Fix possible segfault
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parent
0a06e1d841
commit
74e53a0d67
10
sdlpp.hpp
10
sdlpp.hpp
@ -113,6 +113,12 @@ public:
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bool getRenderColiders() {
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return render_coliders;
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}
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void clearRenderer() {
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SDL_RenderClear( getRendererPtr() );
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}
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void presentRenderer() {
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SDL_RenderPresent( getRendererPtr() );
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}
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private:
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SDL_Renderer *renderer = NULL;
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@ -562,10 +568,10 @@ public:
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}
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return ret;
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}
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void renderScene( bool clear_scene = true ) {
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void renderScene( bool clear_renderer = true ) {
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checkKilled();
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render_mutex.lock();
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if ( clear_scene )
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if ( clear_renderer )
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SDL_RenderClear( renderer->getRendererPtr() );
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if ( background && background->getTexturePtr() )
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SDL_RenderCopy( renderer->getRendererPtr(),
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@ -316,6 +316,11 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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g_cur_shadow->rotate();
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updateShadow(scene);
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break;
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case SDLK_SPACE:
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if(!g_cur_object)
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break;
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g_cur_object->setPos(g_cur_shadow->getPos());
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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!scene.getRenderer().getRenderColiders() );
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@ -565,6 +570,16 @@ void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSE
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pollEventsGameOver();
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}
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void saveOptions() {
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g_update_colors = true;
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if(g_cur_shadow)
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g_cur_shadow->setHidden(!g_show_shadow);
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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}
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void handleKeyDownOptions( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_r:
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@ -626,24 +641,14 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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case SDLK_RETURN:
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switch ( g_options_select ) {
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case 2:
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g_update_colors = true;
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g_cur_shadow->setHidden(!g_show_shadow);
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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saveOptions();
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break;
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default:
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break;
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}
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break;
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case SDLK_ESCAPE:
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g_update_colors = true;
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g_cur_shadow->setHidden(!g_show_shadow);
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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saveOptions();
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default:
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break;
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}
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@ -107,12 +107,11 @@ int main() {
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g_update_colors = false;
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}
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g_main_scene->renderScene();
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renderer->clearRenderer();
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for(auto &x : g_active_scenes) {
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if(x != g_main_scene)
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x->renderScene(false);
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x->renderScene(false);
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}
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g_main_scene->presentScene();
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renderer->presentRenderer();
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g_wait_for_anim = false;
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frames++;
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if ( SDL_GetTicks() - base >= 1000 ) {
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