CLANG test 1 ==> compilation error

This commit is contained in:
Edouard Dupin 2012-06-18 07:50:54 +02:00
parent 681f5a529d
commit 4f62af618d
4 changed files with 36 additions and 17 deletions

View File

@ -18,10 +18,6 @@ DESTDIR :=
PREFIX := /usr/local
# Tools
GCC := gcc
GXX := g++
AR := ar
LD := ld
WINDRES := windres
# Overridable settings
@ -29,6 +25,20 @@ V := 0
W := 0
DEBUG := 0
STATIC := 0
CLANG := 0
ifneq ("$(CLANG)","1")
GCC := gcc
GXX := g++
AR := ar
LD := ld
else
GCC := clang
GXX := clang++
AR := ar
LD := ld
endif
# Quiet command if V is not 1
ifneq ("$(V)","1")

View File

@ -344,7 +344,7 @@ namespace agg
//--------------------------------------------------------------------
scanline32_u8() :
scanline32_u8(void) :
m_min_x(0),
m_last_x(0x7FFFFFF0),
m_covers()
@ -422,17 +422,17 @@ namespace agg
}
//--------------------------------------------------------------------
void reset_spans()
void reset_spans(void)
{
m_last_x = 0x7FFFFFF0;
m_spans.remove_all();
}
//--------------------------------------------------------------------
int y() const { return m_y; }
unsigned num_spans() const { return m_spans.size(); }
const_iterator begin() const { return const_iterator(m_spans); }
iterator begin() { return iterator(m_spans); }
int y(void) const { return m_y; }
unsigned num_spans(void) const { return m_spans.size(); }
const_iterator begin(void) const { return const_iterator(m_spans); }
iterator begin(void) { return iterator(m_spans); }
private:
scanline32_u8(const self_type&);
@ -464,7 +464,7 @@ namespace agg
typedef base_type::coord_type coord_type;
scanline32_u8_am() : base_type(), m_alpha_mask(0) {}
scanline32_u8_am(void) : scanline_u8(), m_alpha_mask(0) {}
scanline32_u8_am(const AlphaMask& am) : base_type(), m_alpha_mask(&am) {}
//--------------------------------------------------------------------

View File

@ -33,6 +33,7 @@
#include <math.h>
#define CYCLIC_CALL_PERIODE_US (10000)
#define NB_SPECIAL_PARAM (5)
namespace ewol {
@ -55,6 +56,7 @@ namespace ewol {
float m_size; //!< Current size of the element more specific size can be done in the under class => this is for simplify calculation ==> all is consider like sphere...
bool m_canBeCibled; //!< This is for automatic finding on an ennemy
bool m_canHaveImpact; //!< detection of impact is done with this ...
float m_specialParam[NB_SPECIAL_PARAM]; //!< specific game user parameter
public:
/**
* @brief Constructor : here are requested all the needed sprite and effect that can be used in the game
@ -109,6 +111,9 @@ namespace ewol {
uint16_t GroupGet(void) { return m_group; };
void GroupSet(uint16_t state) { m_group = state; };
float SpecialParamGet(int32_t id) { if (id<0 || id>=NB_SPECIAL_PARAM) {return 0.0;} return m_specialParam[id]; };
void SpecialParamSet(int32_t id, float state) { if (id<0 || id>=NB_SPECIAL_PARAM) {return;} m_specialParam[id]=state; };
/**
* @brief Periodicly this fuction will be call tu change property of all the dynamic obbjects
* @param[in] time Current game time (start at 0)

View File

@ -40,7 +40,7 @@ ewol::SceneElement::SceneElement(void)
for (int32_t iii=0; iii<MAX_GROUP_NUMBER; iii++) {
int32_t kkk = 0;
for (int32_t jjj=0; jjj<MAX_GROUP_NUMBER-1; jjj++) {
if (jjj == kkk) {
if (iii == kkk) {
kkk++;
}
groupEnemy[iii][jjj] = kkk;
@ -224,14 +224,18 @@ uint32_t ewol::SceneElement::GetNearestEnemy(Vector2D<float> position, int32_t g
return 0;
}
while (groupEnemy[groupId][jjj] != -1) {
for (int32_t iii=0; iii<listAnimatedElements[groupEnemy[groupId][jjj]].Size(); iii++) {
if (NULL != listAnimatedElements[groupEnemy[groupId][jjj]][iii]) {
if (true == listAnimatedElements[groupEnemy[groupId][jjj]][iii]->CanBeCibledGet()) {
Vector2D<float> tmpPos = listAnimatedElements[groupEnemy[groupId][jjj]][iii]->PositionGet();
int32_t gId = groupEnemy[groupId][jjj];
if (gId == groupId) {
EWOL_ERROR("groupId=" << gId << " is ennemy of groupId:" << groupId);
}
for (int32_t iii=0; iii<listAnimatedElements[gId].Size(); iii++) {
if (NULL != listAnimatedElements[gId][iii]) {
if (true == listAnimatedElements[gId][iii]->CanBeCibledGet()) {
Vector2D<float> tmpPos = listAnimatedElements[gId][iii]->PositionGet();
float distance = quadDist(position, tmpPos);
if (distance <= lastQuadDistance) {
lastQuadDistance = distance;
result = createUniqueId(listAnimatedElements[groupEnemy[groupId][jjj]][iii]->GetUniqueId(), iii);
result = createUniqueId(listAnimatedElements[gId][iii]->GetUniqueId(), iii);
}
}
}