SDL_UnlockTexture: change from 'int' to 'void'
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cee245b6a9
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dc74a67a57
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@ -783,14 +783,11 @@ extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
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*
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*
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* \param texture a texture locked by SDL_LockTexture()
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* \param texture a texture locked by SDL_LockTexture()
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*
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*
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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* \sa SDL_LockTexture
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* \sa SDL_LockTexture
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*/
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*/
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extern DECLSPEC int SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
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extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
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/**
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/**
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* Set a texture as the current rendering target.
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* Set a texture as the current rendering target.
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@ -726,7 +726,7 @@ SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_UnlockTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
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@ -2013,12 +2013,12 @@ static void SDL_UnlockTextureNative(SDL_Texture *texture)
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SDL_UnlockTexture(native);
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SDL_UnlockTexture(native);
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}
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}
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int SDL_UnlockTexture(SDL_Texture *texture)
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void SDL_UnlockTexture(SDL_Texture *texture)
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{
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{
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CHECK_TEXTURE_MAGIC(texture, -1);
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CHECK_TEXTURE_MAGIC(texture,);
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if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
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if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
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return 0;
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return;
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}
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}
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#if SDL_HAVE_YUV
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#if SDL_HAVE_YUV
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if (texture->yuv) {
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if (texture->yuv) {
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@ -2034,7 +2034,6 @@ int SDL_UnlockTexture(SDL_Texture *texture)
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SDL_DestroySurface(texture->locked_surface);
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SDL_DestroySurface(texture->locked_surface);
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texture->locked_surface = NULL;
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texture->locked_surface = NULL;
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return 0;
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}
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}
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static int SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture)
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static int SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture)
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