mirror of
https://github.com/Genymobile/scrcpy.git
synced 2026-01-14 11:14:29 +01:00
Explicitly ignore useless SDL3 API return values
Some functions that returned void in SDL2 have become fallible in SDL3. However, these should really correspond to assertions rather than errors that need to be handled by the caller. Use assertions to explicitly ignore these return values. TODO: refs SDL issue 14223
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@@ -373,7 +373,9 @@ sc_display_update_texture(struct sc_display *display, const AVFrame *frame) {
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enum sc_display_result
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sc_display_render(struct sc_display *display, const SDL_Rect *geometry,
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enum sc_orientation orientation) {
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SDL_RenderClear(display->renderer);
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bool always_ok = SDL_RenderClear(display->renderer);
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(void) always_ok;
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assert(always_ok);
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if (display->pending.flags) {
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bool ok = sc_display_apply_pending(display);
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@@ -418,6 +420,8 @@ sc_display_render(struct sc_display *display, const SDL_Rect *geometry,
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}
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}
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SDL_RenderPresent(display->renderer);
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always_ok = SDL_RenderPresent(display->renderer);
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assert(always_ok);
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return SC_DISPLAY_RESULT_OK;
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}
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@@ -674,7 +674,9 @@ sc_input_manager_process_touch(struct sc_input_manager *im,
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int dw;
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int dh;
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SDL_GetWindowSizeInPixels(im->screen->window, &dw, &dh);
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bool always_ok = SDL_GetWindowSizeInPixels(im->screen->window, &dw, &dh);
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(void) always_ok;
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assert(always_ok);
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// SDL touch event coordinates are normalized in the range [0; 1]
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int32_t x = event->x * dw;
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@@ -89,8 +89,14 @@ sc_mouse_capture_set_active(struct sc_mouse_capture *mc, bool capture) {
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SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
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int x, y, w, h;
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SDL_GetWindowPosition(mc->window, &x, &y);
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SDL_GetWindowSize(mc->window, &w, &h);
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bool always_ok;
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(void) always_ok;
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always_ok = SDL_GetWindowPosition(mc->window, &x, &y);
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assert(always_ok);
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always_ok = SDL_GetWindowSize(mc->window, &w, &h);
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assert(always_ok);
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bool outside_window = mouse_x < x || mouse_x >= x + w
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|| mouse_y < y || mouse_y >= y + h;
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@@ -32,7 +32,9 @@ static struct sc_size
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get_window_size(const struct sc_screen *screen) {
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int width;
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int height;
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SDL_GetWindowSize(screen->window, &width, &height);
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bool always_ok = SDL_GetWindowSize(screen->window, &width, &height);
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(void) always_ok;
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assert(always_ok);
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struct sc_size size;
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size.width = width;
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@@ -44,7 +46,9 @@ static struct sc_point
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get_window_position(const struct sc_screen *screen) {
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int x;
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int y;
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SDL_GetWindowPosition(screen->window, &x, &y);
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bool always_ok = SDL_GetWindowPosition(screen->window, &x, &y);
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(void) always_ok;
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assert(always_ok);
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struct sc_point point;
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point.x = x;
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@@ -58,7 +62,10 @@ set_window_size(struct sc_screen *screen, struct sc_size new_size) {
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assert(!screen->fullscreen);
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assert(!screen->maximized);
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assert(!screen->minimized);
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SDL_SetWindowSize(screen->window, new_size.width, new_size.height);
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bool always_ok =
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SDL_SetWindowSize(screen->window, new_size.width, new_size.height);
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(void) always_ok;
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assert(always_ok);
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}
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// get the preferred display bounds (i.e. the screen bounds with some margins)
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@@ -171,7 +178,9 @@ sc_screen_update_content_rect(struct sc_screen *screen) {
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int dw;
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int dh;
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SDL_GetWindowSizeInPixels(screen->window, &dw, &dh);
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bool always_ok = SDL_GetWindowSizeInPixels(screen->window, &dw, &dh);
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(void) always_ok;
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assert(always_ok);
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struct sc_size content_size = screen->content_size;
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// The drawable size is the window size * the HiDPI scale
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@@ -502,7 +511,12 @@ sc_screen_show_initial_window(struct sc_screen *screen) {
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screen->req.height);
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set_window_size(screen, window_size);
