IPHONE: Silence some warnings.

This commit is contained in:
Johannes Schickel 2012-02-22 02:35:36 +01:00
parent e79f6a6314
commit 66199978e2

View File

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