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authorzlago2025-05-08 21:56:43 +0200
committerzlago2025-05-08 21:56:43 +0200
commit6af605d10d4d7e2bdea79b8d69d0d48704ef77f8 (patch)
tree751bec92ec20ef638a8c7c571951cb2a732ced05 /src/main.c
parent67c27b93788fa429570da22a48f98291cd402e49 (diff)
include more specific headers than SDL.h
improves compilation times, since so many things only need SDL_render.h
Diffstat (limited to 'src/main.c')
-rw-r--r--src/main.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/main.c b/src/main.c
index ce94712..09c5425 100644
--- a/src/main.c
+++ b/src/main.c
@@ -384,12 +384,15 @@ int main(int const argc, char *const *const argv) {
 	
 	window = SDL_CreateWindow(":3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH * scale, WINDOW_HEIGHT * scale, flags | SDL_WINDOW_HIDDEN);
 	if (window == NULL) {
+		fprintf(stderr, "failed to create the game window: %s\n", SDL_GetError());
 		goto end;
 	}
 
+	SDL_SetWindowMinimumSize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
 	SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); // hack, i dont wanna deal with windows discarding render textures
 	renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_TARGETTEXTURE | SDL_RENDERER_PRESENTVSYNC);
 	if (renderer == NULL) {
+		fprintf(stderr, "failed to create a rendering context: %s\n", SDL_GetError());
 		goto end;
 	}
 	SDL_RenderSetLogicalSize(renderer, WINDOW_WIDTH, WINDOW_HEIGHT);