war on -Werror, part 10: more informals.

This commit is contained in:
Jason Felds
2012-12-27 11:01:51 -05:00
parent d080c38196
commit e86aeb66a8
14 changed files with 35 additions and 35 deletions
+18 -18
View File
@@ -1344,8 +1344,8 @@ public:
p->BeginTweening( FArg(1), pTween );
return 0;
}
static int stoptweening( T* p, lua_State *L ) { p->StopTweening(); return 0; }
static int finishtweening( T* p, lua_State *L ) { p->FinishTweening(); return 0; }
static int stoptweening( T* p, lua_State * ) { p->StopTweening(); return 0; }
static int finishtweening( T* p, lua_State * ) { p->FinishTweening(); return 0; }
static int hurrytweening( T* p, lua_State *L ) { p->HurryTweening(FArg(1)); return 0; }
static int GetTweenTimeLeft( T* p, lua_State *L ) { lua_pushnumber( L, p->GetTweenTimeLeft() ); return 1; }
static int x( T* p, lua_State *L ) { p->SetX(FArg(1)); return 0; }
@@ -1416,20 +1416,20 @@ public:
static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
static int halign( T* p, lua_State *L ) { p->SetHorizAlign(FArg(1)); return 0; }
static int valign( T* p, lua_State *L ) { p->SetVertAlign(FArg(1)); return 0; }
static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; }
static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; }
static int diffuseramp( T* p, lua_State *L ) { p->SetEffectDiffuseRamp(); return 0; }
static int glowblink( T* p, lua_State *L ) { p->SetEffectGlowBlink(); return 0; }
static int glowshift( T* p, lua_State *L ) { p->SetEffectGlowShift(); return 0; }
static int glowramp( T* p, lua_State *L ) { p->SetEffectGlowRamp(); return 0; }
static int rainbow( T* p, lua_State *L ) { p->SetEffectRainbow(); return 0; }
static int wag( T* p, lua_State *L ) { p->SetEffectWag(); return 0; }
static int bounce( T* p, lua_State *L ) { p->SetEffectBounce(); return 0; }
static int bob( T* p, lua_State *L ) { p->SetEffectBob(); return 0; }
static int pulse( T* p, lua_State *L ) { p->SetEffectPulse(); return 0; }
static int spin( T* p, lua_State *L ) { p->SetEffectSpin(); return 0; }
static int vibrate( T* p, lua_State *L ) { p->SetEffectVibrate(); return 0; }
static int stopeffect( T* p, lua_State *L ) { p->StopEffect(); return 0; }
static int diffuseblink( T* p, lua_State * ) { p->SetEffectDiffuseBlink(); return 0; }
static int diffuseshift( T* p, lua_State * ) { p->SetEffectDiffuseShift(); return 0; }
static int diffuseramp( T* p, lua_State * ) { p->SetEffectDiffuseRamp(); return 0; }
static int glowblink( T* p, lua_State * ) { p->SetEffectGlowBlink(); return 0; }
static int glowshift( T* p, lua_State * ) { p->SetEffectGlowShift(); return 0; }
static int glowramp( T* p, lua_State * ) { p->SetEffectGlowRamp(); return 0; }
static int rainbow( T* p, lua_State * ) { p->SetEffectRainbow(); return 0; }
static int wag( T* p, lua_State * ) { p->SetEffectWag(); return 0; }
static int bounce( T* p, lua_State * ) { p->SetEffectBounce(); return 0; }
static int bob( T* p, lua_State * ) { p->SetEffectBob(); return 0; }
static int pulse( T* p, lua_State * ) { p->SetEffectPulse(); return 0; }
static int spin( T* p, lua_State * ) { p->SetEffectSpin(); return 0; }
static int vibrate( T* p, lua_State * ) { p->SetEffectVibrate(); return 0; }
static int stopeffect( T* p, lua_State * ) { p->StopEffect(); return 0; }
static int effectcolor1( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor1( c ); return 0; }
static int effectcolor2( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor2( c ); return 0; }
static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; }
@@ -1441,8 +1441,8 @@ public:
static int scaletocover( T* p, lua_State *L ) { p->ScaleToCover( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; }
static int scaletofit( T* p, lua_State *L ) { p->ScaleToFitInside( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; }
static int animate( T* p, lua_State *L ) { p->EnableAnimation(BIArg(1)); return 0; }
static int play( T* p, lua_State *L ) { p->EnableAnimation(true); return 0; }
static int pause( T* p, lua_State *L ) { p->EnableAnimation(false); return 0; }
static int play( T* p, lua_State * ) { p->EnableAnimation(true); return 0; }
static int pause( T* p, lua_State * ) { p->EnableAnimation(false); return 0; }
static int setstate( T* p, lua_State *L ) { p->SetState(IArg(1)); return 0; }
static int GetNumStates( T* p, lua_State *L ) { LuaHelpers::Push( L, p->GetNumStates() ); return 1; }
static int texturewrapping( T* p, lua_State *L ) { p->SetTextureWrapping(BIArg(1)); return 0; }
+1 -1
View File
@@ -71,7 +71,7 @@ void ActorFrameTexture::DrawPrimitives()
class LunaActorFrameTexture : public Luna<ActorFrameTexture>
{
public:
static int Create( T* p, lua_State *L ) { p->Create(); return 0; }
static int Create( T* p, lua_State * ) { p->Create(); return 0; }
static int EnableDepthBuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); return 0; }
static int EnableAlphaBuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); return 0; }
static int EnableFloat( T* p, lua_State *L ) { p->EnableFloat(BArg(1)); return 0; }
+1 -1
View File
@@ -837,7 +837,7 @@ public:
p->AddAttribute( iPos, attr );
return 0;
}
static int ClearAttributes( T* p, lua_State *L ) { p->ClearAttributes(); return 0; }
static int ClearAttributes( T* p, lua_State * ) { p->ClearAttributes(); return 0; }
static int strokecolor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetStrokeColor( c ); return 0; }
static int uppercase( T* p, lua_State *L ) { p->SetUppercase( BArg(1) ); return 0; }
static int textglowmode( T* p, lua_State *L ) { p->SetTextGlowMode( Enum::Check<TextGlowMode>(L, 1) ); return 0; }
+1 -1
View File
@@ -515,7 +515,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
}
}
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool /* bIsAddition */, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
vector<Sprite*> vpSprTop;
+2 -2
View File
@@ -119,9 +119,9 @@ struct SMLoader
const RString line,
const int rowsPerBeat = -1);
virtual void ProcessCombos(TimingData & out,
virtual void ProcessCombos(TimingData & /* out */,
const RString line,
const int rowsPerBeat = -1) {}
const int /* rowsPerBeat */ = -1) {}
/**
* @brief Process the Fake Segments from the string.
