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SDL2 for the Nintendo Wii U (build with "cmake [SDL source path] -DCMAKE_TOOLCHAIN_FILE=$WUT_ROOT/share/wut.toolchain.cmake -DCMAKE_INSTALL_PREFIX=$DEVKITPRO/portlibs/wiiu")
Nitz
In SDL_x11mouse.c file there is function named
static Cursor
X11_CreatePixmapCursor(SDL_Surface * surface, int hot_x, int hot_y)
{
// Some code
data_bits = SDL_calloc(1, surface->h * width_bytes);
mask_bits = SDL_calloc(1, surface->h * width_bytes);
if (!data_bits || !mask_bits) {
SDL_OutOfMemory();
return None;
}
// Some code
}
Here is the problem in if statement,
suppose if !data_bits is false and !mask_bits is true then,
data_bits will go out of scope and leaks the memory it points to.
Solution is that data_bits and mask_bits should be checked separately, not by using OR operator.
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| acinclude | ||
| android-project | ||
| build-scripts | ||
| cmake | ||
| debian | ||
| include | ||
| src | ||
| test | ||
| VisualC | ||
| Xcode | ||
| Xcode-iOS | ||
| .DISABLED-hgeol | ||
| .hgignore | ||
| .hgtags | ||
| .indent.pro | ||
| aclocal.m4 | ||
| Android.mk | ||
| autogen.sh | ||
| BUGS | ||
| CMakeLists.txt | ||
| configure | ||
| configure.in | ||
| COPYING | ||
| CREDITS | ||
| INSTALL | ||
| Makefile.in | ||
| Makefile.minimal | ||
| Makefile.pandora | ||
| Makefile.psp | ||
| Makefile.wiz | ||
| README | ||
| README-SDL.txt | ||
| README.android | ||
| README.cmake | ||
| README.DirectFB | ||
| README.gesture | ||
| README.HG | ||
| README.iOS | ||
| README.MacOSX | ||
| README.pandora | ||
| README.Platforms | ||
| README.Porting | ||
| README.psp | ||
| README.touch | ||
| README.WinCE | ||
| sdl2-config.in | ||
| sdl2.m4 | ||
| sdl2.pc.in | ||
| SDL2.spec.in | ||
| TODO | ||
| VisualC.html | ||
| WhatsNew | ||
Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
This is the Simple DirectMedia Layer, a general API that provides low
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
and 2D framebuffer across multiple platforms.
The current version supports Windows, Mac OS X, Linux, FreeBSD,
NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
support for other operating systems but those are not officially supported.
SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
Pike, Pliant, Python, Ruby, and Smalltalk.
This library is distributed under the zlib license, which can be found
in the file "COPYING".
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation and FAQs are available online at:
http://wiki.libsdl.org/
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)