Improve error handling in screen initialization

After the struct screen is initialized, the window and the renderer are
necessarily valid, so there is no need o check in screen_destroy().
This commit is contained in:
Romain Vimont 2021-02-13 14:40:00 +01:00
parent 3cdbd00430
commit 2512c53227

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;
}
@ -318,6 +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());
SDL_DestroyRenderer(screen->renderer);
SDL_DestroyWindow(screen->window);
screen_destroy(screen);
return false;
}
@ -342,12 +344,8 @@ 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);
}
SDL_DestroyRenderer(screen->renderer);
SDL_DestroyWindow(screen->window);
}
static void