Fixed build warnings in wxWidgets GUI.
This commit is contained in:
parent
54d260846f
commit
ec6ba93665
9 changed files with 40 additions and 60 deletions
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@ -15,7 +15,7 @@ typedef struct
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{
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char name[8];
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CPU *cpus;
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} cpu[4];
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} cpu[5];
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int fixed_gfxcard;
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int flags;
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int min_ram, max_ram;
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@ -23,7 +23,7 @@ static int romstolist[ROM_MAX], listtomodel[ROM_MAX], romstomodel[ROM_MAX],
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modeltolist[ROM_MAX];
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static int settings_sound_to_list[20], settings_list_to_sound[20];
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static int settings_mouse_to_list[20], settings_list_to_mouse[20];
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static int settings_network_to_list[20], settings_list_to_network[20];
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//static int settings_network_to_list[20], settings_list_to_network[20];
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static char *hdd_names[16];
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int has_been_inited = 0;
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@ -55,14 +55,14 @@ static int mouse_valid(int type, int model)
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return 1;
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}
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static int mpu401_available(int sound_card)
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/*static int mpu401_available(int sound_card)
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{
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char* name = sound_card_get_internal_name(sound_card);
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if (name && (!strcmp(name, "sb16") || !strcmp(name, "sbawe32")))
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return TRUE;
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return FALSE;
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}
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}*/
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static void recalc_vid_list(void* hdlg, int model)
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{
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@ -210,17 +210,14 @@ int config_dlgsave(void* hdlg)
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{
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char temp_str[256];
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void* h;
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int c, d;
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int rom, gfx, fpu;
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int c;
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int gfx, fpu;
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int temp_cpu, temp_cpu_m, temp_model;
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int temp_GAMEBLASTER, temp_GUS, temp_SSI2001, temp_voodoo, temp_sound_card_current;
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int temp_dynarec;
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int cpu_flags;
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int temp_fda_type, temp_fdb_type;
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int temp_joystick_type;
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int cpu_type;
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int temp_mouse_type;
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int hdd_changed;
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int hdd_changed = 0;
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char s[260];
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PcemHDC hd[4];
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@ -412,16 +409,13 @@ int config_dlgproc(void* hdlg, int message, INT_PARAM wParam, LONG_PARAM lParam)
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char temp_str[256];
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void* h;
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int c, d;
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int rom, gfx, mem, fpu;
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int gfx, mem;
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int temp_cpu, temp_cpu_m, temp_model;
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int temp_GAMEBLASTER, temp_GUS, temp_SSI2001, temp_voodoo, temp_sound_card_current;
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int temp_sound_card_current;
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int temp_dynarec;
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int cpu_flags;
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int temp_fda_type, temp_fdb_type;
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int temp_joystick_type;
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int cpu_type;
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int temp_mouse_type;
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int hdd_changed;
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switch (message)
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{
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@ -945,6 +939,7 @@ int config_dlgproc(void* hdlg, int message, INT_PARAM wParam, LONG_PARAM lParam)
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return 0;
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}
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}
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return 0;
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}
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static struct
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@ -1094,7 +1089,6 @@ static int hdnew_dlgproc(void* hdlg, int message, INT_PARAM wParam, LONG_PARAM l
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int c;
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PcemHDC hd[4];
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FILE *f;
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uint8_t buf[512];
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int hd_type;
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switch (message)
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@ -1412,7 +1406,6 @@ int hdconf_init(void* hdlg)
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int hdconf_update(void* hdlg)
