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