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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Fixed build warnings on Android
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212609b3f2
commit
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@ -279,8 +279,8 @@ SDL_LogEvent(const SDL_Event *event)
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#define PRINT_FINGER_EVENT(event) \
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SDL_snprintf(details, sizeof (details), " (timestamp=%u touchid=%"SDL_PRIs64" fingerid=%"SDL_PRIs64" x=%f y=%f dx=%f dy=%f pressure=%f)", \
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(uint) event->tfinger.timestamp, event->tfinger.touchId, \
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event->tfinger.fingerId, event->tfinger.x, event->tfinger.y, \
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(uint) event->tfinger.timestamp, (long long)event->tfinger.touchId, \
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(long long)event->tfinger.fingerId, event->tfinger.x, event->tfinger.y, \
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event->tfinger.dx, event->tfinger.dy, event->tfinger.pressure)
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SDL_EVENT_CASE(SDL_FINGERDOWN) PRINT_FINGER_EVENT(event); break;
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SDL_EVENT_CASE(SDL_FINGERUP) PRINT_FINGER_EVENT(event); break;
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@ -289,8 +289,8 @@ SDL_LogEvent(const SDL_Event *event)
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#define PRINT_DOLLAR_EVENT(event) \
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SDL_snprintf(details, sizeof (details), " (timestamp=%u touchid=%"SDL_PRIs64" gestureid=%"SDL_PRIs64" numfingers=%u error=%f x=%f y=%f)", \
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(uint) event->dgesture.timestamp, event->dgesture.touchId, \
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event->dgesture.gestureId, (uint) event->dgesture.numFingers, \
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(uint) event->dgesture.timestamp, (long long)event->dgesture.touchId, \
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(long long)event->dgesture.gestureId, (uint) event->dgesture.numFingers, \
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event->dgesture.error, event->dgesture.x, event->dgesture.y);
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SDL_EVENT_CASE(SDL_DOLLARGESTURE) PRINT_DOLLAR_EVENT(event); break;
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SDL_EVENT_CASE(SDL_DOLLARRECORD) PRINT_DOLLAR_EVENT(event); break;
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@ -298,7 +298,7 @@ SDL_LogEvent(const SDL_Event *event)
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SDL_EVENT_CASE(SDL_MULTIGESTURE)
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SDL_snprintf(details, sizeof (details), " (timestamp=%u touchid=%"SDL_PRIs64" dtheta=%f ddist=%f x=%f y=%f numfingers=%u)",
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(uint) event->mgesture.timestamp, event->mgesture.touchId,
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(uint) event->mgesture.timestamp, (long long)event->mgesture.touchId,
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event->mgesture.dTheta, event->mgesture.dDist,
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event->mgesture.x, event->mgesture.y, (uint) event->mgesture.numFingers);
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break;
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@ -54,7 +54,7 @@ SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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#if __NACL__ || __ANDROID__
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#if __NACL__
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *))
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#else
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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