World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Файл SDL_assert.h

См. исходные тексты.

Классы

struct  SDL_AssertData
 

Определения типов

typedef struct SDL_AssertData SDL_AssertData
 
typedef SDL_AssertState(SDLCALL * SDL_AssertionHandler) (const SDL_AssertData *data, void *userdata)
 

Перечисления

enum  SDL_AssertState {
  SDL_ASSERTION_RETRY, SDL_ASSERTION_BREAK, SDL_ASSERTION_ABORT, SDL_ASSERTION_IGNORE,
  SDL_ASSERTION_ALWAYS_IGNORE
}
 

Функции

void __cdecl __debugbreak (void)
 
DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion (SDL_AssertData *, const char *, const char *, int) __attribute__((analyzer_noreturn))
 
DECLSPEC void SDLCALL SDL_SetAssertionHandler (SDL_AssertionHandler handler, void *userdata)
 Set an application-defined assertion handler. Подробнее...
 
DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler (void)
 Get the default assertion handler. Подробнее...
 
DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler (void **puserdata)
 Get the current assertion handler. Подробнее...
 
const DECLSPEC SDL_AssertData *SDLCALL SDL_GetAssertionReport (void)
 Get a list of all assertion failures. Подробнее...
 
DECLSPEC void SDLCALL SDL_ResetAssertionReport (void)
 Reset the list of all assertion failures. Подробнее...
 

Типы

◆ SDL_AssertData

◆ SDL_AssertionHandler

typedef SDL_AssertState(SDLCALL * SDL_AssertionHandler) (const SDL_AssertData *data, void *userdata)

См. определение в файле SDL_assert.h строка 188

Перечисления

◆ SDL_AssertState

Элементы перечислений
SDL_ASSERTION_RETRY 

Retry the assert immediately.

SDL_ASSERTION_BREAK 

Make the debugger trigger a breakpoint.

SDL_ASSERTION_ABORT 

Terminate the program.

SDL_ASSERTION_IGNORE 

Ignore the assert.

SDL_ASSERTION_ALWAYS_IGNORE 

Ignore the assert from now on.

См. определение в файле SDL_assert.h строка 102

Функции

◆ __debugbreak()

void __cdecl __debugbreak ( void  )

Используется в IndoorCameraD3D::_4371C3(), _452442_color_cvt(), LightmapBuilder::_45CA88(), LightmapBuilder::_45CB89(), LightmapBuilder::_45CBD4(), LightmapBuilder::_45CC0C_light(), SpriteObject::_46BEF1_apply_spells_aoe(), RenderOpenGL::_4A4CC9_AddSomeBillboard(), SpellFxRenderer::_4A7C07_stun_spell_fx(), AlchemistDialog(), RenderOpenGL::am_Blt_Chroma(), Render::am_Blt_Chroma(), LightmapBuilder::ApplyLight_ODM(), ArmorShopDialog(), RenderOpenGL::BeginDecals(), RenderOpenGL::BeginLightmaps(), RenderOpenGL::BeginLightmaps2(), RenderOpenGL::BlendTextures(), RenderOpenGL::BltBackToFontFast(), BLV_GetFloorLevel(), BLV_ProcessPartyActions(), ClickNPCTopic(), TextureOpenGL::Create(), TextureD3D::Create(), Image::Create(), OutdoorLocation::CreateDebugLocation(), DamagePlayerFromMonster(), RenderOpenGL::do_draw_debug_line_d3d(), Render::DrawBillboard_Indoor(), RenderOpenGL::DrawDecal(), RenderOpenGL::DrawFansTransparent(), Render::DrawIndoorPolygon(), RenderOpenGL::DrawIndoorSky(), RenderOpenGL::DrawIndoorSkyPolygon(), RenderOpenGL::DrawLightmap(), LightmapBuilder::DrawLightmaps(), RenderOpenGL::DrawLines(), RenderOpenGL::DrawProjectile(), RenderOpenGL::DrawSpecialEffectsQuad(), RenderBase::DrawSpriteObjects_ODM(), RenderOpenGL::DrawTextureGrayShade(), RenderOpenGL::DrawTextureNew(), RenderOpenGL::EndDecals(), RenderOpenGL::EndLightmaps(), RenderOpenGL::EndLightmaps2(), Application::Menu::EventLoop(), Application::Game::EventLoop(), EventProcessor(), IndoorLocation::ExecDraw(), FindMm7Directory(), PlayerFrameTable::FromFileTxt(), GameUI_OnPlayerPortraitLeftClick(), ItemsTable::GenerateItem(), RenderOpenGL::GetActorsInViewport(), RenderOpenGL::GetActorTintColor(), Party::GetFirstCanAct(), Image::GetHeight(), GetLevelFogColor(), TextureOpenGL::GetOpenGlTexture(), GetSpellColor(), Image::GetWidth(), GUIWindow_Load::GUIWindow_Load(), GUIWindow::HouseDialogManager(), HSV2RGB(), RenderOpenGL::InitializeFullscreen(), Render::InitializeFullscreen(), SpriteFrameTable::InitializeSprite(), LoadGame(), TextureOpenGL::LoadImageData(), TextureD3D::LoadImageData(), Image::LoadImageData(), Application::Game::Loop(), MagicShopDialog(), Application::GameWindowHandler::OnFocus(), Application::GameWindowHandler::OnFocusLost(), WinApiWindow::OnOSMenu(), Application::GameWindowHandler::OnToggleFullscreen(), OpponentsAITurn(), RenderBase::PostInitialization(), IndoorLocation::PrepareActorRenderList_BLV(), OutdoorLocation::PrepareActorsDrawList(), IndoorLocation::PrepareDecorationsRenderList_BLV(), Render::PrepareDecorationsRenderList_ODM(), IndoorLocation::PrepareItemsRenderList_BLV(), RenderOpenGL::Release(), Texture_MM7::Release(), RenderOpenGL::RemoveTextureFromDevice(), BLVRenderParams::Reset(), RGB2HSV(), RenderOpenGL::SavePCXScreenshot(), RenderOpenGL::SaveWinnersCertificate(), RenderOpenGL::ScreenFade(), WinApiWindow::SetCursor(), SpellFxRenderer::SetPlayerBuffAnim(), sub_4B3E1E(), sub_4B6478(), Render::SwitchToWindow(), RenderBase::TransformBillboard(), RenderBase::TransformBillboardsAndSetPalettesODM(), TravelByTransport(), UIShop_Buy_Identify_Repair(), GUIWindow_CharacterRecord::Update(), GUIWindow_Dialogue::Update(), GUIWindow_RestWindow::Update(), UseNPCSkill(), WeaponShopDialog() и Render::WritePixel16().

