mirror of
https://github.com/The-Powder-Toy/The-Powder-Toy.git
synced 2025-08-31 03:39:57 +02:00
Fix some warnings
This commit is contained in:
@@ -22,7 +22,7 @@ void SetFpsLimit(FpsLimit newFpsLimit)
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emscripten_set_main_loop(MainLoopBody, 0, 0);
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emscripten_set_main_loop(MainLoopBody, 0, 0);
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mainLoopSet = true;
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mainLoopSet = true;
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}
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}
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if (auto *fpsLimitVsync = std::get_if<FpsLimitVsync>(&newFpsLimit))
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if (std::get_if<FpsLimitVsync>(&newFpsLimit))
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{
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{
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emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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std::cerr << "implicit fps limit via vsync" << std::endl;
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std::cerr << "implicit fps limit via vsync" << std::endl;
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@@ -359,7 +359,7 @@ OptionsView::OptionsView() : ui::Window(ui::Point(-1, -1), ui::Point(320, 340))
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addSeparator();
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addSeparator();
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auto *creditsButton = new ui::Button(ui::Point(10, currentY), ui::Point(90, 16), "Credits");
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auto *creditsButton = new ui::Button(ui::Point(10, currentY), ui::Point(90, 16), "Credits");
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creditsButton->SetActionCallback({ [this] {
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creditsButton->SetActionCallback({ [] {
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auto *credits = new Credits();
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auto *credits = new Credits();
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ui::Engine::Ref().ShowWindow(credits);
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ui::Engine::Ref().ShowWindow(credits);
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} });
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} });
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@@ -49,7 +49,7 @@ RenderView::RenderView():
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renderModes.push_back(renderModeCheckbox);
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renderModes.push_back(renderModeCheckbox);
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renderModeCheckbox->mode = mode;
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renderModeCheckbox->mode = mode;
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renderModeCheckbox->SetIcon(icon);
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renderModeCheckbox->SetIcon(icon);
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renderModeCheckbox->SetActionCallback({ [this, renderModeCheckbox] {
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renderModeCheckbox->SetActionCallback({ [this] {
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auto renderMode = CalculateRenderMode();
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auto renderMode = CalculateRenderMode();
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c->SetRenderMode(renderMode);
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c->SetRenderMode(renderMode);
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} });
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} });
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@@ -364,11 +364,11 @@ AnyType CommandInterface::tptS_set(std::deque<String> * words)
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// assume that value can be anything
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// assume that value can be anything
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if (value.GetType() == TypeNumber && propInfo.Type == StructProperty::Float)
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if (value.GetType() == TypeNumber && propInfo.Type == StructProperty::Float)
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{
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{
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value = FloatType(NumberType(value).Value());
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value = FloatType(float(NumberType(value).Value()));
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}
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}
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if (value.GetType() == TypeFloat && propInfo.Type != StructProperty::Float)
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if (value.GetType() == TypeFloat && propInfo.Type != StructProperty::Float)
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{
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{
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value = NumberType(FloatType(value).Value());
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value = NumberType(int(FloatType(value).Value()));
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}
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}
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// value can still be almost anything, but if it was NumberType or FloatType,
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// value can still be almost anything, but if it was NumberType or FloatType,
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// at least it now matches the float-ness, if not the signedness, of prop
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// at least it now matches the float-ness, if not the signedness, of prop
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