screen: don't leak memory and don't crash if failed to adjust for new screen size
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@ -83,14 +83,20 @@ void
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screen_resize(Uint16 width, Uint16 height)
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{
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Uint8 *bg, *fg;
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Uint32 *pixels;
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Uint32 *pixels = NULL;
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if(width < 0x8 || height < 0x8 || width >= 0x400 || height >= 0x400)
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return;
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bg = realloc(uxn_screen.bg, width * height),
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fg = realloc(uxn_screen.fg, width * height);
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bg = malloc(width * height),
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fg = malloc(width * height);
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if(bg && fg)
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pixels = realloc(uxn_screen.pixels, width * height * sizeof(Uint32));
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if(!bg || !fg || !pixels)
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if(!bg || !fg || !pixels) {
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free(bg);
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free(fg);
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return;
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}
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free(uxn_screen.bg);
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free(uxn_screen.fg);
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uxn_screen.bg = bg;
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uxn_screen.fg = fg;
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uxn_screen.pixels = pixels;
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@ -293,7 +293,7 @@ capture_screen(void)
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return;
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SDL_RenderReadPixels(emu_renderer, NULL, format, surface->pixels, surface->pitch);
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strftime(fname, sizeof(fname), "screenshot-%Y%m%d-%H%M%S.bmp", localtime(&t));
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if(SDL_SaveBMP(surface, fname) == 0){
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if(SDL_SaveBMP(surface, fname) == 0) {
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fprintf(stderr, "Saved %s\n", fname);
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fflush(stderr);
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}
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