[Scummvm-cvs-logs] SF.net SVN: scummvm:[51352] scummvm/branches/gsoc2010-opengl/backends/ graphics/opengl/opengl-graphics.cpp
fingolfin at users.sourceforge.net
fingolfin at users.sourceforge.net
Tue Jul 27 11:34:12 CEST 2010
Revision: 51352
http://scummvm.svn.sourceforge.net/scummvm/?rev=51352&view=rev
Author: fingolfin
Date: 2010-07-27 09:34:11 +0000 (Tue, 27 Jul 2010)
Log Message:
-----------
Fix warnings about cast removing constness, and about implict conversion from float to int
Modified Paths:
--------------
scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/opengl-graphics.cpp
Modified: scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/opengl-graphics.cpp
===================================================================
--- scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/opengl-graphics.cpp 2010-07-27 09:32:19 UTC (rev 51351)
+++ scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/opengl-graphics.cpp 2010-07-27 09:34:11 UTC (rev 51352)
@@ -498,7 +498,7 @@
if (_overlayFormat.aBits() == 1) {
// Copy buffer with the alpha bit on for all pixels for correct
// overlay drawing.
- const uint16 *src = (uint16 *)buf;
+ const uint16 *src = (const uint16 *)buf;
uint16 *dst = (uint16 *)_overlayData.pixels + y * _overlayData.w + x;
for (int i = 0; i < h; i++) {
for (int e = 0; e < w; e++)
@@ -508,7 +508,7 @@
}
} else {
// Copy buffer data to internal overlay surface
- const byte *src = (byte *)buf;
+ const byte *src = (const byte *)buf;
byte *dst = (byte *)_overlayData.pixels + y * _overlayData.pitch;
for (int i = 0; i < h; i++) {
memcpy(dst + x * _overlayData.bytesPerPixel, src, w * _overlayData.bytesPerPixel);
@@ -816,17 +816,18 @@
} else {
// Otherwise, scale the cursor for the overlay
float targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
- _cursorState.rW = _cursorState.w * (screenScaleFactor - targetScaleFactor + 1);
- _cursorState.rH = _cursorState.h * (screenScaleFactor - targetScaleFactor + 1);
- _cursorState.rHotX = _cursorState.hotX * (screenScaleFactor - targetScaleFactor + 1);
- _cursorState.rHotY = _cursorState.hotY * (screenScaleFactor - targetScaleFactor + 1);
+ float actualFactor = (screenScaleFactor - targetScaleFactor + 1);
+ _cursorState.rW = (int16)(_cursorState.w * actualFactor);
+ _cursorState.rH = (int16)(_cursorState.h * actualFactor);
+ _cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor);
+ _cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor);
}
// Always scale the cursor for the game
- _cursorState.vW = _cursorState.w * screenScaleFactor;
- _cursorState.vH = _cursorState.h * screenScaleFactor;
- _cursorState.vHotX = _cursorState.hotX * screenScaleFactor;
- _cursorState.vHotY = _cursorState.hotY * screenScaleFactor;
+ _cursorState.vW = (int16)(_cursorState.w * screenScaleFactor);
+ _cursorState.vH = (int16)(_cursorState.h * screenScaleFactor);
+ _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor);
+ _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor);
}
void OpenGLGraphicsManager::refreshAspectRatio() {
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