+1 -1
View File
@@ -1697,7 +1697,7 @@ int Player::GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRo
return iNextIndex;
}
int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool bAllowGraded, bool bForward ) const
int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool /* bAllowGraded */, bool bForward ) const
{
if( bForward )
{
+1 -1
View File
@@ -745,7 +745,7 @@ public:
static int GetRadarPossible( T* p, lua_State *L ) { p->m_radarPossible.PushSelf(L); return 1; }
static int GetRadarActual( T* p, lua_State *L ) { p->m_radarActual.PushSelf(L); return 1; }
static int FailPlayer( T* p, lua_State *L )
static int FailPlayer( T* p, lua_State * )
{
p->m_bFailed = true;
return 0;
+1 -1
View File
@@ -42,7 +42,7 @@ public:
const vector<AttackArray> & ) { }
virtual void DrawPrimitives() { }
virtual void Update( float fDelta ) { }
virtual void Update( float /* fDelta */ ) { }
// Note that pNoteData will include any transformations due to modifiers.
virtual void OnNextSong( int /* iSongInCourseIndex */, const Steps*, const NoteData* ) { }; // before a song plays (called multiple times if course)
+1 -1
View File
@@ -69,7 +69,7 @@ public:
void HandleTapScore( const TapNote &tn );
void HandleTapRowScore( const NoteData &nd, int iRow );
void HandleHoldScore( const TapNote &tn );
void HandleHoldActiveSeconds( float fMusicSecondsHeld ) {};
void HandleHoldActiveSeconds( float /* fMusicSecondsHeld */ ) {};
void HandleHoldCheckpointScore( const NoteData &nd, int iRow, int iNumHoldsHeldThisRow, int iNumHoldsMissedThisRow );
void HandleTapScoreNone();
+1 -1
View File
@@ -39,7 +39,7 @@ public:
* Optionally, give focus to the existing window. */
virtual bool CheckForMultipleInstances(int /* argc */, char* [] /* argv[] */) { return false; }
virtual void SetTime( tm newtime ) { }
virtual void SetTime( tm ) { }
virtual void BoostPriority() { }
virtual void UnBoostPriority() { }
+1 -1
View File
@@ -25,7 +25,7 @@ public:
virtual void GetDisplayResolutions( DisplayResolutions &out ) const = 0;
virtual void LogDebugInformation() const { }
virtual bool IsSoftwareRenderer( RString &sError ) { return false; }
virtual bool IsSoftwareRenderer( RString & /* sError */ ) { return false; }
virtual void SwapBuffers() = 0;
virtual void Update() { }
+1 -1
View File
@@ -93,7 +93,7 @@ protected:
/* This may be called before GetUSBStorageDevices; return false if the results of
* GetUSBStorageDevices have not changed. (This is an optimization.) */
virtual bool USBStorageDevicesChanged() { return true; }
virtual void GetUSBStorageDevices( vector<UsbStorageDevice>& vDevicesOut ) { }
virtual void GetUSBStorageDevices( vector<UsbStorageDevice>& /* vDevicesOut */ ) { }
/* Test the device. On failure, call pDevice->SetError() appropriately, and return false. */
virtual bool TestWrite( UsbStorageDevice* ) { return true; }
+2 -2
View File
@@ -14,13 +14,13 @@ public:
RageMovieTexture( RageTextureID ID ): RageTexture(ID) { }
virtual ~RageMovieTexture() { }
virtual void Update( float fDeltaTime ) { }
virtual void Update( float /* fDeltaTime */ ) { }
virtual void Reload() = 0;
virtual void SetPosition( float fSeconds ) = 0;
virtual void SetPlaybackRate( float fRate ) = 0;
virtual void SetLooping( bool looping=true ) { }
virtual void SetLooping( bool = true ) { }
bool IsAMovie() const { return true; }
+3 -3
View File
@@ -12,10 +12,10 @@ public:
virtual ~MovieTexture_Null();
void Invalidate() { texHandle = 0; }
unsigned GetTexHandle() const { return texHandle; }
void Update(float delta) { }
void Update(float /* delta */) { }
void Reload() { }
void SetPosition(float seconds) { }
void SetPlaybackRate(float rate) { }
void SetPosition(float /* seconds */) { }
void SetPlaybackRate(float) { }
void SetLooping(bool looping=true) { loop = looping; }
private: