fixing windows warnings/errors
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This commit is contained in:
2026-02-28 22:09:09 -05:00
parent d749508c1c
commit 04765ad058
7 changed files with 58 additions and 50 deletions

View File

@@ -253,21 +253,21 @@ namespace game
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
}
void Canvas::size_set(ivec2 size)
void Canvas::size_set(ivec2 newSize)
{
if ((flags & DEFAULT) == 0 && (size.x != this->size.x || size.y != this->size.y))
if ((flags & DEFAULT) == 0 && (newSize.x != this->size.x || newSize.y != this->size.y))
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSize.x, newSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.x, size.y);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, newSize.x, newSize.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
this->size = size;
glViewport(0, 0, size.x, size.y);
this->size = newSize;
glViewport(0, 0, newSize.x, newSize.y);
}
void Canvas::clear(vec4 color)

View File

@@ -31,14 +31,15 @@ namespace game::entity
Actor& Actor::operator=(const Actor&) = default;
Actor& Actor::operator=(Actor&&) noexcept = default;
Actor::Actor(Anm2 _anm2, vec2 _position, Mode mode, float time, int animationIndex) : Anm2(_anm2), position(_position)
Actor::Actor(Anm2 _anm2, vec2 _position, Mode playMode, float startAtTime, int startAnimationIndex)
: Anm2(_anm2), position(_position)
{
this->mode = mode;
this->startTime = time;
if (animationIndex != -1)
play(animationIndex, mode, time);
this->mode = playMode;
this->startTime = startAtTime;
if (startAnimationIndex != -1)
play(startAnimationIndex, playMode, startAtTime);
else
play_default_animation(mode, time);
play_default_animation(playMode, startAtTime);
}
Anm2::Animation* Actor::animation_get(int index)
@@ -68,10 +69,10 @@ namespace game::entity
return -1;
}
Anm2::Item* Actor::item_get(Anm2::Type type, int id, int animationIndex)
Anm2::Item* Actor::item_get(Anm2::Type type, int id, int checkAnimationIndex)
{
if (animationIndex == -1) animationIndex = this->animationIndex;
if (auto animation = animation_get(animationIndex))
if (checkAnimationIndex == -1) checkAnimationIndex = this->animationIndex;
if (auto animation = animation_get(checkAnimationIndex))
{
switch (type)
{
@@ -103,14 +104,14 @@ namespace game::entity
return duration;
}
Anm2::Frame Actor::frame_generate(Anm2::Item& item, float time, Anm2::Type type, int id)
Anm2::Frame Actor::frame_generate(Anm2::Item& item, float frameTime, Anm2::Type type, int id)
{
Anm2::Frame frame{};
frame.isVisible = false;
if (item.frames.empty()) return frame;
time = time < 0.0f ? 0.0f : time;
frameTime = frameTime < 0.0f ? 0.0f : frameTime;
Anm2::Frame* frameNext = nullptr;
Anm2::Frame frameNextCopy{};
@@ -125,7 +126,7 @@ namespace game::entity
durationNext += frame.duration;
if (time >= durationCurrent && time < durationNext)
if (frameTime >= durationCurrent && frameTime < durationNext)
{
if (i + 1 < (int)item.frames.size())
{
@@ -177,7 +178,7 @@ namespace game::entity
if (frame.isInterpolated && frameNext && frame.duration > 1)
{
auto interpolation = (time - durationCurrent) / (durationNext - durationCurrent);
auto interpolation = (frameTime - durationCurrent) / (durationNext - durationCurrent);
frame.rotation = glm::mix(frame.rotation, frameNextCopy.rotation, interpolation);
frame.position = glm::mix(frame.position, frameNextCopy.position, interpolation);
@@ -189,34 +190,34 @@ namespace game::entity
return frame;
}
void Actor::play(int index, Mode mode, float time, float speedMultiplier)
void Actor::play(int index, Mode playMode, float startAtTime, float speedMultiplierValue)
{
if (!vector::in_bounds(animations, index)) return;
if (mode != PLAY_FORCE && index == animationIndex) return;
if (playMode != PLAY_FORCE && index == animationIndex) return;
this->playedEventID = -1;
this->playedTriggers.clear();
this->speedMultiplier = speedMultiplier;
this->speedMultiplier = speedMultiplierValue;
this->animationIndex = index;
this->time = time;
if (mode == PLAY) state = PLAYING;
this->time = startAtTime;
if (playMode == PLAY) state = PLAYING;
}
void Actor::queue_play(QueuedPlay newQueuedPlay) { queuedPlay = newQueuedPlay; }
void Actor::queue_default_animation() { queue_play({defaultAnimation}); }
void Actor::play(const std::string& name, Mode mode, float time, float speedMultiplier)
void Actor::play(const std::string& name, Mode playMode, float startAtTime, float speedMultiplierValue)
{
if (animationMap.contains(name))
play(animationMap.at(name), mode, time, speedMultiplier);
play(animationMap.at(name), playMode, startAtTime, speedMultiplierValue);
else
logger.error(std::string("Animation \"" + name + "\" does not exist! Unable to play!"));
}
void Actor::play_default_animation(Mode mode, float time, float speedMultiplier)
void Actor::play_default_animation(Mode playMode, float startAtTime, float speedMultiplierValue)
{
play(defaultAnimationID, mode, time, speedMultiplier);
play(defaultAnimationID, playMode, startAtTime, speedMultiplierValue);
}
void Actor::tick()
@@ -256,7 +257,7 @@ namespace game::entity
{
if (!playedTriggers.contains(trigger.atFrame) && time >= trigger.atFrame)
{
auto id = trigger.soundIDs[(int)math::random_max(trigger.soundIDs.size())];
auto id = trigger.soundIDs[(int)math::random_max((float)trigger.soundIDs.size())];
if (auto sound = map::find(sounds, id)) sound->audio.play();
playedTriggers.insert((int)trigger.atFrame);
playedEventID = trigger.eventID;
@@ -276,7 +277,7 @@ namespace game::entity
playedTriggers.clear();
}
for (int i = 0; i < (int)overrides.size(); i++)
for (int i = 0; i < (int)overrides.size();)
{
auto& override_ = overrides[i];
@@ -285,9 +286,14 @@ namespace game::entity
if (override_.time.has_value())
{
*override_.time -= 1.0f;
if (*override_.time <= 0.0f) overrides.erase(overrides.begin() + i++);
if (*override_.time <= 0.0f)
{
overrides.erase(overrides.begin() + i);
continue;
}
}
i++;
}
}
glm::vec4 Actor::null_frame_rect(int nullID)

