added lines to avoid compiler hints, is this really the way we want to do it though? ;/
--- a/hedgewars/uTouch.pas Fri Oct 28 18:33:38 2011 +0200
+++ b/hedgewars/uTouch.pas Sat Nov 12 14:45:36 2011 +0100
@@ -157,6 +157,10 @@
currentPinchDelta, zoom : hwFloat;
tmpX, tmpY: LongInt;
begin
+ x := x;
+ y := y;
+ dx := dx;
+ dy := dy;
finger:= findFinger(pointerId);
tmpX := convertToCursor(cScreenWidth, x);
tmpY := convertToCursor(cScreenHeight, y);
@@ -199,6 +203,8 @@
procedure onTouchUp(x,y: Longword; pointerId: SDL_FingerId);
begin
+ x := x;
+ y := y;
aiming:= false;
stopFiring:= true;
deleteFinger(pointerId);
@@ -218,6 +224,7 @@
procedure onTouchDoubleClick(finger: Touch_Finger);
begin
+ finger := finger;//avoid compiler hint
ParseCommand('ljump', true);
end;
@@ -259,7 +266,7 @@
xCursor, yCursor, index : LongInt;
begin
//Check array sizes
- if length(fingers) < pointerCount then
+ if length(fingers) < Integer(pointerCount) then
begin
setLength(fingers, length(fingers)*2);
for index := length(fingers) div 2 to length(fingers) do fingers[index].id := nilFingerId;
@@ -284,7 +291,7 @@
procedure deleteFinger(id: SDL_FingerId);
var
- index : Longint;
+ index : Longword;
begin
dec(pointerCount);
@@ -384,6 +391,8 @@
begin
if CurrentHedgehog^.Gear <> nil then
begin
+ touchX := _0;//avoid compiler hint
+ touchY := _0;
hogX := CurrentHedgehog^.Gear^.X;
hogY := CurrentHedgehog^.Gear^.Y;
@@ -420,6 +429,8 @@
var
x,y : hwFloat;
begin
+ x := _0;//avoid compiler hint
+ y := _0;
convertToFingerCoord(x, y, int2hwFloat(CrosshairX), int2hwFloat(CrosshairY));
isOnCrosshair:= Distance(int2hwFloat(finger.x)-x, int2hwFloat(finger.y)-y) < _50;
end;
@@ -428,6 +439,8 @@
var
x,y : hwFloat;
begin
+ x := _0;
+ y := _0;
convertToFingerCoord(x, y, CurrentHedgehog^.Gear^.X, CurrentHedgehog^.Gear^.Y);
isOnCurrentHog := Distance(int2hwFloat(finger.X)-x, int2hwFloat(finger.Y)-y) < _50;
end;
@@ -472,7 +485,8 @@
procedure initModule;
var
- index, uRenderCoordScaleX, uRenderCoordScaleY: Longword;
+ index: Longword;
+ //uRenderCoordScaleX, uRenderCoordScaleY: Longword;
begin
movingCrosshair := false;
stopFiring:= false;
@@ -488,7 +502,7 @@
fingers[index].id := nilFingerId;
- uRenderCoordScaleX := Round(cScreenWidth/0.8 * 2);
+ //uRenderCoordScaleX := Round(cScreenWidth/0.8 * 2);
fireButtonLeft := Round(cScreenWidth*0.01);
fireButtonRight := Round(fireButtonLeft + (spritesData[sprFireButton].Width*0.4));
fireButtonBottom := Round(cScreenHeight*0.99);