Use more verbose names for properties, to match upcoming public property names

This commit is contained in:
Sam Lantinga 2023-12-20 17:33:46 -08:00
parent 1f1ee6f77c
commit f72d6a7fd9
2 changed files with 11 additions and 11 deletions

View File

@ -43,7 +43,7 @@ this should probably be removed at some point in the future. --ryan. */
#define DONT_DRAW_WHILE_HIDDEN 0
#endif
#define SDL_WINDOWRENDERDATA "SDL.internal.window.renderer"
#define SDL_PROPERTY_WINDOW_RENDERER "SDL.internal.window.renderer"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
if (!(renderer) || (renderer)->magic != &SDL_renderer_magic) { \
@ -916,7 +916,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
renderer->hidden = SDL_FALSE;
}
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, renderer);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, renderer);
SDL_SetRenderViewport(renderer, NULL);
@ -999,7 +999,7 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
SDL_Renderer *SDL_GetRenderer(SDL_Window *window)
{
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, NULL);
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, NULL);
}
SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer)
@ -4139,7 +4139,7 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
SDL_free(renderer->vertex_data);
if (renderer->window) {
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_WINDOWRENDERDATA);
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_RENDERER);
}
/* It's no longer magical... */

View File

@ -195,7 +195,7 @@ static void SDL_SyncIfRequired(SDL_Window *window)
/* Support for framebuffer emulation using an accelerated renderer */
#define SDL_WINDOWTEXTUREDATA "SDL.internal.window.texturedata"
#define SDL_PROPERTY_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
typedef struct
{
@ -239,7 +239,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
{
SDL_RendererInfo info;
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_WINDOWTEXTUREDATA, NULL);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
const SDL_bool transparent = (window->flags & SDL_WINDOW_TRANSPARENT) ? SDL_TRUE : SDL_FALSE;
int i;
int w, h;
@ -292,7 +292,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_DestroyRenderer(renderer);
return -1;
}
SDL_SetPropertyWithCleanup(props, SDL_WINDOWTEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
SDL_SetPropertyWithCleanup(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
data->renderer = renderer;
} else {
@ -324,7 +324,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_TEXTUREACCESS_STREAMING,
w, h);
if (!data->texture) {
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_WINDOWTEXTUREDATA and not leaked here. */
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROPERTY_WINDOW_TEXTUREDATA and not leaked here. */
return -1; /* NOLINT(clang-analyzer-unix.Malloc) */
}
@ -362,7 +362,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
SDL_GetWindowSizeInPixels(window, &w, &h);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
if (!data || !data->texture) {
return SDL_SetError("No window texture data");
}
@ -387,14 +387,14 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
static void SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window *window)
{
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA);
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA);
}
int SDL_SetWindowTextureVSync(SDL_Window *window, int vsync)
{
SDL_WindowTextureData *data;
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_WINDOWTEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
if (!data) {
return -1;
}