SDL: don't call error() inside setupScreen(), it will crash if debugger is used

This commit is contained in:
Pawel Kolodziejski 2014-07-20 20:08:32 +02:00
parent c483e8f170
commit 9e4995e51f

View File

@ -226,8 +226,10 @@ Graphics::PixelBuffer SurfaceSdlGraphicsManager::setupScreen(uint screenW, uint
}
#endif
if (!_screen)
error("Could not initialize video: %s", SDL_GetError());
if (!_screen) {
warning("Error: %s", SDL_GetError());
g_system->quit();
}
#ifdef USE_OPENGL
if (_opengl) {
@ -266,9 +268,9 @@ Graphics::PixelBuffer SurfaceSdlGraphicsManager::setupScreen(uint screenW, uint
// GLEW needs to be initialized to use shaders
GLenum err = glewInit();
if (err != GLEW_OK) {
error("Error: %s\n", glewGetErrorString(err));
warning("Error: %s", glewGetErrorString(err));
g_system->quit();
}
assert(GLEW_OK == err);
const GLfloat vertices[] = {
0.0, 0.0,
@ -315,8 +317,10 @@ Graphics::PixelBuffer SurfaceSdlGraphicsManager::setupScreen(uint screenW, uint
_screen->format->Rmask, _screen->format->Gmask, _screen->format->Bmask, _screen->format->Amask);
}
if (!_overlayscreen)
error("allocating _overlayscreen failed");
if (!_overlayscreen) {
warning("Error: %s", SDL_GetError());
g_system->quit();
}
/*_overlayFormat.bytesPerPixel = _overlayscreen->format->BytesPerPixel;