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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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@@ -529,7 +529,6 @@ static void JoystickDeviceWasAddedCallback(void *ctx, IOReturn res, void *sender
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device = (recDevice *)SDL_calloc(1, sizeof(recDevice));
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if (!device) {
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SDL_OutOfMemory();
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return;
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}
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@@ -834,7 +833,7 @@ static int DARWIN_JoystickInitRumble(recDevice *device, Sint16 magnitude)
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/* Create the effect */
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device->ffeffect = CreateRumbleEffectData(magnitude);
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if (!device->ffeffect) {
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return SDL_OutOfMemory();
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return -1;
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}
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result = FFDeviceCreateEffect(device->ffdevice, kFFEffectType_Sine_ID,
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