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{
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char s[260];
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void* h;
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int is_mfm = hdd_controller_selected_is_mfm(hdlg);
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@ -1896,7 +1889,6 @@ int hdconf_dlgproc(void* hdlg, int message, INT_PARAM wParam, LONG_PARAM lParam)
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int config_dialog_proc(void* hdlg, int message, INT_PARAM wParam, LONG_PARAM lParam)
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{
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void* h;
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switch (message)
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{
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case WX_INITDIALOG:
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@ -10,7 +10,7 @@ extern int config_open(void* hwnd);
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static void select_config(void* hdlg, char* name)
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{
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char s[512];
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int num, c, p;
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int num, c;
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void* h;
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h = wx_getdlgitem(hdlg, WX_ID("IDC_LIST"));
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@ -173,7 +173,6 @@ int deviceconfig_dlgproc(void* hdlg, int message, INT_PARAM wParam,
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{
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device_config_selection_t *selection = config->selection;
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void* h = 0;
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int val_int;
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switch (config->type)
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{
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@ -41,7 +41,7 @@ static char* load_file(const char* fn)
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char* data = malloc(fsize+1);
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long read = fread(data, fsize, 1, f);
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fread(data, fsize, 1, f);
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fclose(f);
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data[fsize] = 0;
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@ -299,7 +299,7 @@ static void create_texture(struct shader_texture* tex)
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if (tex->height > max_texture_size)
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tex->height = max_texture_size;
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pclog("Create texture with size %dx%d\n", tex->width, tex->height);
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glGenTextures(1, &tex->id);
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glGenTextures(1, (GLuint *)&tex->id);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex->wrap_mode);
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@ -314,7 +314,7 @@ static void create_texture(struct shader_texture* tex)
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static void delete_texture(struct shader_texture* tex)
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{
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if (tex->id > 0)
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glDeleteTextures(1, &tex->id);
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glDeleteTextures(1, (GLuint *)&tex->id);
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tex->id = 0;
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}
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@ -322,7 +322,7 @@ static void delete_fbo(struct shader_fbo* fbo)
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{
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if (fbo->id >= 0)
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{
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glw->glDeleteFramebuffers(1, &fbo->id);
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glw->glDeleteFramebuffers(1, (GLuint *)&fbo->id);
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delete_texture(&fbo->texture);
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}
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}
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@ -336,9 +336,9 @@ static void delete_program(struct shader_program* program)
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static void delete_vbo(struct shader_vbo* vbo)
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{
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if (vbo->color >= 0) glw->glDeleteBuffers(1, &vbo->color);
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glw->glDeleteBuffers(1, &vbo->vertex_coord);
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glw->glDeleteBuffers(1, &vbo->tex_coord);
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if (vbo->color >= 0) glw->glDeleteBuffers(1, (GLuint *)&vbo->color);
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glw->glDeleteBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glDeleteBuffers(1, (GLuint *)&vbo->tex_coord);
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}
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static void delete_pass(struct shader_pass* pass)
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@ -346,7 +346,7 @@ static void delete_pass(struct shader_pass* pass)
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delete_fbo(&pass->fbo);
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delete_vbo(&pass->vbo);
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delete_program(&pass->program);
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glw->glDeleteVertexArrays(1, &pass->vertex_array);
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glw->glDeleteVertexArrays(1, (GLuint *)&pass->vertex_array);
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}
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static void delete_prev(struct shader_prev* prev)
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@ -387,7 +387,7 @@ static void create_fbo(struct shader_fbo* fbo)
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{
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create_texture(&fbo->texture);
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glw->glGenFramebuffers(1, &fbo->id);
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glw->glGenFramebuffers(1, (GLuint *)&fbo->id);
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glw->glBindFramebuffer(GL_FRAMEBUFFER, fbo->id);
