mirror of https://github.com/stella-emu/stella.git
Fix minor compile warnings generated by clang:
- mostly change pointer -> 0 to use 'nullptr' - some commenting and formatting fixes
This commit is contained in:
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d624140829
commit
741515a520
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@ -93,7 +93,7 @@ Int16* AudioQueue::enqueue(Int16* fragment)
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if (!myFirstFragmentForEnqueue) throw runtime_error("enqueue called empty");
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newFragment = myFirstFragmentForEnqueue;
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myFirstFragmentForEnqueue = 0;
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myFirstFragmentForEnqueue = nullptr;
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return newFragment;
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}
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@ -115,13 +115,13 @@ Int16* AudioQueue::dequeue(Int16* fragment)
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{
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lock_guard<mutex> guard(myMutex);
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if (mySize == 0) return 0;
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if (mySize == 0) return nullptr;
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if (!fragment) {
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if (!myFirstFragmentForDequeue) throw runtime_error("dequeue called empty");
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fragment = myFirstFragmentForDequeue;
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myFirstFragmentForDequeue = 0;
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myFirstFragmentForDequeue = nullptr;
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}
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Int16* nextFragment = myFragmentQueue.at(myNextFragment);
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@ -41,7 +41,7 @@ class AudioQueue
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Create a new AudioQueue.
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@param fragmentSize The size (in stereo / mono samples) of each fragment
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@param capacaity The number of fragments that can be queued before wrapping.
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@param capacity The number of fragments that can be queued before wrapping.
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@param isStereo Whether samples are stereo or mono.
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@param sampleRate The sample rate. This is not used, but can be queried.
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*/
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@ -83,7 +83,7 @@ class AudioQueue
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@param fragment The returned fragment. This must be empty on the first call (when
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there is nothing to return)
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*/
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Int16* enqueue(Int16* fragment = 0);
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Int16* enqueue(Int16* fragment = nullptr);
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/**
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Dequeue a fragment for playback and return the played fragment. This may
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@ -93,7 +93,7 @@ class AudioQueue
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@param fragment The returned fragment. This must be empty on the first call (when
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there is nothing to return).
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*/
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Int16* dequeue(Int16* fragment = 0);
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Int16* dequeue(Int16* fragment = nullptr);
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/**
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Return the currently playing fragment without drawing a new one. This is called
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@ -39,8 +39,7 @@ SoundSDL2::SoundSDL2(OSystem& osystem)
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myIsInitializedFlag(false),
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myVolume(100),
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myVolumeFactor(0xffff),
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myAudioQueue(0),
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myCurrentFragment(0)
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myCurrentFragment(nullptr)
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{
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myOSystem.logMessage("SoundSDL2::SoundSDL2 started ...", 2);
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@ -103,9 +102,10 @@ void SoundSDL2::setEnabled(bool state)
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue, EmulationTiming* emulationTiming)
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void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue,
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EmulationTiming* emulationTiming)
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{
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this->emulationTiming = emulationTiming;
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myEmulationTiming = emulationTiming;
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myOSystem.logMessage("SoundSDL2::open started ...", 2);
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mute(true);
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@ -118,7 +118,7 @@ void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue, EmulationTiming* emulati
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myAudioQueue = audioQueue;
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myUnderrun = true;
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myCurrentFragment = 0;
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myCurrentFragment = nullptr;
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// Adjust volume to that defined in settings
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setVolume(myOSystem.settings().getInt("volume"));
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@ -149,8 +149,8 @@ void SoundSDL2::close()
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mute(true);
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if (myAudioQueue) myAudioQueue->closeSink(myCurrentFragment);
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myAudioQueue = 0;
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myCurrentFragment = 0;
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myAudioQueue.reset();
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myCurrentFragment = nullptr;
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myOSystem.logMessage("SoundSDL2::close", 2);
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@ -167,7 +167,8 @@ void SoundSDL2::mute(bool state)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SoundSDL2::reset()
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{}
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{
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SoundSDL2::setVolume(Int32 percent)
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@ -233,14 +234,15 @@ void SoundSDL2::processFragment(float* stream, uInt32 length)
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void SoundSDL2::initResampler()
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{
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Resampler::NextFragmentCallback nextFragmentCallback = [this] () -> Int16* {
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Int16* nextFragment = 0;
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Int16* nextFragment = nullptr;
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if (myUnderrun)
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nextFragment = myAudioQueue->size() > emulationTiming->prebufferFragmentCount() ? myAudioQueue->dequeue(myCurrentFragment) : 0;
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nextFragment = myAudioQueue->size() > myEmulationTiming->prebufferFragmentCount() ?
