- 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.
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38 changed files with 207 additions and 207 deletions
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@ -143,15 +143,15 @@ int DisplayWidth, DisplayHeight, DisplayBits;
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FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;
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extern "C" {
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DWORD Col2RGB8[65][256];
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8_Inverse[65][256];
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uint32_t Col2RGB8[65][256];
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uint32_t *Col2RGB8_LessPrecision[65];
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uint32_t Col2RGB8_Inverse[65][256];
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ColorTable32k RGB32k;
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ColorTable256k RGB256k;
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}
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static DWORD Col2RGB8_2[63][256];
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static uint32_t Col2RGB8_2[63][256];
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// [RH] The framebuffer is no longer a mere byte array.
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// There's also only one, not four.
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@ -394,7 +394,7 @@ void DCanvas::ReleaseScreenshotBuffer()
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//
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//==========================================================================
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int V_GetColorFromString (const DWORD *palette, const char *cstr, FScriptPosition *sc)
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int V_GetColorFromString (const uint32_t *palette, const char *cstr, FScriptPosition *sc)
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{
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int c[3], i, p;
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char val[3];
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@ -586,7 +586,7 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
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//
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//==========================================================================
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int V_GetColor (const DWORD *palette, const char *str, FScriptPosition *sc)
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int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc)
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{
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FString string = V_GetColorStringByName (str, sc);
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int res;
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@ -602,7 +602,7 @@ int V_GetColor (const DWORD *palette, const char *str, FScriptPosition *sc)
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return res;
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}
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int V_GetColor(const DWORD *palette, FScanner &sc)
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int V_GetColor(const uint32_t *palette, FScanner &sc)
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{
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FScriptPosition scc = sc;
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return V_GetColor(palette, sc.String, &scc);
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@ -902,8 +902,8 @@ void DFrameBuffer::DrawRateStuff ()
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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DWORD ms = I_FPSTime();
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DWORD howlong = ms - LastMS;
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uint32_t ms = I_FPSTime();
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uint32_t howlong = ms - LastMS;
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if ((signed)howlong >= 0)
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{
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char fpsbuff[40];
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@ -923,7 +923,7 @@ void DFrameBuffer::DrawRateStuff ()
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DTA_VirtualHeight, screen->GetHeight() / textScale,
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DTA_KeepRatio, true, TAG_DONE);
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DWORD thisSec = ms/1000;
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uint32_t thisSec = ms/1000;
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if (LastSec < thisSec)
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{
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LastCount = FrameCount / (thisSec - LastSec);
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