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authorTSRBerry <20988865+TSRBerry@users.noreply.github.com>2023-07-24 18:35:04 +0200
committerGitHub <noreply@github.com>2023-07-24 18:35:04 +0200
commiteb528ae0f05f057e671eb9e92f44f1caa9bcc84b (patch)
tree504546e6728af666215a3c55e967510bef7a711f /src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs
parent487261592eb9e9c31cacd08860f8894027bb1a07 (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.cs11
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);