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https://github.com/NoelFB/blah.git
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fixing various clang warnings
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parent
3913cf7c02
commit
4351d77f73
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@ -2,6 +2,7 @@
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#include <blah/core/common.h>
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#include <blah/math/vec2.h>
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#include <blah/containers/str.h>
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// These are generally copied from the SDL2 Scancode Keys
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#define BLAH_KEY_DEFINITIONS \
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@ -255,12 +256,6 @@ namespace Blah
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// maximum number of keys the input will track
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constexpr int max_keyboard_keys = 512;
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// maximum length of text input that can be received per-frame
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constexpr int max_text_input = 256;
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// maximum number of nodes within a virtual input device
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constexpr int max_virtual_nodes = 32;
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}
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struct ControllerState
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@ -314,7 +309,7 @@ namespace Blah
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bool down[Input::max_keyboard_keys];
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bool released[Input::max_keyboard_keys];
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u64 timestamp[Input::max_keyboard_keys];
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char text[Input::max_text_input];
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String text;
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};
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struct MouseState
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@ -44,7 +44,7 @@ void Str::reserve(int size)
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{
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char* local = data();
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m_buffer = new char[m_capacity];
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strncpy(m_buffer, local, m_local_size);
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memcpy(m_buffer, local, m_local_size);
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m_buffer[m_local_size] = '\0';
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}
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// expand from empty buffer
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@ -79,7 +79,7 @@ float SpriteFont::width_of(const String& text) const
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float width = 0;
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float line_width = 0;
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u32 last;
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u32 last = 0;
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for (int i = 0; i < text.length(); i ++)
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{
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if (text[i] == '\n')
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@ -22,6 +22,7 @@ VertexFormat::VertexFormat(std::initializer_list<VertexAttribute> attributes, in
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{
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switch (it.type)
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{
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case VertexType::None: break;
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case VertexType::Float: stride += 4; break;
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case VertexType::Float2: stride += 8; break;
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case VertexType::Float3: stride += 12; break;
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@ -5,28 +5,36 @@
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using namespace Blah;
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunused-function"
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#define STBTT_STATIC
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "../third_party/stb_truetype.h"
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String GetName(stbtt_fontinfo* font, int nameId)
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#pragma clang diagnostic pop
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namespace
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{
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int length = 0;
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String get_font_name(stbtt_fontinfo* font, int nameId)
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{
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int length = 0;
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// get the name
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const u16* ptr = (const u16*)stbtt_GetFontNameStr(font, &length,
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STBTT_PLATFORM_ID_MICROSOFT,
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STBTT_MS_EID_UNICODE_BMP,
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STBTT_MS_LANG_ENGLISH,
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nameId);
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// get the name
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const u16* ptr = (const u16*)stbtt_GetFontNameStr(font, &length,
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STBTT_PLATFORM_ID_MICROSOFT,
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STBTT_MS_EID_UNICODE_BMP,
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STBTT_MS_LANG_ENGLISH,
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nameId);
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// we want the size in wide chars
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length /= 2;
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// we want the size in wide chars
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length /= 2;
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String str;
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if (length > 0)
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str.append_utf16(ptr, ptr + length, Calc::is_little_endian());
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return str;
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String str;
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if (length > 0)
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str.append_utf16(ptr, ptr + length, Calc::is_little_endian());
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return str;
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}
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}
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Font::Font()
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@ -112,8 +120,8 @@ void Font::load(Stream& stream)
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m_font = new stbtt_fontinfo();
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auto fn = (stbtt_fontinfo*)m_font;
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stbtt_InitFont(fn, m_data, 0);
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m_family_name = GetName(fn, 1);
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m_style_name = GetName(fn, 2);
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m_family_name = get_font_name(fn, 1);
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m_style_name = get_font_name(fn, 2);
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// properties
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stbtt_GetFontVMetrics(fn, &m_ascent, &m_descent, &m_line_gap);
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@ -48,10 +48,9 @@ void InputBackend::frame()
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g_next_state.mouse.pressed[i] = false;
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g_next_state.mouse.released[i] = false;
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}
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g_next_state.mouse.wheel = Point::zero;
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for (int i = 0; i < Blah::Input::max_text_input; i++)
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g_next_state.keyboard.text[i] = 0;
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g_next_state.mouse.wheel = Point::zero;
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g_next_state.keyboard.text.clear();
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for (int i = 0; i < Blah::Input::max_controllers; i++)
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{
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@ -139,7 +138,7 @@ void InputBackend::on_key_up(Key key)
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void InputBackend::on_text_utf8(const char* text)
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{
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strncat(g_next_state.keyboard.text, text, Blah::Input::max_text_input);
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g_next_state.keyboard.text += text;
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}
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void InputBackend::on_controller_connect(int index, const char* name, int is_gamepad, int button_count, int axis_count, u16 vendor, u16 product, u16 version)
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@ -145,6 +145,7 @@ namespace Blah
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m_size = width * height * 4;
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is_depth_stencil = true;
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break;
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case TextureFormat::None:
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case TextureFormat::Count:
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break;
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}
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@ -698,7 +699,7 @@ namespace Blah
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state.last_size = Point(App::draw_width(), App::draw_height());
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// Define Swap Chain
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DXGI_SWAP_CHAIN_DESC desc = { 0 };
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DXGI_SWAP_CHAIN_DESC desc;
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desc.BufferDesc.RefreshRate.Numerator = 0;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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@ -707,8 +708,9 @@ namespace Blah
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = 1;
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desc.OutputWindow = (HWND)PlatformBackend::d3d11_get_hwnd();
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//desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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desc.Windowed = true;
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desc.Flags = 0;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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// Creation Flags
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UINT flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
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@ -1246,6 +1248,8 @@ namespace Blah
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switch (it.type)
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{
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case UniformType::None: break;
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case UniformType::Texture2D: break;
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case UniformType::Sampler2D: break;
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case UniformType::Float: size = 1; break;
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case UniformType::Float2: size = 2; break;
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case UniformType::Float3: size = 3; break;
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