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IPHONE: Silence some warnings.
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e79f6a6314
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@ -244,10 +244,10 @@ static bool getMouseCoords(UIDeviceOrientation orientation, CGPoint point, int *
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point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
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point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
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*x = point.x * width;
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*x = (int)(point.x * width);
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// offsetY describes the translation of the screen in the upward direction,
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// thus we need to add it here.
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*y = point.y * height + offsetY;
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*y = (int)(point.y * height + offsetY);
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// Clip coordinates
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if (*x < 0 || *x > CGRectGetWidth(*area) || *y < 0 || *y > CGRectGetHeight(*area))
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@ -355,8 +355,8 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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}
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}
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_fullWidth = frame.size.width;
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_fullHeight = frame.size.height;
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_fullWidth = (int)frame.size.width;
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_fullHeight = (int)frame.size.height;
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sharedInstance = self;
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@ -509,18 +509,18 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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const GLfloat scaleX = CGRectGetWidth(*rect) / (GLfloat)maxWidth;
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const GLfloat scaleY = CGRectGetHeight(*rect) / (GLfloat)maxHeight;
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mouseX = mouseX * scaleX;
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mouseY = mouseY * scaleY;
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hotspotX = hotspotX * scaleX;
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hotspotY = hotspotY * scaleY;
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width = width * scaleX;
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height = height * scaleY;
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mouseX = (int)(mouseX * scaleX);
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mouseY = (int)(mouseY * scaleY);
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hotspotX = (int)(hotspotX * scaleX);
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hotspotY = (int)(hotspotY * scaleY);
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width = (int)(width * scaleX);
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height = (int)(height * scaleY);
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mouseX -= hotspotX;
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mouseY -= hotspotY;
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mouseX += CGRectGetMinX(*rect);
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mouseY += CGRectGetMinY(*rect);
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mouseX += (int)CGRectGetMinX(*rect);
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mouseY += (int)CGRectGetMinY(*rect);
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GLfloat vertices[] = {
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// Top left
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@ -644,7 +644,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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// When the game screen ratio is less than the screen ratio
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// we need to scale the width, since the game screen was higher
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// compared to the width than our output screen is.
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rectWidth = screenHeight * gameScreenRatio;
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rectWidth = (int)(screenHeight * gameScreenRatio);
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rectHeight = screenHeight;
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xOffset = (screenWidth - rectWidth) / 2;
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yOffset = 0;
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@ -653,7 +653,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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// we need to scale the height, since the game screen was wider
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// compared to the height than our output screen is.
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rectWidth = screenWidth;
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rectHeight = screenWidth / gameScreenRatio;
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rectHeight = (int)(screenWidth / gameScreenRatio);
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xOffset = 0;
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yOffset = (screenHeight - rectHeight) / 2;
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}
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@ -663,7 +663,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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overlayPortraitRatio = 1.0f;
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} else {
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float ratio = (float)_height / (float)_width;
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int height = screenWidth * ratio;
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int height = (int)(screenWidth * ratio);
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//printf("Making rect (%u, %u)\n", screenWidth, height);
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_gameScreenRect = CGRectMake(0, 0, screenWidth, height);
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@ -700,7 +700,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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// Scale the shake offset according to the overlay size. We need this to
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// adjust the overlay mouse click coordinates when an offset is set.
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_scaledShakeOffsetY = _shakeOffsetY / (GLfloat)_height * CGRectGetHeight(_overlayRect);
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_scaledShakeOffsetY = (int)(_shakeOffsetY / (GLfloat)_height * CGRectGetHeight(_overlayRect));
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// Apply the shakeing to the output screen.
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glTranslatef(0, -_scaledShakeOffsetY, 0);
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@ -904,6 +904,8 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
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nil
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]
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];
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return 0;
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}
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- (void)applicationSuspend {
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