From 29fb996b00bd5ab231fb6347d3dfe9d13ec7f652 Mon Sep 17 00:00:00 2001 From: withmorten Date: Sat, 23 Jan 2021 23:13:40 +0100 Subject: make building with Codewarrior 7 possible --- src/render/Draw.cpp | 2 +- src/render/Draw.h | 2 +- src/render/Font.h | 2 ++ src/render/Glass.cpp | 2 +- src/render/Hud.cpp | 8 ++++---- src/render/Instance.h | 2 +- src/render/SpecialFX.cpp | 2 +- 7 files changed, 11 insertions(+), 9 deletions(-) (limited to 'src/render') diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp index 507653f6..13cbd1b3 100644 --- a/src/render/Draw.cpp +++ b/src/render/Draw.cpp @@ -5,8 +5,8 @@ #include "Camera.h" #include "CutsceneMgr.h" -#ifdef ASPECT_RATIO_SCALE float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO; +#ifdef ASPECT_RATIO_SCALE float CDraw::ms_fScaledFOV = 45.0f; #endif diff --git a/src/render/Draw.h b/src/render/Draw.h index 1a63c980..e67ab42b 100644 --- a/src/render/Draw.h +++ b/src/render/Draw.h @@ -16,10 +16,10 @@ private: static float ms_fNearClipZ; static float ms_fFarClipZ; static float ms_fFOV; -#ifdef ASPECT_RATIO_SCALE // we use this variable to scale a lot of 2D elements // so better cache it static float ms_fAspectRatio; +#ifdef ASPECT_RATIO_SCALE // similar thing for 3D rendering static float ms_fScaledFOV; #endif diff --git a/src/render/Font.h b/src/render/Font.h index 4b2dda2b..57f1814d 100644 --- a/src/render/Font.h +++ b/src/render/Font.h @@ -1,5 +1,7 @@ #pragma once +#include "Sprite2d.h" + void AsciiToUnicode(const char *src, wchar *dst); void UnicodeStrcpy(wchar *dst, const wchar *src); void UnicodeStrcat(wchar *dst, wchar *append); diff --git a/src/render/Glass.cpp b/src/render/Glass.cpp index a11495a9..c6d02755 100644 --- a/src/render/Glass.cpp +++ b/src/render/Glass.cpp @@ -1,4 +1,4 @@ -#include "common.h" +#include "common.h" #include "Glass.h" #include "Timer.h" diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 17291a61..b7c78eb1 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -1138,20 +1138,20 @@ void CHud::Draw() // Yeah, top and bottom changed place. R* vision if (IntroRect.m_bIsUsed && IntroRect.m_bBeforeFade) { if (IntroRect.m_nTextureId >= 0) { - CRect rect = { + CRect rect ( IntroRect.m_sRect.left, IntroRect.m_sRect.top, IntroRect.m_sRect.right, - IntroRect.m_sRect.bottom }; + IntroRect.m_sRect.bottom ); CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor); } else { - CRect rect = { + CRect rect ( IntroRect.m_sRect.left, IntroRect.m_sRect.top, IntroRect.m_sRect.right, - IntroRect.m_sRect.bottom }; + IntroRect.m_sRect.bottom ); CSprite2d::DrawRect(rect, IntroRect.m_sColor); } diff --git a/src/render/Instance.h b/src/render/Instance.h index 01dfb6a2..693cfdf1 100644 --- a/src/render/Instance.h +++ b/src/render/Instance.h @@ -9,6 +9,6 @@ class CInstance : public CPlaceable public: int m_modelIndex; public: - ~CInstance() = default; + ~CInstance() { } void Shutdown(); }; diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp index 35b0b2fc..4391f19e 100644 --- a/src/render/SpecialFX.cpp +++ b/src/render/SpecialFX.cpp @@ -1419,7 +1419,7 @@ CMoneyMessages::RegisterOne(CVector vecPos, const char *pText, uint8 bRed, uint8 } CRGBA FoamColour(255, 255, 255, 255); -unsigned int CSpecialParticleStuff::BoatFromStart; +uint32 CSpecialParticleStuff::BoatFromStart; void CSpecialParticleStuff::CreateFoamAroundObject(CMatrix* pMatrix, float innerFw, float innerRg, float innerUp, int32 particles) -- cgit v1.2.3