mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Fix many warnings about implicit integer conversions when compiling for 64 bits.
--HG-- branch : minor
This commit is contained in:
@@ -206,7 +206,7 @@ struct FramebufferStrategyCorePacked : public FramebufferStrategy
|
||||
drawbuffers.push_back(GL_COLOR_ATTACHMENT0);
|
||||
|
||||
// Attach the canvas textures to the currently bound framebuffer.
|
||||
for (size_t i = 0; i < canvases.size(); i++)
|
||||
for (int i = 0; i < (int) canvases.size(); i++)
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 + i,
|
||||
GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0);
|
||||
@@ -214,7 +214,7 @@ struct FramebufferStrategyCorePacked : public FramebufferStrategy
|
||||
}
|
||||
|
||||
// set up multiple render targets
|
||||
glDrawBuffers(drawbuffers.size(), &drawbuffers[0]);
|
||||
glDrawBuffers((int) drawbuffers.size(), &drawbuffers[0]);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -364,7 +364,7 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
|
||||
drawbuffers.push_back(GL_COLOR_ATTACHMENT0_EXT);
|
||||
|
||||
// Attach the canvas textures to the currently bound framebuffer.
|
||||
for (size_t i = 0; i < canvases.size(); i++)
|
||||
for (int i = 0; i < (int) canvases.size(); i++)
|
||||
{
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT + i,
|
||||
GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0);
|
||||
@@ -372,7 +372,7 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
|
||||
}
|
||||
|
||||
// set up multiple render targets
|
||||
glDrawBuffers(drawbuffers.size(), &drawbuffers[0]);
|
||||
glDrawBuffers((int) drawbuffers.size(), &drawbuffers[0]);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -457,7 +457,7 @@ std::vector<Font::DrawCommand> Font::generateVerticesFormatted(const std::string
|
||||
offset.x = floorf((wrap - width) / 2.0f);
|
||||
break;
|
||||
case ALIGN_JUSTIFY:
|
||||
numspaces = std::count(line.begin(), line.end(), ' ');
|
||||
numspaces = (int) std::count(line.begin(), line.end(), ' ');
|
||||
if (wrappedlines[i] && numspaces >= 1)
|
||||
extraspacing = (wrap - width) / float(numspaces);
|
||||
else
|
||||
|
||||
@@ -1150,7 +1150,7 @@ void Graphics::polygon(DrawMode mode, const float *coords, size_t count)
|
||||
gl.bindTexture(gl.getDefaultTexture());
|
||||
glEnableVertexAttribArray(ATTRIB_POS);
|
||||
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, coords);
|
||||
gl.drawArrays(GL_TRIANGLE_FAN, 0, count/2-1); // opengl will close the polygon for us
|
||||
gl.drawArrays(GL_TRIANGLE_FAN, 0, (int)count/2-1); // opengl will close the polygon for us
|
||||
glDisableVertexAttribArray(ATTRIB_POS);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -358,7 +358,7 @@ void Mesh::draw(float x, float y, float angle, float sx, float sy, float ox, flo
|
||||
// Make sure the index buffer isn't mapped (sends data to GPU if needed.)
|
||||
ibo->unmap();
|
||||
|
||||
int max = element_count - 1;
|
||||
int max = (int) element_count - 1;
|
||||
if (range_max >= 0)
|
||||
max = std::min(range_max, max);
|
||||
|
||||
@@ -373,7 +373,7 @@ void Mesh::draw(float x, float y, float angle, float sx, float sy, float ox, flo
|
||||
}
|
||||
else
|
||||
{
|
||||
int max = vertex_count - 1;
|
||||
int max = (int) vertex_count - 1;
|
||||
if (range_max >= 0)
|
||||
max = std::min(range_max, max);
|
||||
|
||||
|
||||
@@ -116,7 +116,7 @@ void OpenGL::setupContext()
|
||||
state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
|
||||
|
||||
// Retrieve currently bound textures for each texture unit.
