World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
|
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... | |
typedef struct SDL_AssertData SDL_AssertData |
typedef SDL_AssertState(SDLCALL * SDL_AssertionHandler) (const SDL_AssertData *data, void *userdata) |
См. определение в файле SDL_assert.h строка 188
enum SDL_AssertState |
См. определение в файле SDL_assert.h строка 102
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().
DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion | ( | SDL_AssertData * | , |
const char * | , | ||
const char * | , | ||
int | |||
) |
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.
handler | Callback function, called when an assertion fails. |
userdata | A pointer passed to the callback as-is. |
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.
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().
puserdata | Pointer 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. |
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; }
Reset the list of all assertion failures.
Reset list of all assertions triggered.