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https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
Fix warnings in MSVC 2010.
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+6
-1
@@ -66,7 +66,7 @@ struct vertex
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float x, y;
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float s, t;
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};
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inline int next_p2(int x)
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{
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x += (x == 0);
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@@ -75,6 +75,11 @@ inline int next_p2(int x)
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return ++x;
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}
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inline float next_p2(float x)
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{
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return static_cast<float>(next_p2(static_cast<int>(x)));
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}
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} // love
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#endif // LOVE_MATH_H
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@@ -273,6 +273,28 @@ namespace love
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Type luax_type(lua_State * L, int idx);
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/**
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* Convert the value at the specified index to an Lua number, and then
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* convert to a float.
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*
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* @param L The Lua state.
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* @param idx The index on the stack.
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*/
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inline float luax_tofloat(lua_State *L, int idx)
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{
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return static_cast<float>(lua_tonumber(L, idx));
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}
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/**
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* Like luax_tofloat, but checks that the value is a number.
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*
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* @see luax_tofloat
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*/
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inline float luax_checkfloat(lua_State *L, int idx)
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{
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return static_cast<float>(luaL_checknumber(L, idx));
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}
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/**
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* Converts the value at idx to the specified type without checking that
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* this conversion is valid. If the type has been previously verified with
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@@ -56,7 +56,7 @@ namespace physfs
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{
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// no error checking needed, everything, even nothing
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// can be converted to a boolean
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instance->setRelease(lua_toboolean(L, 1));
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instance->setRelease(luax_toboolean(L, 1));
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return 0;
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}
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@@ -78,14 +78,10 @@ namespace opengl
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DisplayState Graphics::saveState()
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{
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DisplayState s;
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//create a table in which to store the color data in float format, before converting it
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float color[4];
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//get the color
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glGetFloatv(GL_CURRENT_COLOR, color);
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s.color.set( (color[0]*255.0f), (color[1]*255.0f), (color[2]*255.0f), (color[3]*255.0f) );
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//get the background color
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glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
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s.backgroundColor.set( color[0]*255.0f, color[1]*255.0f, color[2]*255.0f, color[3]*255.0f );
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s.color = getColor();
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s.backgroundColor = getBackgroundColor();
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//store modes here
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GLint mode;
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//get blend mode
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@@ -276,7 +272,7 @@ namespace opengl
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currentMode.colorDepth = 32;
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currentMode.fsaa = fsaa;
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currentMode.fullscreen = fullscreen;
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currentMode.vsync = real_vsync;
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currentMode.vsync = (real_vsync != 0);
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// Reload all volatile objects.
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if(!Volatile::loadAll())
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@@ -114,7 +114,7 @@ namespace opengl
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pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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pLast->sizeOffset = (rand() / (float(RAND_MAX)+1)) * sizeVariation; // time offset for size change
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pLast->sizeIntervalSize = (1.0 - (rand() / (float(RAND_MAX)+1)) * sizeVariation) - pLast->sizeOffset;
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pLast->sizeIntervalSize = (1.0f - (rand() / (float(RAND_MAX)+1)) * sizeVariation) - pLast->sizeOffset;
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pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
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min = rotationMin;
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@@ -926,12 +926,12 @@ namespace opengl
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for (int i = 0; i < args; ++i) {
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lua_pushnumber(L, i + 1);
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lua_rawget(L, 1);
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coords[i] = lua_tonumber(L, -1);
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coords[i] = luax_tofloat(L, -1);
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lua_pop(L, 1);
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}
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} else {
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for (int i = 0; i < args; ++i)
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coords[i] = lua_tonumber(L, i + 1);
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coords[i] = luax_tofloat(L, i + 1);
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}
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instance->polyline(coords, args);
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@@ -1050,12 +1050,12 @@ namespace opengl
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for (int i = 0; i < args; ++i) {
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lua_pushnumber(L, i + 1);
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lua_rawget(L, 2);
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coords[i] = lua_tonumber(L, -1);
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coords[i] = luax_tofloat(L, -1);
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lua_pop(L, 1);
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}
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} else {
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for (int i = 0; i < args; ++i)
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coords[i] = lua_tonumber(L, i + 2);
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coords[i] = luax_tofloat(L, i + 2);
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}
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// make a closed loop
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@@ -148,11 +148,11 @@ namespace opengl
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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size_t nSizes = lua_gettop(L) - 1;
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if (nSizes == 1) {
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t->setSize(luaL_checknumber(L, 2));
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t->setSize(luax_checkfloat(L, 2));
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} else {
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std::vector<float> sizes(nSizes);
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for (size_t i = 0; i < nSizes; ++i)
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sizes[i] = luaL_checknumber(L, 1 + i + 1);
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sizes[i] = luax_checkfloat(L, 1 + i + 1);
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t->setSize(sizes);
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}
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@@ -164,7 +164,7 @@ namespace lullaby
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bool Mpg123Decoder::seek(float s)
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{
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off_t offset = s * sampleRate;
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off_t offset = static_cast<off_t>(s * static_cast<float>(sampleRate));
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if(offset < 0)
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return false;
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