|
||||
for (size_t i = 0; i < state.textureUnits.size(); i++)
|
||||
for (int i = 0; i < (int) state.textureUnits.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[i]);
|
||||
|
||||
@@ -889,7 +889,7 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
|
||||
|
||||
{
|
||||
VertexBuffer::Bind ibo_bind(*ibo.getVertexBuffer());
|
||||
gl.drawElements(GL_TRIANGLES, ibo.getIndexCount(pCount), ibo.getType(), ibo.getPointer(0));
|
||||
gl.drawElements(GL_TRIANGLES, (GLsizei) ibo.getIndexCount(pCount), ibo.getType(), ibo.getPointer(0));
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(ATTRIB_TEXCOORD);
|
||||
@@ -990,7 +990,7 @@ void ParticleSystem::update(float dt)
|
||||
{
|
||||
s = t * (float) k; // [0:numquads-1] (clamped below)
|
||||
i = (s > 0.0f) ? (size_t) s : 0;
|
||||
p->quadIndex = (i < k) ? i : k - 1;
|
||||
p->quadIndex = (int) ((i < k) ? i : k - 1);
|
||||
}
|
||||
|
||||
// Next particle.
|
||||
|
||||
@@ -369,9 +369,9 @@ void Polyline::draw()
|
||||
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
|
||||
if (use_quad_indices)
|
||||
gl.drawElements(draw_mode, (vertex_count / 4) * 6, GL_UNSIGNED_SHORT, indices);
|
||||
gl.drawElements(draw_mode, (int) (vertex_count / 4) * 6, GL_UNSIGNED_SHORT, indices);
|
||||
else
|
||||
gl.drawArrays(draw_mode, 0, vertex_count);
|
||||
gl.drawArrays(draw_mode, 0, (int) vertex_count);
|
||||
|
||||
if (overdraw)
|
||||
{
|
||||
@@ -385,9 +385,9 @@ void Polyline::draw()
|
||||
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, overdraw);
|
||||
|
||||
if (use_quad_indices)
|
||||
gl.drawElements(draw_mode, (overdraw_vertex_count / 4) * 6, GL_UNSIGNED_SHORT, indices);
|
||||
gl.drawElements(draw_mode, (int) (overdraw_vertex_count / 4) * 6, GL_UNSIGNED_SHORT, indices);
|
||||
else
|
||||
gl.drawArrays(draw_mode, 0, overdraw_vertex_count);
|
||||
gl.drawArrays(draw_mode, 0, (int) overdraw_vertex_count);
|
||||
|
||||
glDisableVertexAttribArray(ATTRIB_COLOR);
|
||||
|
||||
|
||||
@@ -401,7 +401,7 @@ void Shader::attach(bool temporary)
|
||||
for (size_t i = 0; i < activeTexUnits.size(); ++i)
|
||||
{
|
||||
if (activeTexUnits[i] > 0)
|
||||
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
|
||||
gl.bindTextureToUnit(activeTexUnits[i], (int) i + 1, false);
|
||||
}
|
||||
|
||||
// We always want to use texture unit 0 for everyhing else.
|
||||
@@ -589,7 +589,7 @@ int Shader::getTextureUnit(const std::string &name)
|
||||
if (freeunit_it != textureCounters.end())
|
||||
{
|
||||
// we don't want to use unit 0
|
||||
texunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
|
||||
texunit = (int) std::distance(textureCounters.begin(), freeunit_it) + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -600,7 +600,7 @@ int Shader::getTextureUnit(const std::string &name)
|
||||
throw love::Exception("No more texture units available for shader.");
|
||||
|
||||
// we don't want to use unit 0
|
||||
texunit = std::distance(activeTexUnits.begin(), nextunit_it) + 1;
|
||||
texunit = (int) std::distance(activeTexUnits.begin(), nextunit_it) + 1;
|
||||
}
|
||||
|
||||
texUnitPool[name] = texunit;
|
||||
|
||||
@@ -263,7 +263,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
|
||||
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), array_buf->getPointer(texel_offset));
|
||||
|
||||
gl.prepareDraw();
|
||||
gl.drawElements(GL_TRIANGLES, element_buf.getIndexCount(next), element_buf.getType(), element_buf.getPointer(0));
|
||||
gl.drawElements(GL_TRIANGLES, (GLsizei) element_buf.getIndexCount(next), element_buf.getType(), element_buf.getPointer(0));
|
||||
|
||||
glDisableVertexAttribArray(ATTRIB_TEXCOORD);
|
||||
glDisableVertexAttribArray(ATTRIB_POS);
|
||||
|
||||
@@ -365,13 +365,13 @@ void VertexIndex::fill()
|
||||
|
||||
for (size_t i = 0; i < maxSize; ++i)
|
||||
{
|
||||
indices[i*6+0] = i * 4 + 0;
|
||||
indices[i*6+1] = i * 4 + 1;
|
||||
indices[i*6+2] = i * 4 + 2;
|
||||
indices[i*6+0] = T(i * 4 + 0);
|
||||
indices[i*6+1] = T(i * 4 + 1);
|
||||
indices[i*6+2] = T(i * 4 + 2);
|
||||
|
||||
indices[i*6+3] = i * 4 + 0;
|
||||
indices[i*6+4] = i * 4 + 2;
|
||||
indices[i*6+5] = i * 4 + 3;
|
||||
indices[i*6+3] = T(i * 4 + 0);
|
||||
indices[i*6+4] = T(i * 4 + 2);
|
||||
indices[i*6+5] = T(i * 4 + 3);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ int w_Font_getWrap(lua_State *L)
|
||||
|
||||
luax_catchexcept(L, [&]() {
|
||||
t->getWrap(str, wrap, lines, &widths);
|
||||
numlines = lines.size();
|
||||
numlines = (int) lines.size();
|
||||
});
|
||||
|
||||
for (int width : widths)
|
||||
|
||||
@@ -526,7 +526,7 @@ int w_newMesh(lua_State *L)
|
||||
// Get the vertices from the table.
