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authorjacob1 <jfu614@gmail.com>2012-09-04 00:09:53 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2012-09-06 23:52:56 (GMT)
commitf8f70a3f770b6cbc1e9c182572317c0968af718b (patch)
tree03e94654817ce2c944bcc75f484313331e2daf9d /src/game/GameView.cpp
parent58fa3dd539ad0ee7ebb44ec68515bdc22956c095 (diff)
downloadpowder-f8f70a3f770b6cbc1e9c182572317c0968af718b.zip
powder-f8f70a3f770b6cbc1e9c182572317c0968af718b.tar.gz
Visual studio compatibility
This removes some inlines when using visual studio to compile, uisng TPT_NO_INLINE. It also fixes many other problems visual studio has with the code
Diffstat (limited to 'src/game/GameView.cpp')
-rw-r--r--src/game/GameView.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/GameView.cpp b/src/game/GameView.cpp
index 05ffcab..5b52424 100644
--- a/src/game/GameView.cpp
+++ b/src/game/GameView.cpp
@@ -2069,7 +2069,7 @@ void GameView::OnDraw()
ui::Point GameView::lineSnapCoords(ui::Point point1, ui::Point point2)
{
ui::Point newPoint(0, 0);
- float snapAngle = floor(atan2(point2.Y-point1.Y, point2.X-point1.X)/(M_PI*0.25)+0.5)*M_PI*0.25;
+ float snapAngle = floor(atan2((float)point2.Y-point1.Y, point2.X-point1.X)/(M_PI*0.25)+0.5)*M_PI*0.25;
float lineMag = sqrtf(pow((float)(point2.X-point1.X),2)+pow((float)(point2.Y-point1.Y),2));
newPoint.X = (int)(lineMag*cos(snapAngle)+point1.X+0.5f);
newPoint.Y = (int)(lineMag*sin(snapAngle)+point1.Y+0.5f);
@@ -2079,7 +2079,7 @@ ui::Point GameView::lineSnapCoords(ui::Point point1, ui::Point point2)
ui::Point GameView::rectSnapCoords(ui::Point point1, ui::Point point2)
{
ui::Point newPoint(0, 0);
- float snapAngle = floor((atan2(point2.Y-point1.Y, point2.X-point1.X)+M_PI*0.25)/(M_PI*0.5)+0.5)*M_PI*0.5 - M_PI*0.25;
+ float snapAngle = floor((atan2((float)point2.Y-point1.Y, point2.X-point1.X)+M_PI*0.25)/(M_PI*0.5)+0.5)*M_PI*0.5 - M_PI*0.25;
float lineMag = sqrtf(pow((float)(point2.X-point1.X),2)+pow((float)(point2.Y-point1.Y),2));
newPoint.X = (int)(lineMag*cos(snapAngle)+point1.X+0.5f);
newPoint.Y = (int)(lineMag*sin(snapAngle)+point1.Y+0.5f);