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error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly if the allocation fails. This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc (all of these regardless of if the app supplied a custom allocator or we're using system malloc() or an internal copy of dlmalloc under the hood), SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup... probably others. If it returns something you can pass to SDL_free, it should work. The caller might still need to use SDL_OutOfMemory if something that wasn't SDL allocated the memory: operator new in C++ code, Objective-C's alloc message, win32 GlobalAlloc, etc. Fixes #8642.
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@@ -125,7 +125,6 @@ SDL_Haptic *SDL_HapticOpen(int device_index)
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/* Create the haptic device */
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haptic = (SDL_Haptic *)SDL_malloc(sizeof(*haptic));
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if (!haptic) {
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SDL_OutOfMemory();
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return NULL;
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}
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@@ -297,7 +296,6 @@ SDL_Haptic *SDL_HapticOpenFromJoystick(SDL_Joystick *joystick)
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/* Create the haptic device */
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haptic = (SDL_Haptic *)SDL_malloc(sizeof(*haptic));
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if (!haptic) {
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SDL_OutOfMemory();
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SDL_UnlockJoysticks();
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return NULL;
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}
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