diff options
author | zlago | 2025-05-08 21:56:43 +0200 |
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committer | zlago | 2025-05-08 21:56:43 +0200 |
commit | 6af605d10d4d7e2bdea79b8d69d0d48704ef77f8 (patch) | |
tree | 751bec92ec20ef638a8c7c571951cb2a732ced05 /src/main.c | |
parent | 67c27b93788fa429570da22a48f98291cd402e49 (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.c | 3 |
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); |