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glw->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->texture.id, 0);
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@ -435,8 +435,8 @@ static void recreate_fbo(struct shader_fbo* fbo, int width, int height)
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{
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if (width != fbo->texture.width || height != fbo->texture.height)
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{
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glw->glDeleteFramebuffers(1, &fbo->id);
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glDeleteTextures(1, &fbo->texture.id);
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glw->glDeleteFramebuffers(1, (GLuint *)&fbo->id);
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glDeleteTextures(1, (GLuint *)&fbo->texture.id);
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fbo->texture.width = width;
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fbo->texture.height = height;
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create_fbo(fbo);
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@ -450,7 +450,7 @@ static int create_default_shader_tex(struct shader_pass* pass)
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!compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_tex_src, &pass->program.fragment_shader) ||
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!create_program(&pass->program))
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return 0;
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glw->glGenVertexArrays(1, &pass->vertex_array);
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glw->glGenVertexArrays(1, (GLuint *)&pass->vertex_array);
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struct shader_uniforms* u = &pass->uniforms;
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int p = pass->program.id;
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@ -472,7 +472,7 @@ static int create_default_shader_color(struct shader_pass* pass)
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!compile_shader(GL_FRAGMENT_SHADER, 0, fragment_shader_default_color_src, &pass->program.fragment_shader) ||
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!create_program(&pass->program))
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return 0;
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glw->glGenVertexArrays(1, &pass->vertex_array);
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glw->glGenVertexArrays(1, (GLuint *)&pass->vertex_array);
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struct shader_uniforms* u = &pass->uniforms;
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int p = pass->program.id;
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@ -644,7 +644,7 @@ static glsl_t* load_glslp(glsl_t* glsl, int num_shader, const char* f)
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}
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pass->frame_count_mod = shader->frame_count_mod;
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glw->glGenVertexArrays(1, &pass->vertex_array);
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glw->glGenVertexArrays(1, (GLuint *)&pass->vertex_array);
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find_uniforms(gshader, i);
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setup_scale(shader, pass);
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if (i == p->num_shaders-1) /* last pass may or may not be an fbo depending on scale */
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@ -711,8 +711,6 @@ static glsl_t* load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
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const char* f = shaders[i];
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if (f && strlen(f))
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{
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struct glsl_shader* shader = &glsl->shaders[num-i-1];
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if (!load_glslp(glsl, i, f))
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{
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failed = 1;
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@ -800,9 +798,6 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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create_texture(&scene_texture);
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GLint status;
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char buffer[512];
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/* load shader */
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// const char* shaders[1];
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// shaders[0] = gl3_shader_file;
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@ -868,12 +863,12 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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struct shader_vbo* vbo = &active_shader->scene.vbo;
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glw->glGenBuffers(1, &vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(inv_vertex), inv_vertex, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(active_shader->scene.uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), (GLvoid*)0);
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glw->glGenBuffers(1, &vbo->tex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->tex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
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glw->glVertexAttribPointer(active_shader->scene.uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2*sizeof(GLfloat), (GLvoid*)0);
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@ -891,20 +886,20 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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struct shader_vbo* vbo = &shader->passes[i].vbo;
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glw->glGenBuffers(1, &vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(u->vertex_coord, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), (GLvoid*)0);
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glw->glGenBuffers(1, &vbo->tex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->tex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
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glw->glVertexAttribPointer(u->tex_coord, 2, GL_FLOAT, GL_TRUE, 2*sizeof(GLfloat), (GLvoid*)0);
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if (u->color)
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{
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glw->glGenBuffers(1, &vbo->color);
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glw->glGenBuffers(1, (GLuint *)&vbo->color);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->color);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(u->color, 4, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (GLvoid*)0);
