[Scummvm-git-logs] scummvm master -> 8b7a71a3f64d22a57cd984a7bda20b633588c811

digitall 547637+digitall at users.noreply.github.com
Sun Oct 20 18:13:39 CEST 2019


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
8b7a71a3f6 SWORD2: Fix Missing Default Switch Cases


Commit: 8b7a71a3f64d22a57cd984a7bda20b633588c811
    https://github.com/scummvm/scummvm/commit/8b7a71a3f64d22a57cd984a7bda20b633588c811
Author: D G Turner (digitall at scummvm.org)
Date: 2019-10-20T17:09:58+01:00

Commit Message:
SWORD2: Fix Missing Default Switch Cases

These are flagged by GCC if -Wswitch-default is enabled.

Changed paths:
    engines/sword2/animation.cpp
    engines/sword2/controls.cpp
    engines/sword2/maketext.cpp
    engines/sword2/mouse.cpp
    engines/sword2/saveload.cpp
    engines/sword2/screen.cpp
    engines/sword2/sound.cpp


diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index d25133f..907e406 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -99,6 +99,8 @@ bool MoviePlayer::load(const char *name) {
 	case kVideoDecoderMP2:
 		filename = Common::String::format("%s.mp2", name);
 		break;
+	default:
+		break;
 	}
 
 	// Need to switch to true color for PSX/MP2 videos
@@ -243,6 +245,8 @@ void MoviePlayer::closeTextObject(uint32 index, Graphics::Surface *screen, uint1
 	case 4: \
 		WRITE_UINT32(dst, (c)); \
 		break; \
+	default: \
+		break; \
 	}
 
 void MoviePlayer::drawTextObject(uint32 index, Graphics::Surface *screen, uint16 pitch) {
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index a4b540a..3b34d42 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -224,6 +224,9 @@ void FontRendererGui::drawText(byte *text, int x, int y, int alignment) {
 		case kAlignCenter:
 			x -= (textWidth / 2);
 			break;
+		case kAlignLeft:
+		default:
+			break;
 		}
 	}
 
@@ -365,6 +368,8 @@ int Dialog::runModal() {
 				case RD_WHEELDOWN:
 					_widgets[newHit]->onWheelDown(newMouseX, newMouseY);
 					break;
+				default:
+					break;
 				}
 			}
 		}
@@ -463,6 +468,8 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
 		colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size()
 			+ anim_head.noAnimFrames * CdtEntry::size();
 		break;
+	default:
+		break;
 	}
 
 	_sprites[state].x = x;
@@ -1418,6 +1425,8 @@ int SaveRestoreDialog::runModal() {
 			if (_vm->restoreGame(_selectedSlot) != SR_OK)
 				result = 0;
 			break;
+		default:
+			break;
 		}
 	}
 
diff --git a/engines/sword2/maketext.cpp b/engines/sword2/maketext.cpp
index 765ff0e..f56495e 100644
--- a/engines/sword2/maketext.cpp
+++ b/engines/sword2/maketext.cpp
@@ -555,6 +555,8 @@ uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, u
 			x -= frame_head.width;
 			y -= (frame_head.height) / 2;
 			break;
+		default:
+			break;
 		}
 
 		// Ensure text sprite is a few pixels inside the visible screen
diff --git a/engines/sword2/mouse.cpp b/engines/sword2/mouse.cpp
index c5fed49..ce050a2 100644
--- a/engines/sword2/mouse.cpp
+++ b/engines/sword2/mouse.cpp
@@ -408,6 +408,8 @@ void Mouse::systemMenuMouse() {
 			dialog.runModal();
 		}
 		break;
+	default:
+		break;
 	}
 
 	// Menu stays open on death screen. Otherwise it's closed.
diff --git a/engines/sword2/saveload.cpp b/engines/sword2/saveload.cpp
index 34f9992..05e8b5a 100644
--- a/engines/sword2/saveload.cpp
+++ b/engines/sword2/saveload.cpp
@@ -300,6 +300,8 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
 	case 1575:		// NicMegaC:
 		scriptNo = 10;	// script no.10 - 'player_is_nicoC'
 		break;
+	default:
+		break;
 	}
 
 	_logic->runResScript(CUR_PLAYER_ID, scriptNo);
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index fd8dca5..fb26c82 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -157,6 +157,8 @@ void Screen::setRenderLevel(int8 level) {
 		// edge-blending + improved stretching
 		_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
 		break;
+	default:
+		break;
 	}
 }
 
@@ -609,6 +611,8 @@ void Screen::processImage(BuildUnit *build_unit) {
 			if (Sword2Engine::isPsx())
 				colTablePtr++; // There is one additional byte to skip before the table in psx version
 			break;
+		default:
+			break;
 		}
 	}
 
@@ -1144,8 +1148,11 @@ void Screen::rollCredits() {
 						spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
 						spriteInfo.w = logoWidth;
 						spriteInfo.h = logoHeight;
-					} else
+					} else {
 						spriteInfo.x = (RENDERWIDE - frame.width) / 2;
+					}
+					break;
+				default:
 					break;
 				}
 
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp
index 1e1687b..0ac9de9 100644
--- a/engines/sword2/sound.cpp
+++ b/engines/sword2/sound.cpp
@@ -189,6 +189,8 @@ void Sound::processFxQueue() {
 			// Once the looped FX has started we can ignore it,
 			// but we can't close it since the WAV data is in use.
 			break;
+		default:
+			break;
 		}
 	}
 }





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