mirror of https://github.com/odrling/Aegisub
Fix a bunch of float <-> double conversion warnings
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ec407bbd7f
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51b92390b6
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@ -58,7 +58,7 @@ AudioColorScheme::AudioColorScheme(int prec, std::string const& scheme_name, int
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for (size_t i = 0; i <= factor; ++i)
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{
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float t = (float)i / factor;
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auto t = (double)i / factor;
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hsl_to_rgb(
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mid<int>(0, h_base + t * h_scale, 255),
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mid<int>(0, s_base + t * s_scale, 255),
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@ -178,7 +178,7 @@ void AudioSpectrumRenderer::FillBlock(size_t block_index, float *block)
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fftw_execute(dft_plan);
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float scale_factor = 9 / sqrt(2 * (float)(2<<derivation_size));
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double scale_factor = 9 / sqrt(2 << (derivation_size + 1));
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fftw_complex *o = dft_output;
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for (size_t si = 1<<derivation_size; si > 0; --si)
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@ -253,7 +253,7 @@ void AudioSpectrumRenderer::Render(wxBitmap &bmp, int start, AudioRenderingStyle
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{
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assert(px >= imgdata);
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assert(px < imgdata + imgheight*stride);
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float ideal = (float)(y+1.)/imgheight * (maxband-minband) + minband;
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auto ideal = (double)(y+1.)/imgheight * (maxband-minband) + minband;
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float sample1 = power[(int)floor(ideal)+minband];
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float sample2 = power[(int)ceil(ideal)+minband];
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float frac = ideal - floor(ideal);
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@ -92,8 +92,8 @@ void hsl_to_rgb(int H, int S, int L, unsigned char *R, unsigned char *G, unsigne
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l = L / 255.f;
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float temp2;
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if (l < .5) {
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temp2 = l * (1. + s);
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if (l < .5f) {
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temp2 = l * (1.f + s);
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} else {
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temp2 = l + s - l*s;
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}
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@ -257,7 +257,7 @@ void rgb_to_hsl(int R, int G, int B, unsigned char *H, unsigned char *S, unsigne
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h = 0;
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s = 0;
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} else {
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if (l < 0.5) {
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if (l < .5f) {
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s = (maxrgb - minrgb) / (maxrgb + minrgb);
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} else {
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s = (maxrgb - minrgb) / (2.f - maxrgb - minrgb);
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@ -131,12 +131,12 @@ void OpenGLWrapper::DrawRectangle(Vector2D p1, Vector2D p2) const {
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buf.Set(3, Vector2D(p1, p2));
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// Fill
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if (fill_a != 0.0) {
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if (fill_a != 0.f) {
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SetModeFill();
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buf.Draw(GL_QUADS, false);
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}
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// Outline
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if (line_a != 0.0) {
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if (line_a != 0.f) {
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SetModeLine();
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buf.Draw(GL_LINE_LOOP);
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}
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@ -149,12 +149,12 @@ void OpenGLWrapper::DrawTriangle(Vector2D p1, Vector2D p2, Vector2D p3) const {
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buf.Set(2, p3);
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// Fill
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if (fill_a != 0.0) {
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if (fill_a != 0.f) {
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SetModeFill();
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buf.Draw(GL_TRIANGLES, false);
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}
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// Outline
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if (line_a != 0.0) {
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if (line_a != 0.f) {
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SetModeLine();
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buf.Draw(GL_LINE_LOOP);
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}
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@ -183,7 +183,7 @@ void OpenGLWrapper::DrawRing(Vector2D center, float r1, float r2, float ar, floa
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Vector2D scale_inner = Vector2D(ar, 1) * r1;
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Vector2D scale_outer = Vector2D(ar, 1) * r2;
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if (fill_a != 0.0) {
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if (fill_a != 0.f) {
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SetModeFill();
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// Annulus
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@ -210,7 +210,7 @@ void OpenGLWrapper::DrawRing(Vector2D center, float r1, float r2, float ar, floa
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cur_angle = arc_start;
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}
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if (line_a == 0.0) return;
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if (line_a == 0.f) return;
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// Outer
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steps++;
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@ -282,13 +282,13 @@ void VideoDisplay::PositionVideo() {
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double videoAr = arType == AspectRatio::Default ? double(vidW) / vidH : con->videoController->GetAspectRatioValue();
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// Window is wider than video, blackbox left/right
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if (displayAr - videoAr > 0.01f) {
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if (displayAr - videoAr > 0.01) {
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int delta = viewport_width - videoAr * viewport_height;
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viewport_left = delta / 2;
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viewport_width -= delta;
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}
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// Video is wider than window, blackbox top/bottom
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else if (videoAr - displayAr > 0.01f) {
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else if (videoAr - displayAr > 0.01) {
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int delta = viewport_height - viewport_width / videoAr;
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viewport_top = viewport_bottom = delta / 2;
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viewport_height -= delta;
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