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More lint warning fixes
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@@ -286,7 +286,6 @@ public:
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void Draw(UIContext &dc) override {
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float opacity = GamepadGetOpacity();
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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uint32_t downBg = colorAlpha(0x00FFFFFF, opacity * 0.5f);
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const ImageID stickImage = g_Config.iTouchButtonStyle ? ImageID("I_STICK_LINE") : ImageID("I_STICK");
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const ImageID stickBg = g_Config.iTouchButtonStyle ? ImageID("I_STICK_BG_LINE") : ImageID("I_STICK_BG");
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@@ -379,7 +378,6 @@ bool ControlLayoutView::Touch(const TouchInput &touch) {
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if ((touch.flags & TOUCH_MOVE) && pickedControl_ != nullptr) {
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if (mode_ == 0) {
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const Bounds &controlBounds = pickedControl_->GetBounds();
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// Allow placing the control halfway outside the play area.
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Bounds validRange = this->GetBounds();
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@@ -387,7 +385,9 @@ bool ControlLayoutView::Touch(const TouchInput &touch) {
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validRange.x = 0.0f;
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validRange.y = 0.0f;
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// This make cure the controll is all inside the screen (commended out only half)
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// TODO: Worth keeping?
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// This make sure the control is all inside the screen (commented out only half)
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// const Bounds &controlBounds = pickedControl_->GetBounds();
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//validRange.x += controlBounds.w * 0.5f;
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//validRange.w -= controlBounds.w;
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//validRange.y += controlBounds.h * 0.5f;
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@@ -478,7 +478,6 @@ void ControlLayoutView::CreateViews() {
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ImageID shoulderImage = g_Config.iTouchButtonStyle ? ImageID("I_SHOULDER_LINE") : ImageID("I_SHOULDER");
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ImageID stickImage = g_Config.iTouchButtonStyle ? ImageID("I_STICK_LINE") : ImageID("I_STICK");
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ImageID stickBg = g_Config.iTouchButtonStyle ? ImageID("I_STICK_BG_LINE") : ImageID("I_STICK_BG");
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ImageID roundImage = g_Config.iTouchButtonStyle ? ImageID("I_ROUND_LINE") : ImageID("I_ROUND");
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auto addDragDropButton = [&](ConfigTouchPos &pos, const char *key, ImageID bgImg, ImageID img) {
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DragDropButton *b = nullptr;
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