+ Граф вызова функции:

◆ SDL_ReportAssertion()

DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion ( SDL_AssertData ,
const char *  ,
const char *  ,
int   
)

◆ SDL_SetAssertionHandler()

DECLSPEC void SDLCALL SDL_SetAssertionHandler ( SDL_AssertionHandler  handler,
void userdata 
)

Set an application-defined assertion handler.

This allows an app to show its own assertion UI and/or force the response to an assertion failure. If the app doesn't provide this, SDL will try to do the right thing, popping up a system-specific GUI dialog, and probably minimizing any fullscreen windows.

This callback may fire from any thread, but it runs wrapped in a mutex, so it will only fire from one thread at a time.

Setting the callback to NULL restores SDL's original internal handler.

This callback is NOT reset to SDL's internal handler upon SDL_Quit()!

Return SDL_AssertState value of how to handle the assertion failure.

Аргументы
handlerCallback function, called when an assertion fails.
userdataA pointer passed to the callback as-is.

◆ SDL_GetDefaultAssertionHandler()

DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler ( void  )

Get the default assertion handler.

This returns the function pointer that is called by default when an assertion is triggered. This is an internal function provided by SDL, that is used for assertions when SDL_SetAssertionHandler() hasn't been used to provide a different function.

Возвращает
The default SDL_AssertionHandler that is called when an assert triggers.

◆ SDL_GetAssertionHandler()

DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler ( void **  puserdata)

Get the current assertion handler.

This returns the function pointer that is called when an assertion is triggered. This is either the value last passed to SDL_SetAssertionHandler(), or if no application-specified function is set, is equivalent to calling SDL_GetDefaultAssertionHandler().

Аргументы
puserdataPointer to a void*, which will store the "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value will always be NULL for the default handler. If you don't care about this data, it is safe to pass a NULL pointer to this function to ignore it.
Возвращает
The SDL_AssertionHandler that is called when an assert triggers.

◆ SDL_GetAssertionReport()

const DECLSPEC SDL_AssertData* SDLCALL SDL_GetAssertionReport ( void  )

Get a list of all assertion failures.

Get all assertions triggered since last call to SDL_ResetAssertionReport(), or the start of the program.

The proper way to examine this data looks something like this:

const SDL_AssertData *item = SDL_GetAssertionReport(); while (item) { printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", item->condition, item->function, item->filename, item->linenum, item->trigger_count, item->always_ignore ? "yes" : "no"); item = item->next; }

Возвращает
List of all assertions.
См. также
SDL_ResetAssertionReport

◆ SDL_ResetAssertionReport()

DECLSPEC void SDLCALL SDL_ResetAssertionReport ( void  )

Reset the list of all assertion failures.

Reset list of all assertions triggered.

См. также
SDL_GetAssertionReport
SDL_ASSERTION_IGNORE
@ SDL_ASSERTION_IGNORE
Definition: SDL_assert.h:107
SDL_ASSERTION_BREAK
@ SDL_ASSERTION_BREAK
Definition: SDL_assert.h:105
SDL_AssertState
SDL_AssertState
Definition: SDL_assert.h:102
SDL_ASSERTION_ALWAYS_IGNORE
@ SDL_ASSERTION_ALWAYS_IGNORE
Definition: SDL_assert.h:108
SDL_ASSERTION_ABORT
@ SDL_ASSERTION_ABORT
Definition: SDL_assert.h:106
SDL_ASSERTION_RETRY
@ SDL_ASSERTION_RETRY
Definition: SDL_assert.h:104