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testaudio: use SDL_APP_FAILURE macro to signal failure
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@ -1119,12 +1119,12 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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SetDefaultTitleBar();
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if ((physdev_texture = CreateTexture("physaudiodev.bmp")) == NULL) { return -1; }
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if ((logdev_texture = CreateTexture("logaudiodev.bmp")) == NULL) { return -1; }
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if ((audio_texture = CreateTexture("audiofile.bmp")) == NULL) { return -1; }
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if ((trashcan_texture = CreateTexture("trashcan.bmp")) == NULL) { return -1; }
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if ((soundboard_texture = CreateTexture("soundboard.bmp")) == NULL) { return -1; }
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if ((soundboard_levels_texture = CreateTexture("soundboard_levels.bmp")) == NULL) { return -1; }
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if ((physdev_texture = CreateTexture("physaudiodev.bmp")) == NULL) { return SDL_APP_FAILURE; }
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if ((logdev_texture = CreateTexture("logaudiodev.bmp")) == NULL) { return SDL_APP_FAILURE; }
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if ((audio_texture = CreateTexture("audiofile.bmp")) == NULL) { return SDL_APP_FAILURE; }
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if ((trashcan_texture = CreateTexture("trashcan.bmp")) == NULL) { return SDL_APP_FAILURE; }
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if ((soundboard_texture = CreateTexture("soundboard.bmp")) == NULL) { return SDL_APP_FAILURE; }
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if ((soundboard_levels_texture = CreateTexture("soundboard_levels.bmp")) == NULL) { return SDL_APP_FAILURE; }
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LoadStockWavThings();
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CreateTrashcanThing();
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