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https://github.com/libretro/scummvm.git
synced 2025-02-04 01:46:42 +00:00
SWORD2: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
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5b25531e96
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8b7a71a3f6
@ -99,6 +99,8 @@ bool MoviePlayer::load(const char *name) {
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case kVideoDecoderMP2:
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filename = Common::String::format("%s.mp2", name);
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break;
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default:
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break;
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}
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// Need to switch to true color for PSX/MP2 videos
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@ -243,6 +245,8 @@ void MoviePlayer::closeTextObject(uint32 index, Graphics::Surface *screen, uint1
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case 4: \
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WRITE_UINT32(dst, (c)); \
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break; \
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default: \
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break; \
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}
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void MoviePlayer::drawTextObject(uint32 index, Graphics::Surface *screen, uint16 pitch) {
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@ -224,6 +224,9 @@ void FontRendererGui::drawText(byte *text, int x, int y, int alignment) {
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case kAlignCenter:
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x -= (textWidth / 2);
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break;
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case kAlignLeft:
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default:
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break;
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}
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}
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@ -365,6 +368,8 @@ int Dialog::runModal() {
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case RD_WHEELDOWN:
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_widgets[newHit]->onWheelDown(newMouseX, newMouseY);
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break;
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default:
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break;
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}
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}
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}
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@ -463,6 +468,8 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
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colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size()
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+ anim_head.noAnimFrames * CdtEntry::size();
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break;
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default:
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break;
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}
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_sprites[state].x = x;
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@ -1418,6 +1425,8 @@ int SaveRestoreDialog::runModal() {
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if (_vm->restoreGame(_selectedSlot) != SR_OK)
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result = 0;
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break;
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default:
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break;
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}
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}
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@ -555,6 +555,8 @@ uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, u
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x -= frame_head.width;
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y -= (frame_head.height) / 2;
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break;
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default:
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break;
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}
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// Ensure text sprite is a few pixels inside the visible screen
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@ -408,6 +408,8 @@ void Mouse::systemMenuMouse() {
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dialog.runModal();
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}
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break;
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default:
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break;
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}
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// Menu stays open on death screen. Otherwise it's closed.
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@ -300,6 +300,8 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
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case 1575: // NicMegaC:
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scriptNo = 10; // script no.10 - 'player_is_nicoC'
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break;
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default:
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break;
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}
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_logic->runResScript(CUR_PLAYER_ID, scriptNo);
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@ -157,6 +157,8 @@ void Screen::setRenderLevel(int8 level) {
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// edge-blending + improved stretching
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_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
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break;
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default:
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break;
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}
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}
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@ -609,6 +611,8 @@ void Screen::processImage(BuildUnit *build_unit) {
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if (Sword2Engine::isPsx())
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colTablePtr++; // There is one additional byte to skip before the table in psx version
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break;
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default:
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break;
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}
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}
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@ -1144,8 +1148,11 @@ void Screen::rollCredits() {
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spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
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spriteInfo.w = logoWidth;
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spriteInfo.h = logoHeight;
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} else
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} else {
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spriteInfo.x = (RENDERWIDE - frame.width) / 2;
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}
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break;
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default:
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break;
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}
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@ -189,6 +189,8 @@ void Sound::processFxQueue() {
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// Once the looped FX has started we can ignore it,
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// but we can't close it since the WAV data is in use.
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break;
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default:
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break;
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}
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}
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}
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