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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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@@ -128,7 +128,6 @@ static SDL_bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product)
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raw_devices = (PRAWINPUTDEVICELIST)SDL_malloc(sizeof(RAWINPUTDEVICELIST) * raw_device_count);
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if (!raw_devices) {
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SDL_OutOfMemory();
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return SDL_FALSE;
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}
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@@ -720,7 +719,7 @@ static int WGI_JoystickOpen(SDL_Joystick *joystick, int device_index)
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hwdata = (struct joystick_hwdata *)SDL_calloc(1, sizeof(*hwdata));
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if (!hwdata) {
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return SDL_OutOfMemory();
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return -1;
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}
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joystick->hwdata = hwdata;
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