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author | TSRBerry <20988865+TSRBerry@users.noreply.github.com> | 2023-07-24 18:35:04 +0200 |
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committer | GitHub <noreply@github.com> | 2023-07-24 18:35:04 +0200 |
commit | eb528ae0f05f057e671eb9e92f44f1caa9bcc84b (patch) | |
tree | 504546e6728af666215a3c55e967510bef7a711f /src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs | |
parent | 487261592eb9e9c31cacd08860f8894027bb1a07 (diff) |
Add workflow to automatically check code style issues for PRs (#4670)1.1.969
* Add workflow to perform automated checks for PRs
* Downgrade Microsoft.CodeAnalysis to 4.4.0
This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800
* Adjust editorconfig to be more compatible with Ryujinx code-style
* Adjust .editorconfig line endings to match .gitattributes
* Disable 'prefer switch expression' rule
* Remove naming styles
These are the default rules, so we don't need to override them.
* Silence IDE0060 in .editorconfig
* Slightly adjust .editorconfig
* Add lost workflow changes
* Move .editorconfig comment to the top
* .editorconfig: private static readonly fields should be _lowerCamelCase
* .editorconfig: Remove alignment for declarations as well
* editorconfig: Add rule for local constants
* Disable CA1822 for HLE services
* Disable CA1822 for ViewModels
Bindings won't work with static members, but this issue is silently ignored.
* Run dotnet format for the whole solution
* Check result code of SDL_GetDisplayBounds
* Fix dotnet format style issues
* Add missing trailing commas
* Update Microsoft.CodeAnalysis.CSharp to 4.6.0
Skipping 4.5.0 since it breaks dotnet format
* Restore old default naming rules for dotnet format
* Add naming rule exception for CPU tests
* checks: Include all files before excluding paths
* Fix dotnet format issues
* Check dotnet format version
* checks: Run dotnet format with severity info again
* checks: Disable naming style rules until they won't crash the process anymore
* Remove unread private member
* checks: Attempt to run analyzers 3 times before giving up
* checks: Enable naming style rules again with the new retry logic
Diffstat (limited to 'src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs')
-rw-r--r-- | src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs index 355dcf6c..a2b26bbc 100644 --- a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs +++ b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs @@ -155,13 +155,18 @@ namespace Ryujinx.Headless.SDL2.OpenGL { // NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow. // we might have to amend this if people run this on a non-primary display set to a different resolution. - SDL_Rect displayBounds; - SDL_GetDisplayBounds(0, out displayBounds); + if (SDL_GetDisplayBounds(0, out SDL_Rect displayBounds) < 0) + { + Logger.Warning?.Print(LogClass.Application, $"Could not retrieve display bounds: {SDL_GetError()}"); + + // Fallback to defaults + displayBounds.w = DefaultWidth; + displayBounds.h = DefaultHeight; + } Renderer?.Window.SetSize(displayBounds.w, displayBounds.h); MouseDriver.SetClientSize(displayBounds.w, displayBounds.h); } - else { Renderer?.Window.SetSize(DefaultWidth, DefaultHeight); |