mirror of
https://github.com/WinampDesktop/winamp.git
synced 2025-06-18 19:45:47 -04:00
Warning fixes
This commit is contained in:
@ -142,12 +142,13 @@ ControllerInterface::Backend ControllerInterface::GetDefaultBackend()
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{
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#ifdef WITH_SDL2
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return Backend::SDL;
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#endif
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#else
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#ifdef WIN32
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return Backend::XInput;
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#else
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return Backend::None;
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#endif
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#endif
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}
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#ifdef WITH_SDL2
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@ -654,7 +654,7 @@ static void DoCheatsMenu()
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CheatList* cl = System::GetCheatList();
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if (!cl)
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{
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if (!s_host_interface->LoadCheatListFromDatabase() || !(cl = System::GetCheatList()))
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if (!s_host_interface->LoadCheatListFromDatabase() || ((cl = System::GetCheatList()) == nullptr))
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{
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s_host_interface->AddFormattedOSDMessage(10.0f, "No cheats found for %s.", System::GetRunningTitle().c_str());
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ReturnToMainWindow();
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@ -2057,8 +2057,6 @@ void DrawSettingsWindow()
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#ifdef WIN32
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case GPURenderer::HardwareD3D11:
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{
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// TODO: FIXME
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bool use_blit_swap_chain = false;
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settings_changed |= ToggleButtonForNonSetting(
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"Use Blit Swap Chain",
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"Uses a blit presentation model instead of flipping. This may be needed on some systems.", "Display",
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@ -3064,8 +3062,6 @@ void DrawGameListWindow()
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if (BeginFullscreenColumnWindow(0.0f, 450.0f, "game_list_info", ImVec4(0.11f, 0.15f, 0.17f, 1.00f)))
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{
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const ImGuiWindow* window = ImGui::GetCurrentWindow();
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ImGui::SetCursorPos(LayoutScale(ImVec2(50.0f, 50.0f)));
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ImGui::Image(selected_entry ? GetGameListCover(selected_entry)->GetHandle() :
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GetTextureForGameListEntryType(GameListEntryType::Count)->GetHandle(),
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@ -4534,7 +4530,6 @@ void DrawLeaderboardsWindow()
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float left = bb.Min.x + padding + image_height + spacing;
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float right = bb.Max.x - padding;
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float top = bb.Min.y + padding;
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ImDrawList* dl = ImGui::GetWindowDrawList();
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SmallString text;
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ImVec2 text_size;
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@ -174,10 +174,10 @@ bool GameList::GetGameListEntry(const std::string& path, GameListEntry* entry)
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entry->publisher = std::move(dbentry.publisher);
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entry->developer = std::move(dbentry.developer);
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entry->release_date = dbentry.release_date;
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entry->min_players = dbentry.min_players;
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entry->max_players = dbentry.max_players;
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entry->min_blocks = dbentry.min_blocks;
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entry->max_blocks = dbentry.max_blocks;
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entry->min_players = static_cast<u8>(dbentry.min_players);
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entry->max_players = static_cast<u8>(dbentry.max_players);
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entry->min_blocks = static_cast<u8>(dbentry.min_blocks);
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entry->max_blocks = static_cast<u8>(dbentry.max_blocks);
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entry->supported_controllers = dbentry.supported_controllers_mask;
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}
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@ -373,21 +373,21 @@ bool SDLControllerInterface::HandleJoystickAxisEvent(const SDL_JoyAxisEvent* eve
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if (value > 0.0f)
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{
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const AxisCallback& cb = it->axis_mapping[event->axis][AxisSide::Positive];
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if (cb)
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const AxisCallback& hcb = it->axis_mapping[event->axis][AxisSide::Positive];
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if (hcb)
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{
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// Expand 0..1 - -1..1
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cb(value * 2.0f - 1.0f);
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hcb(value * 2.0f - 1.0f);
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processed = true;
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}
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}
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else if (value < 0.0f)
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{
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const AxisCallback& cb = it->axis_mapping[event->axis][AxisSide::Negative];
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if (cb)
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const AxisCallback& hcb = it->axis_mapping[event->axis][AxisSide::Negative];
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if (hcb)
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{
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// Expand 0..-1 - -1..1
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cb(value * -2.0f - 1.0f);
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hcb(value * -2.0f - 1.0f);
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processed = true;
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}
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}
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@ -756,7 +756,7 @@ void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, c
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if (it->use_game_controller_rumble)
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{
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const u16 large = static_cast<u16>(strengths[0] * 65535.0f);
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const u16 small = static_cast<u32>(strengths[1] * 65535.0f);
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const u16 small = static_cast<u16>(strengths[1] * 65535.0f);
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SDL_GameControllerRumble(static_cast<SDL_GameController*>(it->game_controller), large, small, DURATION);
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return;
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}
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@ -769,8 +769,8 @@ void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, c
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{
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SDL_HapticEffect ef;
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ef.type = SDL_HAPTIC_LEFTRIGHT;
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ef.leftright.large_magnitude = static_cast<u32>(strengths[0] * 65535.0f);
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ef.leftright.small_magnitude = static_cast<u32>(strengths[1] * 65535.0f);
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ef.leftright.large_magnitude = static_cast<u16>(strengths[0] * 65535.0f);
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ef.leftright.small_magnitude = static_cast<u16>(strengths[1] * 65535.0f);
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ef.leftright.length = DURATION;
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SDL_HapticUpdateEffect(haptic, it->haptic_left_right_effect, &ef);
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SDL_HapticRunEffect(haptic, it->haptic_left_right_effect, SDL_HAPTIC_INFINITY);
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