Fix some clang compiler warnings (#14654)

* Fix some clang compiler warnings

* Get rid of sdl_supports_primary_selection

* Fix draw2DImage hiding overloaded virtual function
This commit is contained in:
Lars Müller 2024-05-15 19:56:25 +02:00 committed by GitHub
parent 93f4844c9c
commit 5c187363b2
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GPG Key ID: B5690EEEBB952194
10 changed files with 12 additions and 69 deletions

@ -29,18 +29,6 @@
#include "fast_atof.h"
#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
static const bool sdl_supports_primary_selection = [] {
#if SDL_VERSION_ATLEAST(2, 25, 0)
SDL_version linked_version;
SDL_GetVersion(&linked_version);
return (linked_version.major == 2 && linked_version.minor >= 25) || linked_version.major > 2;
#else
return false;
#endif
}();
#endif
namespace irr
{
@ -131,8 +119,7 @@ void COSOperator::copyToPrimarySelection(const c8 *text) const
#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#if SDL_VERSION_ATLEAST(2, 25, 0)
if (sdl_supports_primary_selection)
SDL_SetPrimarySelectionText(text);
SDL_SetPrimarySelectionText(text);
#endif
#elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
@ -195,11 +182,9 @@ const c8 *COSOperator::getTextFromPrimarySelection() const
{
#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#if SDL_VERSION_ATLEAST(2, 25, 0)
if (sdl_supports_primary_selection) {
SDL_free(PrimarySelectionText);
PrimarySelectionText = SDL_GetPrimarySelectionText();
return PrimarySelectionText;
}
SDL_free(PrimarySelectionText);
PrimarySelectionText = SDL_GetPrimarySelectionText();
return PrimarySelectionText;
#endif
return 0;

@ -704,12 +704,6 @@ IRenderTarget *COpenGL3DriverBase::addRenderTarget()
return renderTarget;
}
// small helper function to create vertex buffer object adress offsets
static inline u8 *buffer_offset(const long offset)
{
return ((u8 *)0 + offset);
}
//! draws a vertex primitive list
void COpenGL3DriverBase::drawVertexPrimitiveList(const void *vertices, u32 vertexCount,
const void *indexList, u32 primitiveCount,

@ -102,6 +102,8 @@ public:
// internally used
virtual void draw2DImage(const video::ITexture *texture, u32 layer, bool flip);
using CNullDriver::draw2DImage;
void draw2DImageBatch(const video::ITexture *texture,
const core::array<core::position2d<s32>> &positions,
const core::array<core::rect<s32>> &sourceRects,

@ -37,15 +37,15 @@ public:
GLuint getProgram() const;
virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices *services);
bool resetAllRenderstates, IMaterialRendererServices *services) override;
virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype);
virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype) override;
virtual void OnUnsetMaterial();
virtual void OnUnsetMaterial() override;
virtual bool isTransparent() const;
virtual bool isTransparent() const override;
virtual s32 getRenderCapability() const;
virtual s32 getRenderCapability() const override;
void setBasicRenderStates(const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates) override;

@ -329,32 +329,6 @@ void final_color_blend(video::SColor *result,
Mesh generation helpers
*/
// This table is moved outside getNodeVertexDirs to avoid the compiler using
// a mutex to initialize this table at runtime right in the hot path.
// For details search the internet for "cxa_guard_acquire".
static const v3s16 vertex_dirs_table[] = {
// ( 1, 0, 0)
v3s16( 1,-1, 1), v3s16( 1,-1,-1),
v3s16( 1, 1,-1), v3s16( 1, 1, 1),
// ( 0, 1, 0)
v3s16( 1, 1,-1), v3s16(-1, 1,-1),
v3s16(-1, 1, 1), v3s16( 1, 1, 1),
// ( 0, 0, 1)
v3s16(-1,-1, 1), v3s16( 1,-1, 1),
v3s16( 1, 1, 1), v3s16(-1, 1, 1),
// invalid
v3s16(), v3s16(), v3s16(), v3s16(),
// ( 0, 0,-1)
v3s16( 1,-1,-1), v3s16(-1,-1,-1),
v3s16(-1, 1,-1), v3s16( 1, 1,-1),
// ( 0,-1, 0)
v3s16( 1,-1, 1), v3s16(-1,-1, 1),
v3s16(-1,-1,-1), v3s16( 1,-1,-1),
// (-1, 0, 0)
v3s16(-1,-1,-1), v3s16(-1,-1, 1),
v3s16(-1, 1, 1), v3s16(-1, 1,-1)
};
/*
Gets nth node tile (0 <= n <= 5).
*/
@ -1006,7 +980,6 @@ video::SColor encode_light(u16 light, u8 emissive_light)
u8 get_solid_sides(MeshMakeData *data)
{
std::unordered_map<v3s16, u8> results;
v3s16 ofs;
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
const NodeDefManager *ndef = data->nodedef;

@ -42,7 +42,6 @@ static v3f quantizeDirection(v3f direction, float step)
void DirectionalLight::createSplitMatrices(const Camera *cam)
{
static const float COS_15_DEG = 0.965926f;
v3f newCenter;
v3f look = cam->getDirection().normalize();
// if current look direction is < 15 degrees away from the captured

@ -218,14 +218,6 @@ bool wouldCollideWithCeiling(
return false;
}
static inline void getNeighborConnectingFace(const v3s16 &p,
const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
{
MapNode n2 = map->getNode(p);
if (nodedef->nodeboxConnects(n, n2, v))
*neighbors |= v;
}
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,

@ -183,7 +183,6 @@ void GUITable::setTable(const TableOptions &options,
}
// Handle table options
video::SColor default_color(255, 255, 255, 255);
s32 opendepth = 0;
for (const Option &option : options) {
const std::string &name = option.name;

@ -94,7 +94,6 @@ void StaticText::draw()
getTextWidth();
}
irr::video::SColor previous_color(255, 255, 255, 255);
for (const EnrichedString &str : BrokenText) {
if (HAlign == EGUIA_LOWERRIGHT)
{

@ -455,7 +455,7 @@ public:
void PutReliableSendCommand(ConnectionCommandPtr &c,
unsigned int max_packet_size) override;
virtual const Address &getAddress() const {
virtual const Address &getAddress() const override {
return address;
}