mirror of https://github.com/libsdl-org/SDL
Fixed build warnings
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a38cd7a067
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889a788913
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@ -603,7 +603,7 @@ static void GAMEINPUT_JoystickUpdate(SDL_Joystick *joystick)
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uint32_t i;
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uint32_t button_count = IGameInputReading_GetControllerButtonState(reading, info->controllerButtonCount, button_state);
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for (i = 0; i < button_count; ++i) {
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SDL_SendJoystickButton(timestamp, joystick, i, button_state[i]);
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SDL_SendJoystickButton(timestamp, joystick, (Uint8)i, button_state[i]);
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}
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SDL_stack_free(button_state);
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}
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@ -613,7 +613,7 @@ static void GAMEINPUT_JoystickUpdate(SDL_Joystick *joystick)
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uint32_t i;
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uint32_t axis_count = IGameInputReading_GetControllerAxisState(reading, info->controllerAxisCount, axis_state);
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for (i = 0; i < axis_count; ++i) {
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SDL_SendJoystickAxis(timestamp, joystick, i, CONVERT_AXIS(axis_state[i]));
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SDL_SendJoystickAxis(timestamp, joystick, (Uint8)i, CONVERT_AXIS(axis_state[i]));
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}
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SDL_stack_free(axis_state);
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}
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@ -313,7 +313,7 @@ static void GAMEINPUT_HandleMouseDelta(WIN_GameInputData *data, SDL_Window *wind
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}
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if (delta.buttons) {
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for (int i = 0; i < MAX_GAMEINPUT_BUTTONS; ++i) {
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const GameInputMouseButtons mask = (1 << i);
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const GameInputMouseButtons mask = (1 << i);
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if (delta.buttons & mask) {
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SDL_SendMouseButton(timestamp, window, mouseID, (state.buttons & mask) ? SDL_PRESSED : SDL_RELEASED, GAMEINPUT_button_map[i]);
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}
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