- replaced a large batch of DWORDs.

Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
This commit is contained in:
Christoph Oelckers 2017-03-09 20:19:55 +01:00
commit 9b87a167d7
38 changed files with 207 additions and 207 deletions

View file

@ -143,15 +143,15 @@ int DisplayWidth, DisplayHeight, DisplayBits;
FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;
extern "C" {
DWORD Col2RGB8[65][256];
DWORD *Col2RGB8_LessPrecision[65];
DWORD Col2RGB8_Inverse[65][256];
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
}
static DWORD Col2RGB8_2[63][256];
static uint32_t Col2RGB8_2[63][256];
// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
@ -394,7 +394,7 @@ void DCanvas::ReleaseScreenshotBuffer()
//
//==========================================================================
int V_GetColorFromString (const DWORD *palette, const char *cstr, FScriptPosition *sc)
int V_GetColorFromString (const uint32_t *palette, const char *cstr, FScriptPosition *sc)
{
int c[3], i, p;
char val[3];
@ -586,7 +586,7 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
//
//==========================================================================
int V_GetColor (const DWORD *palette, const char *str, FScriptPosition *sc)
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc)
{
FString string = V_GetColorStringByName (str, sc);
int res;
@ -602,7 +602,7 @@ int V_GetColor (const DWORD *palette, const char *str, FScriptPosition *sc)
return res;
}
int V_GetColor(const DWORD *palette, FScanner &sc)
int V_GetColor(const uint32_t *palette, FScanner &sc)
{
FScriptPosition scc = sc;
return V_GetColor(palette, sc.String, &scc);
@ -902,8 +902,8 @@ void DFrameBuffer::DrawRateStuff ()
// Draws frame time and cumulative fps
if (vid_fps)
{
DWORD ms = I_FPSTime();
DWORD howlong = ms - LastMS;
uint32_t ms = I_FPSTime();
uint32_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
@ -923,7 +923,7 @@ void DFrameBuffer::DrawRateStuff ()
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
DWORD thisSec = ms/1000;
uint32_t thisSec = ms/1000;
if (LastSec < thisSec)
{
LastCount = FrameCount / (thisSec - LastSec);