|
||||
for (size_t i = 1; i <= vertex_count; i++)
|
||||
{
|
||||
lua_rawgeti(L, 1, i);
|
||||
lua_rawgeti(L, 1, (int) i);
|
||||
|
||||
if (lua_type(L, -1) != LUA_TTABLE)
|
||||
return luax_typerror(L, 1, "table of tables");
|
||||
@@ -923,7 +923,7 @@ int w_setCanvas(lua_State *L)
|
||||
|
||||
if (is_table)
|
||||
{
|
||||
for (size_t i = 1; i <= lua_objlen(L, 1); i++)
|
||||
for (int i = 1; i <= (int) lua_objlen(L, 1); i++)
|
||||
{
|
||||
lua_rawgeti(L, 1, i);
|
||||
canvases.push_back(luax_checkcanvas(L, -1));
|
||||
@@ -1259,7 +1259,7 @@ int w_line(lua_State *L)
|
||||
bool is_table = false;
|
||||
if (args == 1 && lua_istable(L, 1))
|
||||
{
|
||||
args = lua_objlen(L, 1);
|
||||
args = (int) lua_objlen(L, 1);
|
||||
is_table = true;
|
||||
}
|
||||
|
||||
@@ -1360,7 +1360,7 @@ int w_polygon(lua_State *L)
|
||||
float *coords;
|
||||
if (args == 1 && lua_istable(L, 2))
|
||||
{
|
||||
args = lua_objlen(L, 2);
|
||||
args = (int) lua_objlen(L, 2);
|
||||
is_table = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -102,12 +102,12 @@ int w_Mesh_setVertices(lua_State *L)
|
||||
{
|
||||
Mesh *t = luax_checkmesh(L, 1);
|
||||
|
||||
size_t vertex_count = lua_objlen(L, 2);
|
||||
int vertex_count = (int) lua_objlen(L, 2);
|
||||
std::vector<Vertex> vertices;
|
||||
vertices.reserve(vertex_count);
|
||||
|
||||
// Get the vertices from the table.
|
||||
for (size_t i = 1; i <= vertex_count; i++)
|
||||
for (int i = 1; i <= vertex_count; i++)
|
||||
{
|
||||
lua_rawgeti(L, 2, i);
|
||||
|
||||
@@ -144,13 +144,13 @@ int w_Mesh_getVertices(lua_State *L)
|
||||
|
||||
const Vertex *vertices = t->getVertices();
|
||||
|
||||
size_t count = t->getVertexCount();
|
||||
int count = (int) t->getVertexCount();
|
||||
lua_createtable(L, count, 0);
|
||||
|
||||
if (count == 0 || vertices == nullptr)
|
||||
return 1;
|
||||
|
||||
for (size_t i = 0; i < count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Create vertex table.