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SDL_SetWindowPosition(screen->window, x, y);
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bool always_ok;
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(void) always_ok;
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always_ok = SDL_SetWindowPosition(screen->window, x, y);
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assert(always_ok);
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if (screen->req.fullscreen) {
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sc_screen_toggle_fullscreen(screen);
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@@ -512,13 +526,17 @@ sc_screen_show_initial_window(struct sc_screen *screen) {
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sc_fps_counter_start(&screen->fps_counter);
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}
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SDL_ShowWindow(screen->window);
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always_ok = SDL_ShowWindow(screen->window);
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assert(always_ok);
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sc_screen_update_content_rect(screen);
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}
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void
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sc_screen_hide_window(struct sc_screen *screen) {
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SDL_HideWindow(screen->window);
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bool always_ok = SDL_HideWindow(screen->window);
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(void) always_ok;
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assert(always_ok);
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}
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void
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@@ -764,8 +782,16 @@ sc_screen_resize_to_fit(struct sc_screen *screen) {
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uint32_t new_x = point.x + (window_size.width - optimal_size.width) / 2;
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uint32_t new_y = point.y + (window_size.height - optimal_size.height) / 2;
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SDL_SetWindowSize(screen->window, optimal_size.width, optimal_size.height);
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SDL_SetWindowPosition(screen->window, new_x, new_y);
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bool always_ok;
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(void) always_ok;
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always_ok = SDL_SetWindowSize(screen->window, optimal_size.width,
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optimal_size.height);
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assert(always_ok);
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always_ok = SDL_SetWindowPosition(screen->window, new_x, new_y);
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assert(always_ok);
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LOGD("Resized to optimal size: %ux%u", optimal_size.width,
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optimal_size.height);
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}
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@@ -778,13 +804,20 @@ sc_screen_resize_to_pixel_perfect(struct sc_screen *screen) {
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return;
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}
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bool always_ok;
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(void) always_ok;
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if (screen->maximized) {
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SDL_RestoreWindow(screen->window);
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always_ok = SDL_RestoreWindow(screen->window);
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assert(always_ok);
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screen->maximized = false;
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}
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struct sc_size content_size = screen->content_size;
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SDL_SetWindowSize(screen->window, content_size.width, content_size.height);
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always_ok = SDL_SetWindowSize(screen->window, content_size.width,
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content_size.height);
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assert(always_ok);
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LOGD("Resized to pixel-perfect: %ux%u", content_size.width,
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content_size.height);
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}
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@@ -913,10 +946,16 @@ sc_screen_convert_window_to_frame_coords(struct sc_screen *screen,
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void
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sc_screen_hidpi_scale_coords(struct sc_screen *screen, int32_t *x, int32_t *y) {
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bool always_ok;
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(void) always_ok;
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// take the HiDPI scaling (dw/ww and dh/wh) into account
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int ww, wh, dw, dh;
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SDL_GetWindowSize(screen->window, &ww, &wh);
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SDL_GetWindowSizeInPixels(screen->window, &dw, &dh);
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always_ok = SDL_GetWindowSize(screen->window, &ww, &wh);
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assert(always_ok);
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always_ok = SDL_GetWindowSizeInPixels(screen->window, &dw, &dh);
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assert(always_ok);
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// scale for HiDPI (64 bits for intermediate multiplications)
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*x = (int64_t) *x * dw / ww;
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@@ -11,7 +11,10 @@
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static void
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sc_screen_otg_render(struct sc_screen_otg *screen) {
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SDL_RenderClear(screen->renderer);
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bool always_ok = SDL_RenderClear(screen->renderer);
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(void) always_ok;
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assert(always_ok);
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if (screen->texture) {
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bool ok =
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SDL_RenderTexture(screen->renderer, screen->texture, NULL, NULL);
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@@ -19,7 +22,9 @@ sc_screen_otg_render(struct sc_screen_otg *screen) {
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LOGW("Could not render texture: %s", SDL_GetError());
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}
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}
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SDL_RenderPresent(screen->renderer);
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always_ok = SDL_RenderPresent(screen->renderer);
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assert(always_ok);
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}
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bool
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