diff --git a/Common/GPU/D3D11/thin3d_d3d11.cpp b/Common/GPU/D3D11/thin3d_d3d11.cpp index 8b097068ef..0bdb88354e 100644 --- a/Common/GPU/D3D11/thin3d_d3d11.cpp +++ b/Common/GPU/D3D11/thin3d_d3d11.cpp @@ -633,7 +633,7 @@ ID3D11DepthStencilState *D3D11DrawContext::GetCachedDepthStencilState(const D3D1 DepthStencilState *D3D11DrawContext::CreateDepthStencilState(const DepthStencilStateDesc &desc) { D3D11DepthStencilState *dss = new D3D11DepthStencilState(); dss->desc = desc; - return dynamic_cast(dss); + return static_cast(dss); } BlendState *D3D11DrawContext::CreateBlendState(const BlendStateDesc &desc) { diff --git a/UI/PauseScreen.h b/UI/PauseScreen.h index 3e039338a2..f177b33f2c 100644 --- a/UI/PauseScreen.h +++ b/UI/PauseScreen.h @@ -26,11 +26,6 @@ #include "UI/MiscScreens.h" #include "UI/Screen.h" -enum class PauseScreenMode { - MAIN, - DISPLAY_SETTINGS, -}; - class GamePauseScreen : public UIDialogScreenWithGameBackground { public: GamePauseScreen(const Path &filename); @@ -67,7 +62,6 @@ private: // hack bool finishNextFrame_ = false; DialogResult finishNextFrameResult_ = DR_CANCEL; - PauseScreenMode mode_ = PauseScreenMode::MAIN; UI::Button *playButton_ = nullptr; }; diff --git a/UI/Store.cpp b/UI/Store.cpp index 5833c5de40..71f39a9903 100644 --- a/UI/Store.cpp +++ b/UI/Store.cpp @@ -573,7 +573,7 @@ void StoreScreen::CreateViews() { ProductItemView *StoreScreen::GetSelectedItem() { for (int i = 0; i < scrollItemView_->GetNumSubviews(); ++i) { - ProductItemView *item = dynamic_cast(scrollItemView_->GetViewByIndex(i)); + ProductItemView *item = static_cast(scrollItemView_->GetViewByIndex(i)); if (!item) { continue; } @@ -585,7 +585,7 @@ ProductItemView *StoreScreen::GetSelectedItem() { } UI::EventReturn StoreScreen::OnGameSelected(UI::EventParams &e) { - ProductItemView *item = dynamic_cast(e.v); + ProductItemView *item = static_cast(e.v); if (!item) return UI::EVENT_DONE;