new_surface = SDL_ConvertSurface(surface, &format, 0);
if (new_surface == NULL)
- Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
+ Fail("SDL_ConvertSurface() failed: %s", SDL_GetError());
// workaround for a bug in SDL 2.0.12 (which does not convert the color key)
if (SDLHasColorKey(surface) && !SDLHasColorKey(new_surface))
SDL_Texture *texture = SDL_CreateTextureFromSurface(sdl_renderer, surface);
if (texture == NULL)
- Error(ERR_EXIT, "SDL_CreateTextureFromSurface() failed: %s",
- SDL_GetError());
+ Fail("SDL_CreateTextureFromSurface() failed: %s", SDL_GetError());
return texture;
}
// initialize SDL video
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
- Error(ERR_EXIT, "SDL_InitSubSystem() failed: %s", SDL_GetError());
+ Fail("SDL_InitSubSystem() failed: %s", SDL_GetError());
// set default SDL depth
video.default_depth = 32; // (how to determine video depth in SDL2?)
// open SDL video output device (window or fullscreen mode)
if (!SDLSetVideoMode(fullscreen))
- Error(ERR_EXIT, "setting video mode failed");
+ Fail("setting video mode failed");
// !!! SDL2 can only set the window icon if the window already exists !!!
// set window icon
SDL_CreateRGBSurface(SURFACE_FLAGS, width, height, depth, 0,0,0, 0);
if (surface == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
+ Fail("SDL_CreateRGBSurface() failed: %s", SDL_GetError());
SDLSetNativeSurface(&surface);
return NULL;
if ((new_surface = SDLGetNativeSurface(surface)) == NULL)
- Error(ERR_EXIT, "SDLGetNativeSurface() failed");
+ Fail("SDLGetNativeSurface() failed");
// remove alpha channel from native non-transparent surface, if defined
SDLSetAlpha(new_surface, FALSE, 0);
// load image to temporary surface
if ((sdl_image_tmp = IMG_Load(filename)) == NULL)
- Error(ERR_EXIT, "IMG_Load('%s') failed: %s", getBaseNamePtr(filename),
- SDL_GetError());
+ Fail("IMG_Load('%s') failed: %s", getBaseNamePtr(filename), SDL_GetError());
print_timestamp_time("IMG_Load");
// create native non-transparent surface for current image
if ((new_bitmap->surface = SDLGetOpaqueSurface(sdl_image_tmp)) == NULL)
- Error(ERR_EXIT, "SDLGetOpaqueSurface() failed");
+ Fail("SDLGetOpaqueSurface() failed");
print_timestamp_time("SDLGetNativeSurface (opaque)");
// create native transparent surface for current image
if ((new_bitmap->surface_masked = SDLGetNativeSurface(sdl_image_tmp)) == NULL)
- Error(ERR_EXIT, "SDLGetNativeSurface() failed");
+ Fail("SDLGetNativeSurface() failed");
print_timestamp_time("SDLGetNativeSurface (masked)");
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0)
- {
- Error(ERR_EXIT, "SDL_Init() failed: %s", SDL_GetError());
-
- return;
- }
+ Fail("SDL_Init() failed: %s", SDL_GetError());
num_mappings = SDL_GameControllerAddMappingsFromFile(mappings_file_base);