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@ -924,12 +919,12 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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glw->glBindVertexArray(prev_pass->vertex_array);
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glw->glGenBuffers(1, &vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(prev_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), (GLvoid*)0);
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glw->glGenBuffers(1, &vbo->tex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->tex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
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glw->glVertexAttribPointer(prev_pass->uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2*sizeof(GLfloat), (GLvoid*)0);
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@ -939,11 +934,11 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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struct shader_prev* prev = &shader->prev[j];
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struct shader_vbo* prev_vbo = &prev->vbo;
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glw->glGenBuffers(1, &prev_vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&prev_vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, prev_vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
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glw->glGenBuffers(1, &prev_vbo->tex_coord);
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glw->glGenBuffers(1, (GLuint *)&prev_vbo->tex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, prev_vbo->tex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
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}
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@ -960,12 +955,12 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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struct shader_vbo* vbo = &final_pass->vbo;
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glw->glGenBuffers(1, &vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(final_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), (GLvoid*)0);
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glw->glGenBuffers(1, &vbo->tex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->tex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->tex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_DYNAMIC_DRAW);
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glw->glVertexAttribPointer(final_pass->uniforms.tex_coord, 2, GL_FLOAT, GL_TRUE, 2*sizeof(GLfloat), (GLvoid*)0);
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@ -979,12 +974,12 @@ int gl3_init(SDL_Window* window, sdl_render_driver requested_render_driver, BITM
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struct shader_vbo* vbo = &color_pass->vbo;
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glw->glGenBuffers(1, &vbo->vertex_coord);
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glw->glGenBuffers(1, (GLuint *)&vbo->vertex_coord);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->vertex_coord);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW);
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glw->glVertexAttribPointer(color_pass->uniforms.vertex_coord, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), (GLvoid*)0);
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glw->glGenBuffers(1, &vbo->color);
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glw->glGenBuffers(1, (GLuint *)&vbo->color);
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glw->glBindBuffer(GL_ARRAY_BUFFER, vbo->color);
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glw->glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_DYNAMIC_DRAW);
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glw->glVertexAttribPointer(color_pass->uniforms.color, 4, GL_FLOAT, GL_TRUE, 4*sizeof(GLfloat), (GLvoid*)0);
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@ -1058,8 +1053,6 @@ struct render_data {
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static void render_pass(struct render_data* data)
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{
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int i;
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char s[64];
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GLint loc;
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GLuint texture_unit = 0;
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// pclog("pass %d: %gx%g, %gx%g -> %gx%g, %gx%g, %gx%g\n", num_pass, pass->state.input_size[0], pass->state.input_size[1], pass->state.input_texture_size[0], pass->state.input_texture_size[1], pass->state.output_size[0], pass->state.output_size[1], pass->state.output_texture_size[0], pass->state.output_texture_size[1], output_size[0], output_size[1]);
|
||||
|
|
@ -1207,7 +1200,6 @@ void gl3_present(SDL_Window* window, SDL_Rect video_rect, SDL_Rect window_rect,
|
|||
return;
|
||||
|
||||
int s, i, j;
|
||||
GLuint p;
|
||||
|
||||
Uint32 ticks = SDL_GetTicks();
|
||||
|
||||
|
|
@ -1292,7 +1284,6 @@ void gl3_present(SDL_Window* window, SDL_Rect video_rect, SDL_Rect window_rect,
|
|||
for (s = 0; s < active_shader->num_shaders; ++s)
|
||||
{
|
||||
struct glsl_shader* shader = &active_shader->shaders[s];
|
||||
int last_shader = s == active_shader->num_shaders-1;
|
||||
|
||||
// float refresh_rate = shader->shader_refresh_rate;
|
||||
// if (refresh_rate < 0)
|
||||
|
|
|
|||
|
|
@ -47,7 +47,6 @@ static void add_shader(int p, const char* s)
|
|||
|
||||
static int shader_list_update(void* hdlg)
|
||||
{
|
||||
char s[512];
|
||||
int c;
|
||||
void* h;
|
||||
int num = 0;
|
||||
|
|
@ -172,7 +171,6 @@ static int shader_manager_dlgproc(void* hdlg, int message, INT_PARAM wParam, LON
|
|||
}
|
||||
else if (wParam == WX_ID("IDC_REMOVE"))
|
||||
{
|
||||
char name[64];
|
||||
void* h;
|
||||
int c;
|
||||
h = wx_getdlgitem(hdlg, WX_ID("IDC_LIST"));
|
||||
|
|
|
|||
|
|
@ -138,7 +138,7 @@ void StatusPane::Render(wxDC& dc)
|
|||
size = dc.GetTextExtent(s);
|
||||
dc.DrawText(s, x, height+5+(bitmap.GetHeight()-size.y)/2);
|
||||
width = MAX(width, x+size.x);
|
||||
height = MAX(height, height+5+MAX(bitmap.GetHeight(), size.y));
|
||||
height = height+5+MAX(bitmap.GetHeight(), size.y);
|
||||
} else {
|
||||
x -= bitmap.GetWidth();
|
||||
dc.DrawBitmap(bitmap, x, 5);
|
||||
|
|
|
|||
|
|
@ -280,7 +280,7 @@ int wx_sendmessage(void* window, int type, INT_PARAM param1, LONG_PARAM param2)
|
|||
((wxComboBox*) window)->Append((char*) param2);
|
||||
break;
|
||||
case WX_CB_SETCURSEL:
|
||||
if (param1 >= 0 && param1 < ((wxComboBox*) window)->GetCount())
|
||||
if (param1 >= 0 && param1 < (int)((wxComboBox*) window)->GetCount())
|
||||
((wxComboBox*) window)->Select(param1);
|
||||
break;
|
||||
case WX_CB_GETCURSEL:
|
||||
|
|
|
|||
Loading…
Reference in a new issue