mirror of https://github.com/libsdl-org/SDL
Use more verbose names for properties, to match upcoming public property names
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@ -43,7 +43,7 @@ this should probably be removed at some point in the future. --ryan. */
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#define DONT_DRAW_WHILE_HIDDEN 0
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#endif
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#define SDL_WINDOWRENDERDATA "SDL.internal.window.renderer"
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#define SDL_PROPERTY_WINDOW_RENDERER "SDL.internal.window.renderer"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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if (!(renderer) || (renderer)->magic != &SDL_renderer_magic) { \
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@ -916,7 +916,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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renderer->hidden = SDL_FALSE;
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}
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, renderer);
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, renderer);
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SDL_SetRenderViewport(renderer, NULL);
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@ -999,7 +999,7 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
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SDL_Renderer *SDL_GetRenderer(SDL_Window *window)
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{
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return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, NULL);
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return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, NULL);
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}
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SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer)
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@ -4139,7 +4139,7 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_free(renderer->vertex_data);
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if (renderer->window) {
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SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_WINDOWRENDERDATA);
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SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_RENDERER);
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}
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/* It's no longer magical... */
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@ -195,7 +195,7 @@ static void SDL_SyncIfRequired(SDL_Window *window)
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/* Support for framebuffer emulation using an accelerated renderer */
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#define SDL_WINDOWTEXTUREDATA "SDL.internal.window.texturedata"
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#define SDL_PROPERTY_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
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typedef struct
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{
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@ -239,7 +239,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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{
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SDL_RendererInfo info;
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SDL_PropertiesID props = SDL_GetWindowProperties(window);
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SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_WINDOWTEXTUREDATA, NULL);
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SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
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const SDL_bool transparent = (window->flags & SDL_WINDOW_TRANSPARENT) ? SDL_TRUE : SDL_FALSE;
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int i;
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int w, h;
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@ -292,7 +292,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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SDL_DestroyRenderer(renderer);
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return -1;
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}
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SDL_SetPropertyWithCleanup(props, SDL_WINDOWTEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
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SDL_SetPropertyWithCleanup(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
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data->renderer = renderer;
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} else {
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@ -324,7 +324,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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SDL_TEXTUREACCESS_STREAMING,
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w, h);
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if (!data->texture) {
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/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_WINDOWTEXTUREDATA and not leaked here. */
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/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROPERTY_WINDOW_TEXTUREDATA and not leaked here. */
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return -1; /* NOLINT(clang-analyzer-unix.Malloc) */
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}
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@ -362,7 +362,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
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SDL_GetWindowSizeInPixels(window, &w, &h);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA, NULL);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
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if (!data || !data->texture) {
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return SDL_SetError("No window texture data");
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}
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@ -387,14 +387,14 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
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static void SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window *window)
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{
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SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA);
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SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA);
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}
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int SDL_SetWindowTextureVSync(SDL_Window *window, int vsync)
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{
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SDL_WindowTextureData *data;
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA, NULL);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
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if (!data) {
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return -1;
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}
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