View File

@@ -77,7 +77,7 @@ namespace game::entity
float Character::weight_get(measurement::System system)
{
return system == measurement::IMPERIAL ? weight * measurement::KG_TO_LB : weight;
return system == measurement::IMPERIAL ? weight * (float)measurement::KG_TO_LB : weight;
}
int Character::stage_from_weight_get(float checkWeight) const
@@ -93,25 +93,25 @@ namespace game::entity
int Character::stage_get() const { return stage_from_weight_get(weight); }
int Character::stage_max_get() const { return data.stages.size(); }
int Character::stage_max_get() const { return (int)data.stages.size(); }
float Character::stage_threshold_get(int stage, measurement::System system) const
float Character::stage_threshold_get(int stageIndex, measurement::System system) const
{
if (stage == -1) stage = this->stage;
if (stageIndex == -1) stageIndex = this->stage;
float threshold = data.weight;
if (!data.stages.empty())
{
if (stage <= 0)
if (stageIndex <= 0)
threshold = data.weight;
else if (stage >= stage_max_get())
else if (stageIndex >= stage_max_get())
threshold = data.stages.back().threshold;
else
threshold = data.stages[stage - 1].threshold;
threshold = data.stages[stageIndex - 1].threshold;
}
return system == measurement::IMPERIAL ? threshold * measurement::KG_TO_LB : threshold;
return system == measurement::IMPERIAL ? threshold * (float)measurement::KG_TO_LB : threshold;
}
float Character::stage_threshold_next_get(measurement::System system) const
@@ -139,9 +139,9 @@ namespace game::entity
float Character::capacity_percent_get() const { return calories / max_capacity(); }
std::string Character::animation_name_convert(const std::string& name) { return std::format("{}{}", name, stage); }
void Character::play_convert(const std::string& animation, Mode mode, float time, float speedMultiplier)
void Character::play_convert(const std::string& animation, Mode playMode, float startAtTime, float speedMultiplierValue)
{
play(animation_name_convert(animation), mode, time, speedMultiplier);
play(animation_name_convert(animation), playMode, startAtTime, speedMultiplierValue);
}
void Character::expand_areas_apply()

View File

@@ -88,7 +88,7 @@ namespace game::resource::xml
Texture texture{};
Audio sound{};
int id{-1};
float chanceOnNewGame{0.001};
float chanceOnNewGame{0.001f};
};
Anm2 anm2{};

View File

@@ -34,14 +34,14 @@ namespace game::resource::xml
Sounds sounds{};
std::vector<Grade> grades{};
float rewardScoreBonus{0.01};
float rewardGradeBonus{0.05};
float speedMin{0.005};
float speedMax{0.075};
float rewardScoreBonus{0.01f};
float rewardGradeBonus{0.05f};
float speedMin{0.005f};
float speedMax{0.075f};
float speedScoreBonus{0.000025f};
float rangeBase{0.75};
float rangeMin{0.10};
float rangeScoreBonus{0.0005};
float rangeBase{0.75f};
float rangeMin{0.10f};
float rangeScoreBonus{0.0005f};
int endTimerMax{20};
int endTimerFailureMax{60};
int rewardScore{999};

View File

@@ -16,7 +16,7 @@ namespace game::util::imgui
ImVec2 size_without_footer_get(int = 1);
inline ImVec2 to_imvec2(vec2 value) { return ImVec2(value.x, value.y); }
inline ImVec2 to_imvec2(ivec2 value) { return ImVec2(value.x, value.y); }
inline ImVec2 to_imvec2(ivec2 value) { return ImVec2((float)value.x, (float)value.y); }
inline vec2 to_vec2(ImVec2 value) { return vec2(value.x, value.y); }
inline ivec2 to_ivec2(ImVec2 value) { return ivec2(value.x, value.y); }

View File

@@ -1,5 +1,7 @@
#pragma once
#include <array>
#include "glm/ext/matrix_float4x4.hpp"
#include "glm/ext/vector_float2.hpp"