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author | Johannes Schickel | 2012-02-22 02:35:36 +0100 |
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committer | Johannes Schickel | 2012-02-22 02:44:25 +0100 |
commit | 66199978e259974428cb9369b288e6da3ddb2c48 (patch) | |
tree | 5d42cc30d0e379c57c4696adf97a8f506804bf37 /backends/platform/iphone | |
parent | e79f6a631474a49b9e92d3d0c8c5f2a7dc72d123 (diff) | |
download | scummvm-rg350-66199978e259974428cb9369b288e6da3ddb2c48.tar.gz scummvm-rg350-66199978e259974428cb9369b288e6da3ddb2c48.tar.bz2 scummvm-rg350-66199978e259974428cb9369b288e6da3ddb2c48.zip |
IPHONE: Silence some warnings.
Diffstat (limited to 'backends/platform/iphone')
-rw-r--r-- | backends/platform/iphone/iphone_video.mm | 34 |
1 files changed, 18 insertions, 16 deletions
diff --git a/backends/platform/iphone/iphone_video.mm b/backends/platform/iphone/iphone_video.mm index 2dcca3592c..0de1a80b15 100644 --- a/backends/platform/iphone/iphone_video.mm +++ b/backends/platform/iphone/iphone_video.mm @@ -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 { |