% of the display to leave room for system UI
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// and ensure the target size is not odd (otherwise one of the sides
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// of the image will have a one-pixel black bar next to it).
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