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myAudioQueue->dequeue(myCurrentFragment) : nullptr;
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else
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nextFragment = myAudioQueue->dequeue(myCurrentFragment);
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myUnderrun = nextFragment == 0;
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myUnderrun = nextFragment == nullptr;
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if (nextFragment) myCurrentFragment = nextFragment;
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return nextFragment;
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@ -33,7 +33,7 @@ class EmulationTiming;
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/**
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This class implements the sound API for SDL.
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@author Stephen Anthony and Bradford W. Mott
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@author Stephen Anthony and Christian Speckner (DirtyHairy)
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*/
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class SoundSDL2 : public Sound
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{
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@ -130,7 +130,7 @@ class SoundSDL2 : public Sound
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shared_ptr<AudioQueue> myAudioQueue;
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EmulationTiming* emulationTiming;
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EmulationTiming* myEmulationTiming;
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Int16* myCurrentFragment;
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bool myUnderrun;
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@ -75,10 +75,10 @@ LanczosResampler::LanczosResampler(
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myKernelSize(2 * kernelParameter),
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myCurrentKernelIndex(0),
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myKernelParameter(kernelParameter),
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myBuffer(0),
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myBufferL(0),
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myBufferR(0),
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myCurrentFragment(0),
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myBuffer(nullptr),
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myBufferL(nullptr),
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myBufferR(nullptr),
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myCurrentFragment(nullptr),
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myFragmentIndex(0),
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myIsUnderrun(true),
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myTimeIndex(0)
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@ -22,7 +22,8 @@
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#include "Resampler.hxx"
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#include "ConvolutionBuffer.hxx"
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class LanczosResampler : public Resampler {
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class LanczosResampler : public Resampler
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{
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public:
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LanczosResampler(
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Resampler::Format formatFrom,
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@ -30,10 +30,10 @@ class Resampler {
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class Format {
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public:
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Format(uInt32 sampleRate, uInt32 fragmentSize, bool stereo) :
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sampleRate(sampleRate),
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fragmentSize(fragmentSize),
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stereo(stereo)
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Format(uInt32 f_sampleRate, uInt32 f_fragmentSize, bool f_stereo) :
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sampleRate(f_sampleRate),
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fragmentSize(f_fragmentSize),
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stereo(f_stereo)
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{}
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public:
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@ -22,13 +22,13 @@ SimpleResampler::SimpleResampler(
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Resampler::Format formatFrom,
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Resampler::Format formatTo,
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Resampler::NextFragmentCallback nextFragmentCallback)
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:
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Resampler(formatFrom, formatTo, nextFragmentCallback),
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myCurrentFragment(0),
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: Resampler(formatFrom, formatTo, nextFragmentCallback),
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myCurrentFragment(nullptr),
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myTimeIndex(0),
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myFragmentIndex(0),
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myIsUnderrun(true)
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{}
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{
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SimpleResampler::fillFragment(float* fragment, uInt32 length)
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@ -21,7 +21,8 @@
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#include "bspf.hxx"
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#include "Resampler.hxx"
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class SimpleResampler : public Resampler {
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class SimpleResampler : public Resampler
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{
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public:
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SimpleResampler(
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Resampler::Format formatFrom,
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@ -110,7 +110,7 @@ class M6502 : public Serializable
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is executed, someone stops execution, or an error occurs. Answers
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true iff execution stops normally.
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@param number Indicates the number of cycles to execute. Not that the actual
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@param cycles Indicates the number of cycles to execute. Not that the actual
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granularity of the CPU is instructions, so this is only accurate up to
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a couple of cycles
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@return true iff execution stops normally
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@ -35,8 +35,8 @@ namespace {
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Audio::Audio()
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: myAudioQueue(0),
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myCurrentFragment(0)
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: myAudioQueue(nullptr),
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myCurrentFragment(nullptr)
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{
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for (uInt8 i = 0; i <= 0x1e; i++) myMixingTableSum[i] = mixingTableEntry(i, 0x1e);
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for (uInt8 i = 0; i <= 0x0f; i++) myMixingTableIndividual[i] = mixingTableEntry(i, 0x0f);
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@ -65,7 +65,8 @@ void Audio::setAudioQueue(shared_ptr<AudioQueue> queue)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Audio::tick()
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{ switch (myCounter) {
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{
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switch (myCounter) {
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case 9:
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case 81:
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myChannel0.phase0();
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