|
||||
lua_createtable(L, 8, 0);
|
||||
@@ -199,7 +199,7 @@ int w_Mesh_setVertexMap(lua_State *L)
|
||||
Mesh *t = luax_checkmesh(L, 1);
|
||||
|
||||
bool is_table = lua_istable(L, 2);
|
||||
int nargs = is_table ? lua_objlen(L, 2) : lua_gettop(L) - 1;
|
||||
int nargs = is_table ? (int) lua_objlen(L, 2) : lua_gettop(L) - 1;
|
||||
|
||||
std::vector<uint32> vertexmap;
|
||||
vertexmap.reserve(nargs);
|
||||
@@ -227,11 +227,11 @@ int w_Mesh_getVertexMap(lua_State *L)
|
||||
std::vector<uint32> vertex_map;
|
||||
luax_catchexcept(L, [&](){ t->getVertexMap(vertex_map); });
|
||||
|
||||
size_t element_count = vertex_map.size();
|
||||
int element_count = (int) vertex_map.size();
|
||||
|
||||
lua_createtable(L, element_count, 0);
|
||||
|
||||
for (size_t i = 0; i < element_count; i++)
|
||||
for (int i = 0; i < element_count; i++)
|
||||
{
|
||||
lua_pushinteger(L, lua_Integer(vertex_map[i]) + 1);
|
||||
lua_rawseti(L, -2, i + 1);
|
||||
|
||||
@@ -381,7 +381,7 @@ int w_ParticleSystem_setSizes(lua_State *L)
|
||||
{
|
||||
std::vector<float> sizes(nSizes);
|
||||
for (size_t i = 0; i < nSizes; ++i)
|
||||
sizes[i] = luax_checkfloat(L, 1 + i + 1);
|
||||
sizes[i] = luax_checkfloat(L, (int) (1 + i + 1));
|
||||
|
||||
t->setSizes(sizes);
|
||||
}
|
||||
@@ -396,7 +396,7 @@ int w_ParticleSystem_getSizes(lua_State *L)
|
||||
for (size_t i = 0; i < sizes.size(); i++)
|
||||
lua_pushnumber(L, sizes[i]);
|
||||
|
||||
return sizes.size();
|
||||
return (int) sizes.size();
|
||||
}
|
||||
|
||||
int w_ParticleSystem_setSizeVariation(lua_State *L)
|
||||
@@ -494,14 +494,14 @@ int w_ParticleSystem_setColors(lua_State *L)
|
||||
|
||||
if (lua_istable(L, 2)) // setColors({r,g,b,a}, {r,g,b,a}, ...)
|
||||
{
|
||||
size_t nColors = lua_gettop(L) - 1;
|
||||
int nColors = (int) lua_gettop(L) - 1;
|
||||
|
||||
if (nColors > 8)
|
||||
return luaL_error(L, "At most eight (8) colors may be used.");
|
||||
|
||||
std::vector<Color> colors(nColors);
|
||||
|
||||
for (size_t i = 0; i < nColors; i++)
|
||||
for (int i = 0; i < nColors; i++)
|
||||
{
|
||||
luaL_checktype(L, i + 2, LUA_TTABLE);
|
||||
|
||||
@@ -528,7 +528,7 @@ int w_ParticleSystem_setColors(lua_State *L)
|
||||
else // setColors(r,g,b,a, r,g,b,a, ...)
|
||||
{
|
||||
int cargs = lua_gettop(L) - 1;
|
||||
size_t nColors = (cargs + 3) / 4; // nColors = ceil(color_args / 4)
|
||||
int nColors = (cargs + 3) / 4; // nColors = ceil(color_args / 4)
|
||||
|
||||
if (cargs != 3 && (cargs % 4 != 0 || cargs == 0))
|
||||
return luaL_error(L, "Expected red, green, blue, and alpha. Only got %d of 4 components.", cargs % 4);
|
||||
@@ -547,7 +547,7 @@ int w_ParticleSystem_setColors(lua_State *L)
|
||||
else
|
||||
{
|
||||
std::vector<Color> colors(nColors);
|
||||
for (size_t i = 0; i < nColors; ++i)
|
||||
for (int i = 0; i < nColors; ++i)
|
||||
{
|
||||
unsigned char r = (unsigned char) luaL_checkinteger(L, 1 + i*4 + 1);
|
||||
unsigned char g = (unsigned char) luaL_checkinteger(L, 1 + i*4 + 2);
|
||||
@@ -582,7 +582,7 @@ int w_ParticleSystem_getColors(lua_State *L)
|
||||
lua_rawseti(L, -2, 4);
|
||||
}
|
||||
|
||||
return colors.size();
|
||||
return (int) colors.size();
|
||||
}
|
||||
|
||||
int w_ParticleSystem_setQuads(lua_State *L)
|
||||
@@ -592,7 +592,7 @@ int w_ParticleSystem_setQuads(lua_State *L)
|
||||
|
||||
if (lua_istable(L, 2))
|
||||
{
|
||||
for (size_t i = 1; i <= lua_objlen(L, 2); i++)
|
||||
