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tinywl: assert on memory allocation
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7cb206deb4
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1 changed files with 4 additions and 0 deletions
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@ -250,6 +250,7 @@ static void server_new_keyboard(struct tinywl_server *server,
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struct wlr_keyboard *wlr_keyboard = wlr_keyboard_from_input_device(device);
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struct wlr_keyboard *wlr_keyboard = wlr_keyboard_from_input_device(device);
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struct tinywl_keyboard *keyboard = calloc(1, sizeof(*keyboard));
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struct tinywl_keyboard *keyboard = calloc(1, sizeof(*keyboard));
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assert(keyboard);
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keyboard->server = server;
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keyboard->server = server;
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keyboard->wlr_keyboard = wlr_keyboard;
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keyboard->wlr_keyboard = wlr_keyboard;
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@ -625,6 +626,7 @@ static void server_new_output(struct wl_listener *listener, void *data) {
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/* Allocates and configures our state for this output */
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/* Allocates and configures our state for this output */
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struct tinywl_output *output = calloc(1, sizeof(*output));
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struct tinywl_output *output = calloc(1, sizeof(*output));
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assert(output);
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output->wlr_output = wlr_output;
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output->wlr_output = wlr_output;
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output->server = server;
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output->server = server;
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@ -801,6 +803,7 @@ static void server_new_xdg_toplevel(struct wl_listener *listener, void *data) {
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/* Allocate a tinywl_toplevel for this surface */
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/* Allocate a tinywl_toplevel for this surface */
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struct tinywl_toplevel *toplevel = calloc(1, sizeof(*toplevel));
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struct tinywl_toplevel *toplevel = calloc(1, sizeof(*toplevel));
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assert(toplevel);
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toplevel->server = server;
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toplevel->server = server;
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toplevel->xdg_toplevel = xdg_toplevel;
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toplevel->xdg_toplevel = xdg_toplevel;
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toplevel->scene_tree =
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toplevel->scene_tree =
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@ -859,6 +862,7 @@ static void server_new_xdg_popup(struct wl_listener *listener, void *data) {
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struct wlr_xdg_popup *xdg_popup = data;
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struct wlr_xdg_popup *xdg_popup = data;
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struct tinywl_popup *popup = calloc(1, sizeof(*popup));
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struct tinywl_popup *popup = calloc(1, sizeof(*popup));
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assert(popup);
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popup->xdg_popup = xdg_popup;
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popup->xdg_popup = xdg_popup;
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/* We must add xdg popups to the scene graph so they get rendered. The
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/* We must add xdg popups to the scene graph so they get rendered. The
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