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https://github.com/TerryCavanagh/VVVVVV.git
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9175c08763
Whenever you would press Alt+Enter, or Alt+F, or on macOS Command+Enter, or on macOS Command+F, or F11, the game would print this useless error message to console, every single time: "Error: failed: " and it would concatenate SDL_GetError() after it, but most of the time SDL_GetError() is blank, so it would print just that. Instead, what the fullscreen shortcut will now do is check the result of the relevant SDL functions, BEFORE it decides to print an error message. And when it DOES print an error message, it will be less vague and will say instead "Error: toggling fullscreen failed: <output of SDL_GetError()>". This means Screen::ResizeScreen() and Screen::toggleFullScreen() are now int-returning functions. Ideally, every function interfacing with SDL would return an error code, but that's too much for this simple patch. Additionally, I took the opportunity to clean up the surrounding formatting of the code a bit, most notably dedenting the keypress-clearing stuff by one tab level, converting the shortcut-handling code to spaces, and removing commented-out code.
41 lines
640 B
C++
41 lines
640 B
C++
#ifndef SCREEN_H
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#define SCREEN_H
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#include <SDL.h>
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class Screen
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{
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public:
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Screen();
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int ResizeScreen(int x, int y);
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void GetWindowSize(int* x, int* y);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void ClearScreen(int colour);
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void FlipScreen();
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const SDL_PixelFormat* GetFormat();
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int toggleFullScreen();
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void toggleStretchMode();
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void toggleLinearFilter();
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bool isWindowed;
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bool isFiltered;
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bool badSignalEffect;
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bool glScreen;
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int stretchMode;
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SDL_Window *m_window;
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SDL_Renderer *m_renderer;
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SDL_Texture *m_screenTexture;
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SDL_Surface* m_screen;
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SDL_Rect filterSubrect;
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};
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#endif /* SCREEN_H */
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