for (int i = 1; i <= (int) lua_objlen(L, 2); i++)
|
||||
{
|
||||
lua_rawgeti(L, 2, i);
|
||||
|
||||
@@ -622,7 +622,7 @@ int w_ParticleSystem_getQuads(lua_State *L)
|
||||
|
||||
lua_createtable(L, (int) quads.size(), 0);
|
||||
|
||||
for (size_t i = 0; i < quads.size(); i++)
|
||||
for (int i = 0; i < (int) quads.size(); i++)
|
||||
{
|
||||
luax_pushtype(L, "Quad", GRAPHICS_QUAD_T, quads[i]);
|
||||
lua_rawseti(L, -2, i + 1);
|
||||
|
||||
@@ -87,7 +87,7 @@ static T *_getVectors(lua_State *L, int count, size_t &dimension)
|
||||
return 0;
|
||||
}
|
||||
|
||||
for (size_t k = 1; k <= dimension; ++k)
|
||||
for (int k = 1; k <= (int) dimension; ++k)
|
||||
{
|
||||
lua_rawgeti(L, 3 + i, k);
|
||||
if (lua_isnumber(L, -1))
|
||||
@@ -132,7 +132,7 @@ int w_Shader_sendInt(lua_State *L)
|
||||
bool should_error = false;
|
||||
try
|
||||
{
|
||||
shader->sendInt(name, dimension, values, count);
|
||||
shader->sendInt(name, (int) dimension, values, count);
|
||||
}
|
||||
catch (love::Exception &e)
|
||||
{
|
||||
@@ -173,7 +173,7 @@ int w_Shader_sendFloat(lua_State *L)
|
||||
bool should_error = false;
|
||||
try
|
||||
{
|
||||
shader->sendFloat(name, dimension, values, count);
|
||||
shader->sendFloat(name, (int) dimension, values, count);
|
||||
}
|
||||
catch (love::Exception &e)
|
||||
{
|
||||
@@ -199,7 +199,7 @@ int w_Shader_sendMatrix(lua_State *L)
|
||||
return luax_typerror(L, 3, "matrix table");
|
||||
|
||||
lua_getfield(L, 3, "dimension");
|
||||
int dimension = lua_tointeger(L, -1);
|
||||
int dimension = (int) lua_tointeger(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
if (dimension < 2 || dimension > 4)
|
||||
@@ -217,7 +217,7 @@ int w_Shader_sendMatrix(lua_State *L)
|
||||
// a dimension of mind. You're moving into a land of both shadow
|
||||
// and substance, of things and ideas. You've just crossed over
|
||||
// into... the Twilight Zone.
|
||||
int other_dimension = lua_tointeger(L, -1);
|
||||
int other_dimension = (int) lua_tointeger(L, -1);
|
||||
delete[] values;
|
||||
return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
|
||||
3+i, dimension, dimension, other_dimension, other_dimension);
|
||||
@@ -258,19 +258,19 @@ static void w_convertMatrices(lua_State *L, int idx)
|
||||
for (int matrix = idx; matrix < idx + matrixcount; matrix++)
|
||||
{
|
||||
luaL_checktype(L, matrix, LUA_TTABLE);
|
||||
int dimension = lua_objlen(L, matrix);
|
||||
int dimension = (int) lua_objlen(L, matrix);
|
||||
|
||||
int newi = 1;
|
||||
lua_createtable(L, dimension * dimension, 0);
|
||||
|
||||
// Collapse {{a,b,c}, {d,e,f}, ...} to {a,b,c, d,e,f, ...}
|
||||
for (size_t i = 1; i <= lua_objlen(L, matrix); i++)
|
||||
for (int i = 1; i <= (int) lua_objlen(L, matrix); i++)
|
||||
{
|
||||
// Push args[matrix][i] onto the stack.
|
||||
lua_rawgeti(L, matrix, i);
|
||||
luaL_checktype(L, -1, LUA_TTABLE);
|
||||
|
||||
for (size_t j = 1; j <= lua_objlen(L, -1); j++)
|
||||
for (int j = 1; j <= (int) lua_objlen(L, -1); j++)
|
||||
{
|
||||
// Push args[matrix[i][j] onto the stack.
|
||||
lua_rawgeti(L, -1, j);
|
||||
|
||||
@@ -78,7 +78,7 @@ int w_SpriteBatch_add(lua_State *L)
|
||||
int w_SpriteBatch_set(lua_State *L)
|
||||
{
|
||||
SpriteBatch *t = luax_checkspritebatch(L, 1);
|
||||
int id = luaL_checkinteger(L, 2);
|
||||
int id = luaL_checkint(L, 2);
|
||||
|
||||
Quad *quad = nullptr;
|
||||
int startidx = 3;
|
||||
|
||||
Reference in New Issue
Block a user